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Analysis by ZeShado
Young Mia - Budding Blade

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
183
HP 40
ATK 41
SPD 43
DEF 32
RES 27

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 9 9 4
Middle 18 11 10 10 5
High 19 12 11 11 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 38 39 28 23
Middle 40 41 43 32 27
High 43 45 46 35 30

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

Skill Sets

I’M GONNA SAY IT… (Galeforce)

Build by ZeShado
Recommended
Sharp War Sword A Flashing Blade 4
Alternate: Atk/Spd Boosting A Slot
Reciprocal Aid
Alternate: Positional Assist
B Spd/Def Tempo 3
Alternate: Wings of Mercy 3
Galeforce C Odd Tempest 3
Alternate: Savage Blow 3
IVs

+ATK or +SPD / -HP

SBlade Session 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Sharp War Sword

Assist: Reciprocal Aid / Positional Assist

Special: Galeforce

A Passive: Flashing Blade 4 / Atk/Spd Boosting A Slot

B Passive: Spd/Def Tempo / Wings of Mercy

C Passive: Odd Tempest / Savage Blow / Even Tempest

Sacred Seal: Blade Session / Savage Blow

  • Young Mia is one of the more flexible units we have in the game thanks to Sharp War Sword having innate Damage Reduction and Null Follow-Up. In fact, one of the better sets she can run is Galeforce since she can afford to run her innate Spd/Def Tempo and guarantee Galeforce charges with Flashing Blade. She can also afford to drop her HP below 50% HP with the Winter Bernadetta Reciprocal Aid strategy and go into combat with less worry of dying to a retaliation as her weapon has Damage Reduction innately and act as a Wings of Mercy beacon. There is always the possibility that she does take too much damage, but with HP inflation in Aether Raids, it may be harder to do so. In any case, Young Mia can excel as a Galeforce unit, whether that’s by being the Wings of Mercy beacon or running Wings of Mercy herself and this set is here to highlight the best skills for that role.
     
  • Flashing Blade 4 will be imperative for triggering Galeforce since it is a four-cooldown Special. This applies no matter what, whether she’s the Wings of Mercy beacon or running Wings of Mercy herself. Thankfully, she comes with it innately, so it’s not going to be a big barrier to entry. That being said, if you run her with Thorr support, she can instead run a different A Passive that increases her overall Atk and Spd since Thorr’s Worldbreaker provides unconditional accelerated cooldown. However, for Light season, she’ll want Flashing Blade.
     
  • Young Mia’s innate Spd/Def Tempo is perfect for securing Galeforce checks since it bypasses any sort of Guard effect that may have been inflicted on her during combat. It also negates any sort of accelerated cooldown on foes during combat, so she’s less likely to fall in combat even when taking Reciprocal Aid into consideration. That being said, if you would rather run someone else as a Wings of Mercy beacon, she can instead opt for Wings of Mercy herself.
     
  • If you plan to use Mia as the Wings of Mercy beacon, she can run either Odd Tempest or Even Tempest. Resource management-wise, there’s not really much benefit to sacking Even Tempest onto her since she comes with Odd Tempest, but it can allow her to act on Turn 2 since the first turn will require setup. However, if she plans to run Wings of Mercy instead, she can run Savage Blow and pair it up with her Sacred Seal for good amounts of chip damage.
     
  • A Sacred Seal that increases her overall damage output will be preferred since it can help secure Flashing Blade checks and kills more often. However, if she’s being used with Wings of Mercy, she can instead opt for Savage Blow instead and pair it up with her C Passive for good amounts of chip damage.

ANY MINUTE NOW… (Player Phase)

Build by ZeShado
Sharp War Sword A Flashing Blade 4
Alternate: Fury (3 or 4)
Positional Assist B Windsweep 3
Alternate: Frenzy 3
Luna
Alternate: Galeforce
C Odd Tempest 3
Alternate: Time's Pulse 3
IVs

+ATK or +SPD / -HP or -RES

SBlade Session 3
Alternate: Fury 3

Show Explanation/Analysis

Weapon: Sharp War Sword

Assist: Positional Assist

Special: Luna / Draconic Aura / Galeforce

A Passive: Flashing Blade 4 / Fury (3 or 4) / Atk/Spd Boosting A Slot

B Passive: Windsweep / Frenzy / Desperation

C Passive: Odd Tempest / Time’s Pulse / Even Tempest

Sacred Seal: Blade Session / Fury / Flashing Blade

  • Sharp War Sword having innate Damage Reduction and Null Follow-Up means that she can run a fantastic Player Phase set with skills such as Windsweep and Frenzy. The only catch is that those effects only trigger if she’s within two spaces of an ally at the beginning of a turn. As such, the player will have to be careful to not overextend, but if they can manage that then she’ll perform quite well.
     
  • Young Mia will appreciate any three-cooldown Special since she’ll be able to trigger it on every second hit with Flashing Blade present, as long as there are no Guard effects present. Two solid options include Luna and Draconic Aura, the former helping against more bulky units and the latter scaling based on a stat she can control. Meanwhile, she can opt for Galeforce so that she can act as a Wings of Mercy beacon when running double Fury and Time’s Pulse.
     
  • Realistically, any skill that boosts her Atk and Spd will be solid for Mia as long as there isn’t a spacial requirement of sorts such as Bond as that’ll limit her performance. Her innate Flashing Blade 4 is solid for triggering a three-cooldown Special quickly and is recommended with the Windsweep set anyway. Other than that, she can run Fury and stack it with her Sacred Seal for faster Wings of Mercy charges.
     
  • Young Mia has the ability to run Windsweep since her PRF has innate Null Follow-Up. This can allow her to bypass any sort of damage she would take from Melee retaliations, and depending on where she ends her turn, can afford to take a hit or two from foes since she also has innate Damage Reduction. She can also run Frenzy or Desperation when paired with double Fury as after two combats, she’ll fall below 50% HP. However, after one combat, she’ll fall into the Desperation range.
     
  • Depending on what type of Player Phase you want Young Mia to have, she can either keep her innate Odd Tempest, run Even Tempest, or run Time’s Pulse. Either Tempest is solid for getting in combat as quickly as possible if that’s what you want to do with her. Otherwise, she can run Time’s Pulse and run a three-cooldown Galeforce.
     
  • For consistent three-cooldown Special triggers, she’ll want to run Flashing Blade in her kit. Either having it in the A Passive or Sacred Seal slot is fine, especially since she comes with Flashing Blade 4 innately, so there’s no need to worry about which one is more optional. Running Flashing Blade 4 not only provides true damage but also allows her to scale more Atk and Spd with Blade Session while Flashing Blade in the Sacred Seal slot provides more flexibility in the A Passive. Other than that, she can run Fury as her Sacred Seal and stack it with Fury in the A Passive so that she can trigger Wings of Mercy support.

WAH! (Melee Specialist)

Build by ZeShado
Sharp War Sword A Atk/Spd Unity
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Special Spiral 3
Alternate: Null C-Disrupt 3
Vital Astra
Alternate: Draconic Aura
C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -RES

SAtk/Spd Form 3
Alternate: Darting Breath

Show Explanation/Analysis

Weapon: Sharp War Sword

Assist: Positional Assist

Special: Vital Astra / Draconic Aura / Sol

A Passive: Atk/Spd Unity / Atk/Spd Boosting A Slot

B Passive: Special Spiral / Null C-Disrupt / Spd/Def Tempo

C Passive: Time’s Pulse / Joint Drive Atk / Joint Drive Spd / Def Smoke

Sacred Seal: Atk/Spd Form / Darting Breath / Sorcery Blade

  • Since Sharp War Sword requires Young Mia to be within two spaces of an ally at the beginning of a turn to get her Null Follow-Up and Damage Reduction from her weapon, making her a Melee Specialist wouldn’t be a bad idea. She already has every tool she needs to specialize in that role built into her weapon, meaning she can excel over her counterparts since she has a free B Passive to work with. This set is here to provide insight into said role.
     
  • Young Mia has quite a few Specials she can take advantage of. Vital Astra is one of the notable options, albeit expensive since she can run Special Spiral and Time’s Pulse, meaning she can have it ready from the get-go. This can stack with the Damage Reduction that comes with her PRF and provide excellent damage output since her Spd stat is high. For a more accessible option, she can run Draconic Aura with a Breath Sacred Seal and retaliate with a Special every combat, even with Guard present. Of course, if you feel that she’ll be fine in terms of damage output, she can run Sol for sustainability purposes.
     
  • Atk/Spd Unity is going to be her best option since there’s a good chance that Young Mia will be hit by Bright Shrines or if during Light season, Nott’s Atk/Spd Menace. Of course, any skill that increases her Atk and Spd will work well as long as it doesn’t cut down on her overall bulk or has a strict spacial condition.
     
  • Because Young Mia has the most important skills she needs built into her PRF, she can afford to run other skills. Special Spiral is great if you plan to run Vital Astra as it’ll allow her to gain even more Damage Reduction and take less damage in general while also simultaneously providing plenty of damage output. Meanwhile, Null C-Disrupt can allow her to bypass Firesweep effects, albeit a bit niche, but still an option nonetheless. It’s also worth noting that if she ends up outspeeding a foe with Windsweep, then Null C-Disrupt won’t provide anything to her, which is a possibility. Other than those two skills, she can simply keep her innate Spd/Def Tempo since it can secure Special triggers and more damage output.
     
  • If Young Mia opts for Vital Astra, her best C Passive will be Time’s Pulse since it’ll allow her to have the Damage Reduction immediately. Otherwise, a Joint Drive, either Atk or Spd, will work since both increase her most important stats. For budget purposes, she can run Def Smoke since it can help out with her overall damage output.
     
  • Since Young Mia will be acting as a Melee Specialist, she’ll essentially be near allies all the time. As such, she can take advantage of skills that benefit from adjacency such as Atk/Spd Form or Sorcery Blade. The former provides a solid amount of Atk and Spd in general while the latter allows her to target the lower defensive stat of the foe, making it easier to take out foes. She can also run Darting Breath for instant Draconic Aura triggers or, if there are Guard effects present, on every second hit.

Strengths

Sharp War Sword

Sharp War Sword is essentially everything an Infantry Sword would want built right into a weapon:

  • Accelerated Cooldown -1
  • Null Follow-Up
  • Damage Reduction
  • Spectrum 5
  • And Phantom Spd (Clearly The Most Important Effect of the Bunch)

Having all of these effects built into her PRF means that she essentially has a fantastic amount of other options she can run in her B Passive. One of the main options is her innate Spd/Def Tempo that negates any sort of Guard effects on herself and accelerated cooldown on the foe, allowing her to consistently trigger her own Specials much more easily. Meanwhile, she can take up Windsweep and prevent Melee counterattacks altogether since Sharp War Sword prevents the follow-up negation effect. If you want to make her into an Omni-tank, albeit not the best idea, she can run Null C-Disrupt. I can keep going on about skill options, but to prevent this from becoming a full-fledged thesis, she’s basically one of the most flexible units in the game as a result of having all of these effects in her PRF. It's also worth noting that while the Phantom Spd effect may seem trivial, it makes it so if Young Mia is only one point of Spd faster than her foe she'll get all of the Damage Reduction percentage from her weapon and other effects that grant Damage Reduction.

Great Offensive Statline

Young Mia bursts out of the gate with an offensive statline of 41/43 Atk/Spd with a superboon in Atk, making her quite a formidable threat to go up against.

Infantry

Being that Young Mia is an Infantry Sword, she has access to a plethora of skills that allow her to perform well above and beyond her contemporaries, especially when paired with her PRF, Sharp War Sword, as it innately comes with Damage Reduction and Null Follow-Up, meaning she has more options for her B Passive.

Weaknesses

Competition

While Young Mia may seem like the end all be all in terms of Infantry Swords, she still faces competition from other units such as Brave Marth and Ascended Mareeta. While both of them may not have Damage Reduction built into their weapons, they can always opt for Vital Astra and have it ready during every combat so that the Damage Reduction takes place, effectively mimicking part of Sharp War Sword. Moreover, Brave Marth innately has Vantage, allowing him to spam Specials with Special Spiral before the foe can attack, and Ascended Mareeta can mimic that with Vantage as her B Passive. Even so, it cannot be understated that Young Mia is an extremely strong unit even within a bloated archetype.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Sharp War SwordAccelerates Special trigger (cooldown count-1). If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and【Dodge】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.  【Null Follow-Up】 If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.  【Dodge】 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
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
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Flashing Blade 1If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 2 ★
60
A
Flashing Blade 2If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 3 ★
120
A
Flashing Blade 3If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 4 ★
240
A
Flashing Blade 4If unit's Spd > foe's Spd. grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
300
A
Spd/Def Tempo 1Inflicts Spd/Def-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Excludes Armor, Cavalry, and Flying
Unlocks at 3 ★
60
B
Spd/Def Tempo 2Inflicts Spd/Def-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Excludes Armor, Cavalry, and Flying
Unlocks at 4 ★
120
B
Spd/Def Tempo 3Inflicts Spd/Def-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Excludes Armor, Cavalry, and Flying
Unlocks at 5 ★
240
B
Odd Tempest 1At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)
Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Odd Tempest 2At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)
Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Odd Tempest 3At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)
Melee Infantry & Melee Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Path of Radiance

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