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Dawn Wind's Duo
|Art by: teffish|
|Description||Sharing a mutual trust rivaling that even of siblings, they are dressed to participate in the festival activities. They appear in Fire Emblem: Radiant Dawn.|
|5 — Special|
|Duo Skill||Grants【Dominance】to unit and allies within 3 columns centered on unit. Inflicts Def/Res-7 on foes within 3 columns centered on unit through their next actions.|
Unit deals additional damage = total penalties on foe for 1 turn.
(Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.)
|Standard Effect 1: Duel||If unit is 5★ and level 40 and unit's stats total less than 185, treats unit's stats as 185 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)|
|Voice Actor EN||Veronica Taylor + Nicolas Roye|
|Voice Actor JP||Kuwatani Natsuko (桑谷夏子) with Majima Junji (間島淳司)|
All stats have a degree of variation. The stat growth page explains how the variation works.
Level 1 stats
Level 40 stats
This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth.
Stats between level 1 and 40
For stat values between level 1 and 40, see this page.
Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit, grants Atk/Res+6 during combat, and if unit initiates combat, foe cannot make a follow-up attack.
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Restores 10 HP to target ally.
Unit loses 10 HP but cannot go below 1.
Converts penalties on target into bonuses. Restores HP to target = unit's current HP-1. Reduces unit's HP by amount restored.
|A||Atk/Res Push 1|
At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat.
|Atk/Res Push 2|
At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat.
|Atk/Res Push 3|
At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat.
|Atk/Res Push 4|
At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit.
|B||Mystic Boost 1|
Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat.
|Mystic Boost 2|
Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat.
|Mystic Boost 3|
Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
|C||Atk/Res Oath 1|
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.
|Atk/Res Oath 2|
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
|Atk/Res Oath 3|
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.