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Tier Rating

Analysis by Chibi_Chu
Tsubasa - Madcap Idol

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 39
ATK 32
SPD 40
DEF 26
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 9 6 7
Middle 17 8 10 7 8
High 18 9 11 8 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Assets

  • +ATK: With a sky-high 40 Speed that can be increased with her Mirage Feather, Tsubasa will have very little trouble performing follow-up attacks. As such, she greatly appreciates an Attack Asset, as she wants to 2HKO as consistently as possible; doing so with her Mirage Feather’s Desperation effect if an ally has already acted means that she will not take a counterattack, which is important considering her middling overall bulk.
  • +SPD: While not as important as increasing her Attack, +SPD is still a great option, boosting Tsubasa’s Speed from 40 to a whopping 44 thanks to a Speed Superasset. This helps Tsubasa secure follow-up attacks against some of her fastest enemies. 

Flaws

  • -HP/-DEF/-RES: Tsubasa’s Mirage Feather allows her to perform a follow-up attack before the enemy can counterattack if an ally has already acted. As such, Tsubasa can circumvent her mediocre physical bulk and only-decent magical bulk on Player Phase by focusing on KOing the enemy within 2 attacks before the enemy can counterattack. Because of this, any defensive Flaw is a great choice for Tsubasa.

Skill Sets

Feeling Weightless (General Offense)

Build by
Recommended
Mirage Feather A Blade Session 3
Alternate: Death Blow (3 or 4)
Reposition B Chill Def 3
Alternate: Aerobatics 3
Moonbow
Alternate: Glimmer
C Def Smoke 3
Alternate: Hone Fliers
IVsSHeavy Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP or -DEF or -RES

  • As with most offensive sets, Tsubasa wants +ATK to increase her raw damage or +SPD to bolster her chances of performing a follow-up attack. Any defensive Flaw works well, since Tsubasa wants to 2HKO her enemies before they can counterattack.

Weapon: Mirage Feather

  • Granting +3 Speed, effectiveness against Cavalry and Armored enemies, and a conditional +6 Atk/Spd and Desperation effect if an ally has already acted, Mirage Feather makes Tsubasa a force to be reckoned. Thanks to dual-effectiveness and +6 Atk/Spd, Tsubasa can consistently score 2HKOs, especially with Attack buffs. With its Desperation effect, Tsubasa can work around her middling defenses by focusing on 2HKOing the enemy before they can counterattack.

Assist: Reposition / Flexible 

Special: Moonbow / Glimmer 

  • Moonbow is a great option, helping Tsubasa score KOs on physically-bulky enemies she may not be able to KO otherwise. Its 2-cooldown also allows Tsubasa to activate it on her second attack if Heavy Blade is activated and no Guard effect is active on the enemy.

  • Because of Mirage Feather’s dual-effectiveness, Glimmer is a strong alternative, adding 50% of damage dealt when activated. This helps Tsubasa score KOs on enemies that can prevent Tsubasa’s follow-up attack or especially tanky Cavalry and Armored units. 

Passive A: Blade Session / Death Blow (3 or 4) / Atk/Spd Push 4 / Swift Sparrow (2 or 3) 

  • Given that Mirage Feather already requires an ally to take their action, Tsubasa’s native Blade Session works wonders, granting 3 + 3x Atk/Spd with x = the number of allies that have already acted and the total increase maxing at 9. While this requires increased awareness and cautiousness of the order in which to move units, Tsubasa’s reward is very high.

  • Death Blow grants +6/8 Attack if Tsubasa initiates, greatly improving her damage output and chances of activating Heavy Blade. Tsubasa will be initiating for most of her combat due to the emphasis on Player Phase for offensive sets, meaning Death Blow will activate for most of Tsubasa’s combat.

  • If Tsubasa’s HP is ≥ 25%, Atk/Spd Push 4 grants her +7 Atk/Spd during combat, boosting Tsubasa’s damage output and consistency in performing follow-up attacks.

  • Swift Sparrow is another good option, granting +4/6 Attack and +4/7 Speed if Tsubasa initiates. Given the Player Phase style of offensive sets, Tsubasa will be initiating for most of her combat, making Swift Sparrow a synergistic choice.

Passive B: Chill Def / Aerobatics / Flier Formation / Mystic Boost

Thanks to Mirage Feather, Tsubasa doesn’t need to run Desperation in her B slot. Unfortunately, because of her Flier status, Tsubasa doesn’t have access to valuable B slots such as Special Spiral and Null Follow-Up that would increase her damage and follow-up consistency.

  • Chill Def inflicts -7 Defense on the enemy with the highest Defense, assisting both Tsubasa and her physical allies in KOing physical walls.

  • Movement-based B slots like Aerobatics and Flier Formation can increase Tsubasa’s mobility and flexibility for reaching and escaping from enemies. Which one to use should be chosen based on whether or not Tsubasa has flying allies.

  • If utilizing Atk/Spd Push 4 in her A slot, Mystic Boost can be chosen to heal its recoil damage, allowing Tsubasa to keep Atk/Spd Push 4 active assuming she doesn’t take damage otherwise. 

Passive C: Def Smoke / Hone Fliers / Flexible 

  • Def Smoke inflicts -7 Defense on enemies within 2 spaces of the target, helping Tsubasa and her physical allies KO immediate threats. Note that this may not synergize well with Blade Session, since her allies want to move before her to increase her Atk/Spd buff. 

  • Fliers skills such as Hone Fliers work well if using Tsubasa with flying allies, granting buffs that otherwise could not be granted with a singular skill.

  • Tsubasa’s C slot is flexible and can be changed depending on her allies’ skills.

Sacred Seal: Heavy Blade / Swift Sparrow 

  • Despite her middling base Attack, Tsubasa is more than capable of increasing her Attack to heights where she can consistently activate Heavy Blade. With this, she can activate 2-cooldown Specials on her second attack if no Guard effect is active, allowing her to dish out more consistent damage.

  • As with her A slot, Swift Sparrow is a strong option to heighten Tsubasa’s damage output and follow-up chances, granting +4 Atk/Spd when Tsubasa initiates.

A Kiss Flying in the Wind (Galeforce)

Build by
Slaying Lance+ (+Spd)
Alternate: Mirage Feather
A Atk/Spd Push 4
Alternate: Heavy Blade 4
Reposition B Desperation 3
Alternate: Chill Def 3
Galeforce C Def Smoke 3
IVsSHeavy Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Preferred IV: +ATK / -RES

  • +ATK is Tsubasa’s strongest Asset, especially considering her mediocre 32 base Attack. Tsubasa needs to activate Heavy Blade to activate Galeforce after her first combat, so raising her Attack as high as possible while ensuring she performs a follow-up attack is optimal. -RES is chosen because melee units will counter against Tsubasa more often than magical units (they would need Close Counter or be Dragons), so -DEF and -HP should both be avoided.

Weapon: Slaying Lance+ (+SPD) / Mirage Feather

  • Slaying Lance drops Galeforce’s cooldown from 5 to 4, allowing Tsubasa to activate it even if the enemy cannot counterattack if Heavy Blade activates and she performs a follow-up attack. +SPD is chosen to increase her chances of performing a follow-up attack.

  • Mirage Feather can be combined with Quickened Pulse and Heavy Blade in Tsubasa’s A slot to activate Galeforce after 2 attacks. Its +6 Atk/Spd + Desperation condition is easy to meet, as Tsubasa will likely need a Smite or a Dance to reach enemies in Aether Raids.

Assist: Reposition / Flexible 

Special: Galeforce 

  • Like Tsubasa being the star of the stage, Galeforce is the star of this set, allowing Tsubasa to perform another action when activated. With this, Tsubasa could score 2 KOs rather than just 1, or hit-and-run, or many other possibilities. Its hefty 5-cooldown forces Tsubasa to use Slaying Lance + Heavy Blade or Mirage Feather + Heavy Blade + Quickened Pulse to activate it regardless of whether or not the enemy counterattacks.

Passive A: Atk/Spd Push 4 / Heavy Blade 4 / Swift Sparrow (2 or 3) / Death Blow (3 or 4) / Fury (3 or 4) /

  • Atk/Spd Push 4 grants +7 Atk/Spd if Tsubasa’s HP is ≥ 25%, greatly improving her damage output and likelihood of performing a follow-up attack. +7 Attack also helps Tsubasa activate Galeforce.

  • If using Quickened Pulse + Mirage Feather, Tsubasa will need Heavy Blade to activate Galeforce after 2 hits. It’s likely not worth running only Heavy Blade 3, as Heavy Blade 4 grants +5 damage per attack along with the accelerated Special charge; Mirage Feather + Heavy Blade 3 is virtually the same as Slaying Lance+ (+SPD) + any other suggested A slot aside from dual-effectiveness.

  • Given the Player Phase focus of Galeforce sets, Swift Sparrow has great synergy, granting +4/6 Attack and +4/7 Speed when Tsubasa initiates. Death Blow is another sufficient alternative, granting +6/8 Attack when Tsubasa initiates, which is especially helpful if the player is comfortable with Tsubasa’s Speed and would rather focus on activating Heavy Blade and Galeforce.

  • Fury grants +3/4 to all stats, improving both Tsubasa’s offensive and defensive capabilities. +3 Def/Res can make the difference between being OHKO’d by an enemy counterattack and surviving, although slightly lower offenses can also make the difference between KOing or missing a KO, along with activating or not activating Heavy Blade.

Passive B: Desperation / Chill Def / Sabotage Def

  • Desperation is key for Tsubasa’s second action, as her HP may be low from taking a counterattack. Desperation allows Tsubasa to perform a follow-up attack before the enemy can counterattack if her HP is ≤ 75%, which is fairly likely (especially in AR Offense, considering Galeforce strategies tend to have at least 1 other Galeforcer that utilizes Wings of Mercy via the injured first Galeforcer).

  • Tsubasa doesn’t need Desperation if using Mirage Feather, so Chill Def works well to increase her damage output against bulky front-liners. Sabotage Def is a strong alternative since many Aether Raids Defense teams have their units adjacent to each other, although Tsubasa’s 30 Resistance may not be enough to debuff some enemies.

Passive C: Def Smoke 

  • Def Smoke inflicts -7 Defense on enemies within 2 spaces of the target, which is especially helpful for Galeforce strategies since Tsubasa can immediately take advantage of the -7 Defense debuff if she activates Galeforce. It can also benefit other physical Galeforcers that use Wings of Mercy to warp adjacent to Tsubasa when her HP is ≤ 50%.

Sacred Seal: Heavy Blade / Quickened Pulse

  • Heavy Blade is mandatory to activate Galeforce after Tsubasa’s first combat, given its considerable 5-cooldown (decreased to 4 via Slaying Lance).

  • If using Mirage Feather, Tsubasa will be unable to activate Galeforce after 2 hits without Quickened Pulse and Heavy Blade in her A slot.

Strengths

Mirage Feather

Tsubasa sets herself apart from generic Lance Fliers with her personal weapon, the Mirage Feather. Mirage Feather grants Speed +3 and effectiveness against Cavalry and Armored enemies, boosting Tsubasa’s consistency. If an ally has already acted, Tsubasa also gains +6 Atk/Spd and can perform a follow-up attack before her enemy counterattacks. +6 Atk/Spd is very powerful, with the former increasing Tsubasa’s raw damage and the latter ensuring Tsubasa performs a follow-up attack. Gaining Desperation without an HP requirement after an ally has acted allows Tsubasa to change her B slot from Desperation to any other B slot, along with not needing to be injured to perform 2 consecutive attacks.  

Blistering Speed

With an outstanding 40 Speed that can soar even higher with Mirage Feather, Tsubasa has no trouble consistently performing follow-up attacks. She also has increased survivability, being able to prevent most natural enemy follow-up attacks.

Decent magical bulk

While not great, 39 HP and 30 Resistance (68 magical bulk) is sufficient to consistently survive one magical attack. This is helpful for Enemy Phase and any magical enemies Tsubasa cannot 2HKO on Player Phase. She could also utilize Sabotages and Ploys if the player invests in her Resistance.

Flier advantages

As a Flier, Tsubasa is able to cross nearly any terrain, which is especially beneficial for helping her allies move across the map via Assist skills such as Reposition and Smite. She also has access to many movement-based skills that help both herself and her allies mobilize around the map, including Aerobatics, Flier Formation, Ground Orders, Air Orders, and Guidance.

Weaknesses

Reliant on Mirage Feather’s conditional effects

At least one of Tsubasa’s allies needs to have already acted in order for Tsubasa’s Mirage Feather to grant her +6 Atk/Spd and a Desperation effect. Without these effects, Tsubasa’s base 32 Attack becomes much more apparent, as she may struggle to KO many more enemies and needs to survive a counterattack if the enemy can counter. While having one ally act before Tsubasa acts isn’t that difficult, it can cause complications and require cautiousness when deciding movement order.

Poor physical bulk

Tsubasa’s 64 physical bulk is usually just enough to survive one physical attack, but she may be in danger of being OHKO’d by Attack-buffed enemies. Archers will also rip through Tsubasa without Iote’s Shield, but both Tsubasa’s A and S slots are too valuable to fill them with that.

Flier disadvantages

Unfortunately, being a Flier is a double-edged sword for Tsubasa. Archers will demolish Tsubasa, especially since her physical bulk is mediocre. Tsubasa also doesn’t have access to many important skills including Bonus Doubler, Null Follow-Up, and Special Spiral.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Mirage FeatherEffective against armored and cavalry foes. Grants Spd+3 If unit initiates combat after an ally has already acted, grants Atk/Spd+6 during combat and unit can make a follow-up attack before foe can counterattack.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Blade Session 1If 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
Blade Session 2If 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
Blade Session 3If 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
Chill Spd 1At 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
Chill Spd 2At 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
Chill Spd 3At 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
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 1 ★
50
C
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
100
C
Hone FliersGrants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. Requires Hone Atk 2 or Hone Spd 2.
Only inheritable by flier units.
Unlocks at 4 ★
200
C

Other Info

Origin
Tokyo Mirage Sessions ♯FE Encore

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