- 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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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)
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Mirage Feather | A | Blade Session 3 Alternate: Death Blow (3 or 4) |
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Reposition | B | Chill Def 3 Alternate: Aerobatics 3 |
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Moonbow Alternate: Glimmer |
C | Def Smoke 3 Alternate: Hone Fliers |
IVs | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Preferred IV: +ATK or +SPD / -HP or -DEF or -RES
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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
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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
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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.
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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)
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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.
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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.
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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.
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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.
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Chill Def inflicts -7 Defense on the enemy with the highest Defense, assisting both Tsubasa and her physical allies in KOing physical walls.
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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.
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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
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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.
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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.
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Tsubasa’s C slot is flexible and can be changed depending on her allies’ skills.
Sacred Seal: Heavy Blade / Swift Sparrow
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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.
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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)
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Slaying Lance+ (+Spd) Alternate: Mirage Feather |
A | Atk/Spd Push 4 Alternate: Heavy Blade 4 |
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Reposition | B | Desperation 3 Alternate: Chill Def 3 |
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Galeforce | C | Def Smoke 3 |
IVs | S | Heavy Blade 3 Alternate: Quickened Pulse |
Preferred IV: +ATK / -RES
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+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
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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.
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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
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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) /
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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.
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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.
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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.
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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
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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).
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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
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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
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Heavy Blade is mandatory to activate Galeforce after Tsubasa’s first combat, given its considerable 5-cooldown (decreased to 4 via Slaying Lance).
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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.
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Brave Lance+ | A | Blade Session 3 |
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Reposition | B | Desperation 3 |
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Galeforce | C | Atk Smoke 3 |
S | Heavy Blade 3 |
This strong player phase build will leave activate Galeforce every player phase with four hits in a row when desperation is active. Also you con run Swift Sparrow 3, Life and Death 3 or Fury 4 but this three are more expensive.
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Mirage Feather | A | Atk/Spd Solo 3 |
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Reposition | B | Hit and Run |
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Moonbow | C | Threat. Atk/Spd 3 |
S | Heavy Blade 3 |
This set is built around solo assassinations with kiting potential, specifically open terrain maps.
Ideally, a +Atk Boon is recommended over +Spd since 1)Tsubasa wants as much ATK as possible to kill units before retaliation and 2) The weapon, A and C skill listed already grant her huge speed bonuses (Conditions will have to be met of course.)
There is no reason to switch out Mirage Feather, as it is the best weapon of choice. +3 spd, effectiveness against Armored and Calvary, and if an ally has already acted she gains atk/speed +6 with a built in desperation which ensures follow-ups.
Tsubasa is flexible with her Assist Skills, but Reposition is probably the best choice.
As for Specials, you can choose to opt for either Moonbow or Glimmer as both are great in their own right. However, Moonbow is the better choice with the defense heavy armor/cavalry units these days. (It’s also embarrassing to die to said units when your weapon is supposed to be good against them.)
For A Skills, Atk/Spd Solo 3 is arguably the best choice in my opinion, followed by Atk/Spd Push 4 as optional. Assassin builds require consistent damage and speed with minimal gimmicks/caution which Atk/Speed Solo 3 grants as long as she fights alone. Atk/Spd Push 4 is also good, but requires a healer in the long run which becomes inconsistent. Blade Session 3 is decent choice, granted allies have acted before Tsubasa. This however requires good positioning and caution which can also make it inconsistent.
For B skills I highly recommend Hit and Run. Tsubasa will most likely kill her targets thanks to the atk/spd buffs in this set, so Hit and Run is essential to kiting and resetting your position. If positioning is not an issue then Chill Def 3 is another great choice, as lowering enemy Def will raise Tsubasa’s kill potential.
Tsubasa’s C skill is flexible and can be changed based on your needs. To gain additional stat boosts Threaten Atk/Spd 3 will make an excellent skill choice. As long as an enemy is within 2 spaces of her, She gains atk/spd + 5 while inflicting atk/spd -5 on enemies within 2 spaces. This ensures that she will double anything as long as skills like Wary Fighter aren’t in use. Def Smoke 3 is also a good option, but not recommended if Blade Session 3 is used as allies will need to act first to ensure the atk/spd buff.
Finally, Heavy Blade 3 and Swift Sparrow 2 make excellent seals for Tsubasa. Heavy Blade ensures faster Specials while Swift Sparrow gives additional Atk/Spd buffs if a different c skill is used.
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 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Only inheritable by flier units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Tokyo Mirage Sessions ♯FE Encore
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