- Default
- Attack
- Special
- Injured
Summer Micaiah - Wavecrest Maiden |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 11 | 5 | 2 | 8 |
Middle | 16 | 12 | 6 | 3 | 9 |
High | 17 | 13 | 7 | 4 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 39 | 27 | 12 | 34 |
Middle | 38 | 42 | 30 | 16 | 37 |
High | 41 | 46 | 33 | 19 | 40 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
♪ a young girl with eyes like the desert ♪ (Offensive Nuke)
Moonlight Drop | A | Atk/Res Catch 4 | |
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Positional Assist | B | Prescience Alternate: A/R Far Trace 3 |
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Glimmer Alternate: Moonbow |
C | Atk/Res Menace Alternate: Fatal Smoke 3 |
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IVs | +ATK or +RES / -DEF | S | Quickened Pulse |
Weapon: Moonlight Drop
Assist: Positional Assist / Assistless / Flexible
Special: Glimmer / Moonbow / Ruptured Sky
Passive A: Atk/Res Catch
Passive B: Prescience / A/R Far Trace
Passive C: Atk/Res Menace / Fatal Smoke / Joint Drive Skills / Cavalry Buffs / Flexible
Sacred Seal: Quickened Pulse / Atk/Res Form / Atk/Res Solo / Mirror Strike
- The Wavecrest Maiden’s sheer damage ceiling upon initiation makes anything but an all-out offensive build pale in comparison, given the potency and relevance of her many quirks: combining Slaying with a relatively accessible Brave effect on a 20 Might weapon alone makes her formidable, but this being honed further by the beauty of colorless typing and armor-effective damage cements Micaiah as a phenomenal wallbreaker against the most troublesome tanks in the game’s current landscape.
- As a result of how generally useful she can prove, Summer Micaiah can fit into any number of teams across different competitive platforms, though special mention goes to her performance in Aether Raids Defense and Summoner’s Duels given the ubiquity of Far Save armors. That being said, regardless of where you use her, a +ATK IV should be prioritized to frontload as much damage as possible, though +RES also puts in decent work if +ATK is unavailable to leverage her Brave effect more consistently.
- Two-turn Specials like Glimmer, Moonbow, and Ruptured Sky excel here by merit of her weapon’s permanent cooldown reduction and Brave effect; this combination makes it so these Specials easily trigger on her second strike for consistent damage boosts. These options can even be paired with Quickened Pulse to ensure their activation regardless of common Guard effects, which may be especially prudent on Aether Raids Defense.
- Summer Micaiah is quite fortunate when it comes to her base kit, as both her native Atk/Res Catch and Prescience are readily synergistic with her role and playstyle — generally speaking, it’s ill-advised to remove either as you’ll be hard-bargained to find better.
- This is especially true for Prescience as it offers an otherwise inaccessible safety net if Micaiah only triggers the automatic follow-up effect from Moonlight Drop, giving her a greater chance of surviving an enemy attack in-between her own strikes through its 30% damage reduction.
- That being said, there is an argument to swap Prescience for A/R Far Trace for the purposes of Summoner’s Duels, or potentially even Aether Raids Offense if a stronger answer to armor balls is needed. It does make it much more prudent that Summer Micaiah can guarantee her PRF’s Brave effect, but in exchange allows her to actually extend further into enemy range without fear of being stuck in enemy range by merit of having【Canto (Rem.)】
- Please note, however, that A/R Far Trace is far, far weaker on Aether Raids Defense as【Canto (Rem.)】is honestly mediocre in the hands of AI. Just stick with Prescience for such purposes.
- For her C skill, Atk/Res Menace is fantastic for general play and synergizes quite well with Moonlight Drop and Atk/Res Catch, creating a staggering +12 Res differential to leverage the former while also enabling the maximum effect of the latter. Other solid generalist options include Joint Drives, cavalry-exclusive buffs, and Smoke skills. Fatal Smoke is also of particular note for Aether Raids Defense purposes and adds to the punishment Micaiah doles out to traditional tanks.
- If not using the Quickened Pulse Sacred Seal, Summer Micaiah is free to equip any option that elevates both Atk and Res simultaneously; among those available, Atk/Res Form, Mirror Strike, and Atk/Res Solo are ideal.
Strengths
Moonlight Drop
Sneaking her way into a second summer-related version (likely being the only reason her epithet this time isn’t Summer’s Dawn), Micaiah brings out all her firepower through her new Moonlight Drop. This is primarily owed to the tome’s ability to grant a Brave effect if Micaiah can achieve a fifteen-point Resistance advantage over her enemies, immediately unleashing two consecutive attacks without being hindered by any form of Null Follow-Up or Impact effect or being susceptible to a KO between attacks.
- While a Brave effect in a vacuum isn’t particularly awe-inspiring, its significance here lies in the fact that Summer Micaiah’s doesn’t face the restraints of traditional Brave weapons like reduced Might or a lack of further supplemental effects, as seen in Ninja Corrin’s powerful but relatively simple Ninjutsu Scrolls.
- To the contrary, Micaiah is able to leverage these consecutive strikes with the full brunt of an essentially 20 Might weapon, dual effectiveness against cavalry and armored foes, and hastened Special activations to boot — all of which together cement the maiden as a phenomenal tankbuster and overall premier offensive threat against the majority of relevant tanks in the meta.
It typically shouldn’t be too much trouble actually reaching this differential in most cases but even then, Moonlight Drop does offer a guaranteed follow-up effect instead if she misses the fifteen-point differential but has at least four more Res than her opponent (which should be almost always). This isn’t as powerful as the Brave effect and has more means of being circumvented by her opponent — but hey, it’s better than nothing and she does have her PRF B skill to help bridge the gap.
Prescience
In addition to her signature dual effectiveness quirk, Summer Micaiah yoinks yet another element seen before on an alt: her Legendary version’s PRF B skill, Prescience. The -5 Atk/Res in-combat debuff it applies is certainly welcome to build on the stat differences necessary to maximize damage, though its 30% damage reduction upon initiation is likely the skill’s biggest draw as it helps offset her physical bulk to an extent.
While this damage reduction actually doesn’t have too much bearing if she triggers Moonlight Drop’s Brave effect, Prescience becomes much more impactful if Micaiah only passes the check to gain a guaranteed follow-up attack as her strikes won’t be consecutive then; this makes her much safer to play in such instances. The fact that Prescience is a B skill also comes as more of an advantage than detriment for Summer Micaiah as well relative to her Legendary incarnation, since ranged cavalry units don’t really have too many B skill options otherwise.
Exceptional Attack & Resistance
Even with the BST limitations imposed on cavalry units, Micaiah features exceedingly fierce values in both Atk and Res yet again: with 42 Atk, 37 Res, and access to a four-point Asset in the former, the Wavecrest Maiden finds herself more than capable of exploiting her tailormade PRFs to deal immense damage while being pretty resilient to most magical attacks.
Colorless Cavalry Benefits
The sheer offensive capacity of Moonlight Drop and Prescience are honed further by Summer Micaiah’s lack of disadvantaged matchups and effective five-tile range as a colorless cavalier, making her both a far-reaching and consistent threat on the offensive. She also sports access to nifty class-exclusive buffs such as Goad Cavalry for simple team building at low investment, though this can always be replaced by something else if need be.
Weaknesses
Abysmal Physical Bulk
To compensate for her devastating Player Phase, Summer Micaiah sports crippling physical bulk: with only 16 Def and a meager HP pool to make up the difference, even just one stray counterattack from an opposing physical attacker can quickly deplete most, if not all, of her health. This issue is compounded further by the fact that she has no means of reliably negating follow-up attacks from foes with built-in mechanics or simply higher Spd, as Prescience only affects the first attack she receives. Against such enemies, if they deal physical damage and manage to live through her initiation, she’s… pretty much dead in the water.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Stone Learns by default at 1 ★ Unlocks at 1 ★ Colorless Tome Only
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50 | 2 | 4 |
Elstone Learns by default at 2 ★ Unlocks at 2 ★ Colorless Tome Only
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100 | 2 | 6 |
Atlas (Weapon) Learns by default at 4 ★ Unlocks at 3 ★ Colorless Tome Only
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200 | 2 | 9 |
Moonlight Drop Effective against armored and cavalry foes. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 5 and ≤ 14, unit makes a guaranteed follow-up attack. If ≥ 15 and unit initiates combat, unit attacks twice. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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Ardent Sacrifice Heals adjacent ally 10 HP. Unit loses 10HP (but cannot reach 0 this way) Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 2 ★ |
60 | A |
Atk/Res Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 3 ★ |
120 | A |
Atk/Res Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
Atk/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Res+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 5 ★ |
300 | A |
Prescience Inflicts Atk/Res-5 on foe during combat. If unit initiates combat or if foe's Range = 2, reduces damage from foe's first attack by 30%.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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