Table of Contents

Tier Rating

Analysis by RedFerrari1998
Mikoto - Caring Mother

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 38
ATK 35
SPD 32
DEF 20
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 8 7 4 6
Middle 16 9 8 5 7
High 17 10 9 6 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 32 29 17 23
Middle 38 35 32 20 26
High 41 38 35 23 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

Boon

  • +ATK: An Attack boon works fantastically for Mikoto given her already very high Attack. This helps her offensively thanks to being able to deal increased damage, as well as help her supportive capabilities through increasing the effectiveness of her healing.

  • +SPD: A Speed boon is another strong option, bringing Mikoto up to a respectable 35 Speed. When aided by other Speed boosting skills, A Speed boon Mikoto can easily reach 40+ Speed, giving her great doubling potential and extra safety from being double attacked.

  • +RES: Resistance is a very good choice for a boon on Mikoto, particularly when used in a full support role. As a superboon, this takes Mikoto up to a good 30 Resistance, which can be further boosted through her A slot. This makes her effective at running Ploy skills, as well as decently bulky if one needs Mikoto to bait a magical foe.

Neutral

  • HP: Mikoto’s neutral HP of 38 is fairly decent for a healer. A HP bane will work fine for Mikoto, but be aware that it is a superbane so she’ll lose four points of HP instead of the typical three. As such, Defense is still a superior bane.

Bane

  • -DEF: Mikoto’s best bane for practically any situation. Her Defense is on the lower end for healers, and is her least important stat overall.

Skill Sets

Mother of the Dark (Offensive Utility)

Recommended
Dazzling Flash+
Alternate: Wrathful Flash+
A Atk/Spd Solo 3
Alternate: Speed +3
Recover+
Alternate: Martyr+
B Wrathful Staff 3
Alternate: Dazzling Staff 3
Windfire Balm+
Alternate: Heavenly Light
C Savage Blow 3
Alternate: Infantry Rush 3
SP1,920SSavage Blow 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF
  • Weapon: Dazzling Flash+ / Wrathful Flash+

  • Assist: Recover+ / Martyr+

  • Special: Windfire Balm+ / Heavenly Light / Miracle

  • Passive A: Atk/Spd Solo / Atk/Spd Push / Attack +3 / Speed +3

  • Passive B: Wrathful Staff / Dazzling Staff

  • Passive C: Savage Blow / Infantry Rush / Flexible

  • Sacred Seal: Savage Blow / Live to Serve / Attack +3 / Speed +3

With her strong offensive stats and access to the famed Wrathful + Dazzling Staff, Mikoto can become an offensive nuisance on the battlefield.

The main draw to an offensive healer is their ability to use both Wrathful Staff and Dazzling Staff at the same time, allowing them to deal full damage while being completely safe from counterattack. This involves using one of these skills in her B slot, while refining her weapon for the other. Which one is used where does not matter in the slightest, so this will likely come down to a matter of what fodder is available.

Ideally, Mikoto will want to enhance her offensive capabilities with either an Attack or Speed boon, both being great choices. For her weapon, there is little reason to swap out Flash for anything else. This weapon is very powerful and completely neuters the effectiveness of anyone affected as it prevents them from counterattacking anyone. If one really wanted to swap out the weapon, both Pain and Gravity can be used effectively, but sticking with Flash is advised.

Mikoto’s choice of Assist and Special have no effect on her offensive capabilities, so one should choose these slots to give her some good supportive capabilities for when she needs not attack. Recover+ is a great Assist choice for her thanks to her high attack, but sticking with her default Martyr+ is absolutely fine, especially if she’s also using Atk/Spd Push. Windfire Balm is a great support special as it gives a huge offensive boost to all of her team when triggered. This is a very expensive skill however. Heavenly Light is a great alternative and a lot cheaper. Mikoto’s default Miracle can also work fine.

The rest of her build is all about extending Mikoto’s offensive power. In the A slot, Atk/Spd Solo provides a huge offensive boost whenever she has no allies adjacent. Atk/Spd Push is another strong option which gives her an offensive boost when at full HP, though the recoil damage prevents her from easily using it again unless she has the Martyr+ staff or the Live to Serve Sacred Seal. Both of these, while powerful, are expensive skills however. Using either Attack +3 or Speed +3 will give her an offensive push for very little investment.

In the C slot, Mikoto can make use of Savage Blow to deal chip damage to anyone around her target. She can push this even further and utilize Savage Blow in the Sacred Seal slot as well for even more chip damage. Alternatively, her default C slot Infantry Rush allows her to support her nearby infantry allies with effectively access to Heavy Blade. Mikoto can also run Live to Serve as a Sacred Seal if she is using Atk/Spd Push and not using Martyr+ to heal herself and utilize it again. Outside of this, either an Attack or Speed Sacred Seal will give her one last offensive push.

Mother of the Light (Full Support)

Dazzling Flash+ A Fort. Def/Res 3
Alternate: Spd Res 2
Recover+
Alternate: Martyr+
B Wings of Mercy 3
Alternate: Chill Def 3
Windfire Balm+
Alternate: Heavenly Light
C Spd Ploy 3
Alternate: Infantry Rush 3
SP2,070SAtk Ploy 3

Show Explanation/Analysis
  • Preferred IV: +RES or +SPD / -DEF

  • Weapon: Dazzling Flash+  

  • Assist: Recover+ / Physic+ / Martyr+  

  • Special: Windfire Balm+ / Heavenly Light / Miracle

  • Passive A: Fort. Def/Res / Spd Res 2 / Resistance +3

  • Passive B: Wings of Mercy / Chill Def

  • Passive C: Spd Ploy / Infantry Rush / Flexible

  • Sacred Seal: Atk Ploy / Def Ploy

Being a healer, Mikoto naturally has all the tools necessary to be a very effective support unit.

As her primary concern with this set is support and not offense, either a Resistance or Speed boon will be best. Resistance increases her ability to use Ploy skills substantially while Speed helps her to avoid double attacks if she’s at risk of getting attacked. Resistance is the more preferable boon overall. Defense is her least important stat and makes for her best bane. Flash is a excellent weapon and there is absolutely no need to swap it out. Being able to attack and preventing affected enemies from attacking back against the rest of your team is a massive boon. Given the supportive nature of this set, refining for Dazzling Staff is a superior option to Wrathful Staff so she can safely apply the Flash debuff.

Being a healer, her Assist and Special are important. She can work absolutely fine with her default Assist Martyr+, but other Assists offer more, such as Recover+ which offers more healing while Physic+ offers a range benefit which can help in certain situations. As for the Special, Windfire Balm offers a colossal offensive boost to everyone on the team when it activates, making it a fantastic choice. It is a very high investment skill however, so some would prefer Heavenly Light which is a lot cheaper and another solid choice. She can also run her default Miracle if need be.

The rest of her set is all about further enhancing her support capabilities. Her A slot should be used to enhance her Resistance and increase her Ploy Usability. The strongest and most consistent form of this is using Fort. Def/Res which grants a huge boost to Mikoto’s defenses at the cost of a little bit of her Attack. Considering the huge defensive boost which in turn greatly increases her Ploy capabilities, the small Attack loss is a worthwhile tradeoff. Alternatively, Spd Res 2 gives her a small but noteworthy boost to Speed and Resistance, her two most important stats. Simply using Resistance +3 is also a fine option. In the B slot, Wings of Mercy allows Mikoto to immediately move adjacent to any ally below half HP, allowing her to heal them up or perform an attack. Chill Skills are also good for supportive capabilities, as long as the Chill chosen is different to the Ploys she is running.

Finally, her C slot and Sacred Seal should both be occupied with different Ploy skills. What ploys are used is completely at the player’s discretion, as any combination can be effective. Using Atk Ploy and Spd Ploy for example allows Mikoto to severely hinder the offensive capabilities of anyone affected. If fodder for a Ploy skill is unavailable, her default Infantry Rush can be a fine option to support her infantry allies with.

Introduction

Mikoto, the elegant Queen of Hoshido, has graced us with her presence in Fire Emblem Heroes. Despite hailing from a different Hoshido than usual, she still remains the same caring lady she always was.

She joins as a infantry healer and a powerful one at that, coming with strong offensive capabilities and having the usual access to the famed Wrathful and Dazzling Staff combination that healers are known for. With very high Attack and good Speed, Mikoto can push this combination to very good use.

However, she does suffer from the usual healer caveat of poor skill availability, limiting her choices for boosting these offensive capabilities somewhat.She also possesses poor physical bulk, meaning it is important that she is kept out of range of physical threats.

All in all, Mikoto is one of the strongest infantry healers available. While the cavalry and flier offerings are generally considered stronger to the infantry alternatives, Mikoto can certainly hold her own as far as healers are concerned. If one is looking for a strong infantry healer, Mikoto absolutely fits the bill.

Strengths

Wrathful + Dazzling Staff

The biggest boon of any offensive healer is the Wrathful Staff and Dazzling Staff combination. Wrathful Staff removes the damage penalty healers naturally suffer from, while Dazzling Staff prevents all counterattacks. Mikoto, like all healers, is able to use one of these skills in her B slot and refine the other onto her weapon, allowing her to become a very threatening presence on the battlefield.

Great Offensive Stats

Not only does Mikoto have access to the Wrathful Dazzling combo, she also has an excellent offensive statline. Her Attack of 35 is very high, being tied with Maribelle and Genny among the healers. She also has a good Speed stat of 32 which can be increased further with relative ease. This makes her very efficient at attacking opponents, as well as increase her healing capabilities.

Weaknesses

Poor Skill Availability

Despite the amazing Wrathful Dazzling combinations, all healers naturally suffer from low skill availability, being unable to utilize many powerful passive skills and any offensive Special. This does severely limit Mikoto’s options, but she can still make do with the skills available to her.

Low Defense

With 20 Defense and 38 HP, Mikoto is quite susceptible to enemy physical attacks. Powerful physical foes, particularly extremely fast or hard hitting physical foes can make quick work of Mikoto. Keeping her out of the range of these threats is highly advised.

Team Options

As Mikoto is a healer, it is extremely difficult to put her alongside teammates that she doesn’t work well with. There are not many units which wouldn’t benefit from being healed. Still, there are those who benefit more from her support than others. She can also benefit from support herself given her offensive potential.

  • Units dependant on HP thresholds: There are many strong units who rely on being kept healthy in order to maximize their effectiveness. Alm, Fallen Celica, Brave Celica, and Ephraim all come to mind, having strict HP requirements for their abilities. These units would all appreciate Mikoto’s healing. Ephraim in particular has the added benefit of being as strong support unit who can buff Mikoto.

  • Physical Tanks: Bulky physical tanks which excel on enemy phase make for great partners to Mikoto as they mutually benefit each other. The tank can keep Mikoto safe from threats, while Mikoto can keep the tank healthy. Armored units such as Zelgius, Halloween Myrrh, Any form of Hector, and Brave Ephraim all make for good choices. Dragons such as Adult Tiki, Nowi, and Myrrh are also good options.

  • Refreshers: Whether being used offensively or purely for support, a refresher will be a great help for Mikoto, allowing her to perform an extra attack after she has already acted. Any refresher can work well, but special mention goes to the flying dancers who have greater mobility and can provide Guidance support to Mikoto.

Counters

Keeping Mikoto away from anyone that targets her Defense is imperative, as many physical threats can handle her easily if they are allowed to attack her. Naturally, a magical tank can also prove to be a nuisance to take down with Mikoto, even if said tank can’t fight back.

  • Physical Foes: If allowed to attack her, many physical threats can make short work of Mikoto. Zelgius, Karla, Shigure, any form of Hector, Brave Ephraim, Halloween Jakob, and Summer Takumi is just a short list of the many physical foes that can easily handle Mikoto

  • Dragons: As dragons are capable of targeting Mikoto’s Defense instead of her Resistance, they can also pose a significant threat. Halloween Myrrh, Legendary Tiki, Fallen Robin, and Legendary Robin can all handle Mikoto very well.

  • Magical Tanks: Anyone with considerable magic defense will prove a problem for Mikoto, primarily thanks to her inability to gain a Weapon Triangle advantage. People like Deirdre, Julia, Winter Tharja, and Micaiah all possess significant Resistance and can mitigate the damage taken from Mikoto.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Restricted to units that use a Staff.
50 2 10
FlashAfter combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action.
Restricted to units that use a Staff.
150 2 7
Flash+After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
Learns by default at 5 ★
Restricted to units that use a Staff.
300 2 11
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
MartyrRestores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1).
Learns by default at 5 ★
1 150
Martyr+Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.) Also restores HP to unit = half suffered damage.
Unlocks at 5 ★
1 300

Special Skills

Special Skills SP Turns
ImbueWhen healing an ally with a staff, restores an additional 10 HP to target ally.
Learns by default at 5 ★
Restricted to units that use a Staff.
50 1
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Unlocks at 5 ★
Inheritable by all units.
200 5

Passive Skills

Passive Skills SP Slot
Brazen Atk/Res 1At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat.
Inheritable by all units.
60
A
Brazen Atk/Res 2At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat.
Inheritable by all units.
120
A
Brazen Atk/Res 3At start of combat, if unit's HP ≤ 80%, grants Atk/Res +7 during combat.
Unlocks at 5 ★
Inheritable by all units.
240
A
Infantry Rush 1Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"
Infantry Units Only
60
C
Infantry Rush 2 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"
Infantry Units Only
120
C
Infantry Rush 3Infantry allies within 2 spaces gain: "if unit's Atk ≥ foe's Atk +1, grants Special cooldown charge +1 per attack. (only highest value applied. Does not stack.)"
Unlocks at 5 ★
Infantry Units Only
240
C

Other Info

Origin
Fire Emblem Heroes

Banners Featured In

Comments

Show Comments