- Default
- Attack
- Special
- Injured




Tsubasa - Madcap Idol |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 9 | 6 | 7 |
Middle | 17 | 8 | 10 | 7 | 8 |
High | 18 | 9 | 11 | 8 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 29 | 37 | 23 | 26 |
Middle | 39 | 32 | 40 | 26 | 30 |
High | 42 | 35 | 44 | 30 | 33 |
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
Feel My Voice, Feel My Soul, Feel My Heart (General Offense)
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Mirage Feather | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | Flow Force 3 Alternate: Flow Guard 3 |
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Moonbow Alternate: Ruptured Sky |
C | Spd/Def Hold (or Rein) Alternate: Atk/Def Rein 3 |
IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Blade Session 3 Alternate: Heavy Blade 3 |
Weapon: Mirage Feather
Assist: Positional Assist
Special: Moonbow / Ruptured Sky
Passive A: Atk/Spd Boosting A Slot
Passive B: Flow Force / Flow Guard / Flow Skills
Passive C: Spd/Def Hold (or Rein) / Atk/Def Rein / Atk/Spd Rein
Sacred Seal: Blade Session / Heavy Blade
- If an ally has already acted, Mirage Feather grants Tsubasa +6 Atk/Spd and the ability to perform a follow-up attack before the enemy can counterattack during combat on initiation. As such, her sets naturally lean toward the objective of 2HKOing on Player Phase, with this set in particular maximizing her consistency (as opposed to the set below that emphasizes post-combat mobility).
- Since Tsubasa lacks any Special acceleration or additional Special charge, low-cooldown Specials such as Moonbow and Ruptured Sky work best, with the former being more accessible and stronger against enemies with high Def and the latter being better against Dragon and Beast enemies and units with much higher Atk than Def.
- Heavy Blade in Tsubasa’s Sacred Seal allows her to activate her Special on her follow-up if no Special-slowing effects are active; however, actually passing the Heavy Blade check to receive the additional Special charge (Tsubasa’s in-combat Atk > the enemy’s in-combat Atk) can be difficult, so Blade Session can be used instead.
- Atk/Spd Boosting A slots such as Atk/Spd Catch, Atk/Spd Solo, Atk/Spd Push, and her native Blade Session maximize Tsubasa’s damage output and follow-up consistency, making them her strongest options.
- Neutralizing effects that prevent her follow-up, Tsubasa greatly appreciated the Flow family of B slots. While the secondary effects can be somewhat inconsequential, Flow Force is typically best to neutralize Tsubasa’s visible Atk/Spd debuffs, though Flow Guard can be strong for slowing enemy defensive Specials.
- Spd/Def Hold and Spd/Def Rein are virtually identical; both inflict -4 Spd/Def on enemies during combat, but the latter does so on enemies within three spaces while the former only does so within two. If using Heavy Blade in Tsubasa’s Sacred Seal, then lowering the enemy’s Atk during combat maximizes her check consistency, so options such as Atk/Def Rein and Atk/Spd Rein are generally better.
Dream☆Catcher (Hit-and-Run)
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Mirage Feather | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | S/D Near Trace 3 |
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Moonbow Alternate: Ruptured Sky |
C | Odd Tempest 3 Alternate: Even Tempest 3 |
IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Blade Session 3 |
Weapon: Mirage Feather
Assist: Positional Assist
Special: Moonbow / Ruptured Sky
Passive A: Atk/Spd Boosting A Slot
Passive B: S/D Near Trace
Passive C: Odd Tempest / Even Tempest / Spd/Def Hold (or Rein)
Sacred Seal: Blade Session
- Mirage Feather’s Armor-effectiveness and Tsubasa’s Flier status lands her some potential as a hit-and-run unit in Aether Raids Offense. Ideally, she 2HKOs the enemy’s frontliner (whether they be a Near Save Armored unit or not), then retreats with S/D Near Trace, which inflicts -3 Spd/Def on the enemy during combat and grants Tsubasa【Canto (Rem. +1)】after her first action of the current phase (she can move her remaining movement + 1 additional space). Note that this set is generally stronger on Astra:
- Medeus, the best Dark Mythic at the time of writing, natively has Canto Control, which limits Tsubasa’s post-combat movement to only one space.
- Because Tsubasa has to use S/D Near Trace in her B slot, she cannot run a Flow skill, which neutralizes effects that prevent her follow-up. Luckily, for players that have Naga, Tsubasa can gain a guaranteed follow-up from her C slot, Divine Fang+.
- Naturally, Tsubasa is only as strong as her KO capabilities, so her A and S slots are dedicated to maximizing her offenses. Any strong Atk/Spd Boosting A slot will do, with her native Blade Session being a relatively easy +9 Atk/Spd on initiation; stacking this with Blade Session in her Sacred Seal and Mirage Feather’s +6 Atk/Spd, she can gain up to +24 Atk/Spd during combat, significantly boosting her firepower.
- A Tempest C slot is important for Tsubasa; her average 2 movement fails to do her any favors for hit-and-run purposes (especially against Defense Keeps with high threat ranges), so gaining +1 movement on odd or even turns can provide her some much-needed mobility leverage. Spd/Def Hold and Rein can also serve as alternatives, increasing her damage and follow-up consistency via in-combat Spd/Def debuffs.
Strengths
Strong Spd
Tsubasa’s 40 Spd, while not as absurdly high today as when she was first released, is more than sufficient for consistently performing and avoiding natural follow-ups.
Mirage Feather
In harmony with Caeda, Tsubasa wields her straightforward personal weapon:
- Mirage Feather innately grants +3 Spd, Armor-effectiveness, and Cavalry-effectiveness, providing Tsubasa some much-needed matchup improvements.
- If an ally has already acted, Tsubasa gains +6 Atk/Spd during combat and can perform a follow-up attack before the enemy can counterattack.
With Mirage Feather’s Desperation effect, 2HKOing is the name of the game for Tsubasa.
Flier Advantages
Access to skills such as Atk/Spd Catch, S/D Near Trace, Flow Force, Odd Tempest, Even Tempest, and Spd/Def Hold boosts Tsubasa’s combat consistency and general mobility.
Weaknesses
Middling Atk and Poor Bulk
While Tsubasa’s Spd is still excellent, the rest of her stats fall rather short for modern standards. 39 HP, 32 Atk, 26 Def, and 30 Res leave much to be desired both damage-wise (even with effectiveness) and bulk-wise.
Outdated
Although Mirage Feather allows Tsubasa to still be viable in the current meta, she is unfortunately far from most players’ first picks for Aether Raids purposes.
- Her low reach makes Player Phase strategies (such as hit-and-run) difficult to comfortably initiate, let alone successfully retreat from.
- As Mirage Feather lacks a Canto effect or a follow-up effect (such as a guaranteed follow-up or neutralization of effects that prevent Tsubasa’s follow-up), she must choose between essential B slots that provide either the former (Near Trace) or the latter (Flow skills).
- Even with Armor-effectiveness, Tsubasa’s damage output against the prevalent Near Save enemies can be rather middling; enemy Def stats have hit simply absurd levels, and throwing damage reduction and ally support into the mix only makes matters worse for Tsubasa.
Someday, Tsubasa and friends will get refines…or a new banner…or seasonals…or anything, right? (please)
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 11 |
![]() Effective against armored and cavalry foes. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Qiang (+Def) |
Arcane Qiang (+Res) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 1 + number of allies who have already acted (max value of 3). Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 2 + number of allies who have already acted × 2 (max value of 6). Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted × 3 (max value of 9). Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
![]() At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Grants adjacent allies Spd+2 through their next actions at the start of each turn. Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Grants adjacent allies Spd+3 through their next actions at the start of each turn. Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.
Only inheritable by flier units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Tokyo Mirage Sessions ♯FE Encore
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