Hey, I’m Zathong and this guide is about Brave Micaiah Build in Fire Emblem Heroes (FEH).
Best Brave Micaiah build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Brave Micaiah build for the meta. Learn more about Brave Micaiah’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Brave Micaiah Builds
: Light of Dawn | A : Mirror Impact |
: Draw Back | B : Yune’s Whispers |
: Iceberg | C : Ground Orders 3 |
S : Atk/Res Solo 3 |
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Recommended IVs
- +Atk/-Def
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 36 | Rank: 560/814 |
Atk | 37 | Rank: 133/814 |
Spd | 28 | Rank: 470/814 |
Def | 17 | Rank: 581/814 |
Res | 37 | Rank: 28/814 |
Roles
- Ranged Magic
- Magic Wall
- Effective Weapon
- Movement Assist
- Exclusive Skill
- Recovery
Counters & Teammates
Counters
These picks are strong against Brave Micaiah in game.
Teammates
These picks are good against Brave Micaiah in game.
Gameplay
Skills
These are all skill for Brave Micaiah: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Res Bond 1 | Grants Atk/Res +3 to this unit during combat if unit is adjacent to an ally. | 5★ |
Atk/Res Bond 2 | Grants Atk/Res +4 to this unit during combat if unit is adjacent to an ally. | 5★ |
Atk/Res Bond 3 | Grants Atk/Res +5 to this unit during combat if unit is adjacent to an ally. | 5★ |
Atk/Res Bond 4 | If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit’s penalties to Atk/Res during combat. | 5★ |
Yune’s Whispers | At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action. | 5★ |
Ground Orders 1 | At start of turn, if unit’s HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: “Unit can move to a space adjacent to any ally within 2 spaces.” | 5★ |
Ground Orders 2 | At start of turn, if unit’s HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: “Unit can move to a space adjacent to any ally within 2 spaces.” | 5★ |
Ground Orders 3 | At start of turn, grants the following status effect to adjacent infantry, armored, and cavalry allies for 1 turn: “Unit can move to a space adjacent to any ally within 2 spaces.” | 5★ |
For Specials Skill
For Assists Skill
Skill Name | Range | Effect | Learned At |
Ardent Sacrifice | 1 | Heals adjacent ally 10 HP. Unit loses 10 HP (but cannot reach 0 this way). | 5★ |
Sacrifice | 1 | Converts penalties on target into bonuses. Restores target’s HP = unit’s current HP-1. Unit’s HP reduced by amount restored. | 5★ |
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Wind | 4 | 2 | No Effect | 5★ |
Elwind | 6 | 2 | No Effect | 5★ |
Rexcalibur | 9 | 2 | No Effect | 5★ |
Light of Dawn | 14 | 2 | Effective against armored and cavalry foes. Grants Res+3. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target’s stats. Calculates each stat bonus independently. | 5★ |
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