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Tier Rating

Analysis by Cecil
Gunter - Inveterate Soldier


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 32
SPD 24
DEF 33
RES 18

Stat Variations

Level 1 Stat Variation
Low 20 9 6 10 4
Middle 21 10 7 11 5
High 22 11 8 12 6

Level 40 Stat Variations
Low 39 28 21 29 14
Middle 43 32 24 33 18
High 46 35 27 36 21

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.

Unlike most units, Gunter has more complex rules defining his boon/bane sets. They depend on Gunter’s chosen build, and whether or not Gunter will be used in the Arena. An Attack boon is the best choice for all of Gunter’s builds, but the tank set can choose a Defense boon which functions just as well. His Resistance and Speed are both poor and reducing them is recommended over HP, which has a more noticeable impact on his survivability. It’s important to note that Gunter’s HP, Resistance and Defense all lower by four when he has a bane in them. This makes them poor choices for Arena, as they drop him to 149 BST and lower his Arena Score.


  • +ATK: Attack allows Gunter to hit harder and is the standout best choice for him across the board. This is particularly true of his Anti-Armor set, which multiplies damage from his Attack stat even further.

  • +DEF: Defense is really only best on Gunter’s Physical Tank set. Gunter does not find much use for his Defense on the offensive sets, but would prefer not to have it as a bane.


  • HP: Due to the -4 reduction when Gunter has a HP bane, it’s recommended to keep this neutral.


  • -RES: Combat-wise, Resistance is Gunter’s best bane. 18 Resistance is already poor and he loses very little when it is reduced. However, the stat reduction of four means that those who want to use Gunter in the Arena will wish to go for a Speed bane.

  • -SPD: Speed is a divisive stat for Gunter, as a Speed boon performs quite well on his offensive sets, especially if he is under the effects of Hone Cavalry. However, it does him no favors on the Physical Tank set, and can be safely reduced on all of his builds. Gunter’s Anti-Armor set relies on OHKO’s and Axebreaker, meaning his Speed is not important.

Skill Sets

Anti-Armor Specialist

Slaying Hammer+ (+Atk) A Death Blow 4
Alternate: Life and Death 3
Alternate: Swap
B Axebreaker 3
Dragon Fang
Alternate: Glimmer
C Hone Cavalry
Alternate: Atk Tactic 3
SP1475SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK / -SPD or -RES
  • Weapon: Slaying Hammer+ (+Atk)

  • Assist: Reposition / Swap

  • Special: Dragon Fang / Glimmer

  • Passive A: Death Blow / Life and Death

  • Passive B: Axebreaker

  • Passive C: Hone Cavalry / Atk Tactic

  • Sacred Seal: Quickened Pulse / Attack +3

Gunter’s low overall stats make him a poor choice for general combat duties. But, when given a specialist role and a tiny bit of support, Gunter can singlehandedly win games for his team. This set allows Gunter safely beat all green and blue armor in the game. With his Special charged, he can even topple red armor. This build is designed to be deployed against all-armor teams, although he can be used to handle single threats if required.

The key element to this set is the Slaying Hammer, which grants Gunter bonus damage against armored units. By aiming to OHKO armor, he avoids skills such as Quick Riposte, Bold Fighter and Wary Fighter that they commonly run. Death Blow gives Gunter a nice boost to his Attack, although Life and Death is nearly just as good. With an Attack refine, Gunter hits a very respectable effective 58 when initiating on foes. Gunter wants to initiate combat as much as he can to avoid Bold Fighter.

Gunter does not have the power to cleanly KO all green armor however, which is where Axebreaker comes in. It lets him KO units such as Amelia and Winter Lissa who he can’t naturally double attack, and build valuable Special charge as a bonus. Dragon Fang gives Gunter incredible power, and the strength to KO nearly any unit in the game once charged. Glimmer is a faster-charging solution, but it won’t give him the KO on Draug and Arden, and does much worse against non-armor. Quickened Pulse helps to offset the long charge time of Dragon Fang. However with Glimmer, Attack +3 is also a viable option for Gunter’s Seal slot.

Gunter relies on Hone Cavalry to grant him many important KO’s, so Hone Cavalry is chosen to let him buff allies in a cavalry team. If using Gunter in a mixed team, he should run a Tactic skill instead. Gunter’s choice of Reposition or Swap is largely down to player preference, although Reposition is better for supporting ranged attackers.

Physical Tank

Slaying Axe+ (+Def) A Atk/Def Bond 3
Alternate: Fury 3
Alternate: Swap
B Guard 3
Alternate: Quick Riposte 3
Alternate: Bonfire
C Atk Tactic 3
Alternate: Hone Cavalry
SP1545SQuick Riposte 3

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

  • Weapon: Slaying Axe+ (+Def)

  • Assist: Reposition / Swap

  • Special: Ignis / Bonfire

  • Passive A: Atk/Def Bond / Fury

  • Passive B: Guard / Quick Riposte

  • Passive C: Atk Tactic / Hone Cavalry

  • Sacred Seal: Quick Riposte / Close Def

Gunter can run a serviceable physical tank set with the right investment. However, it should be noted that there are many better units suited to this job than Gunter. This set sees Gunter stack his Defense as high as he can, allowing him to easily soak damage and fire back with extremely powerful Specials.

A Slaying Axe is chosen as it allows Gunter to accelerate his Special charge. With Quick Riposte, it allows him to charge and fire off Ignis provided he is double attacked. Atk/Def Bond gives Gunter a big stat boost, and has the added bonus of powering up his Ignis/Bonfire. He can also run Fury if the positional requirement of Atk/Def Bond is a nuisance. Ignis is the best choice of Special, but Bonfire is safer and does not assume Gunter will be double attacked. Bonfire is also a better Special if Gunter is being used on a Cavalry team.

Guard allows Gunter to tank and KO some red units such as Fir and Ayra who rely on Specials to score KO’s. He also has the option of running Quick Riposte in his B slot and Close Def for his Seal. This option makes Gunter better against Aether users and tends to be better outside the Arena.

Atk Tactic is great for Gunter and lets him provide support to mixed teams. He does not rely on cavalry buffs unlike his offensive set, but can perform well on cavalry teams nonetheless. Due to the increased Speed from Hone Cavalry, Gunter should run Bonfire, as it is less likely for foes to double attack him. Once again, the choice between Reposition and Swap is largely down to player preference, although Reposition is better for supporting ranged attackers. Swap is useful if you wish Gunter to play alongside other tanks, however.

Budget Mixed Phase

Silver Axe+ (+Def) A Fury 3
Alternate: Swap
B Axebreaker 3
Alternate: Bonfire
C Hone Cavalry
SP1325SQuick Riposte 3

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

  • Weapon: Silver Axe+ (+Def)

  • Assist: Reposition / Swap

  • Special: Moonbow / Bonfire

  • Passive A: Fury

  • Passive B: Axebreaker

  • Passive C: Hone Cavalry

  • Sacred Seal: Quick Riposte

For those not looking to invest heavily in the Inveterate Soldier, this set allows him to take the field as a part of a cavalry team and perform adequately. This set does not focus on any particular combat phase, instead being a catch all set to beat some common green and blue units. This is a great set if using a 4 star merged version of Gunter, although he will need a Silver Axe+ inherited onto him to use the refine.

With a Defense refine onto his naturally held Silver Axe combined with Fury, Gunter gains a great deal of defense and HP. With Quick Riposte, he can function as a decent enemy phase tank. Beware that Fury will cause his HP to drop quickly, and may limit him to a single KO defensively. Axebreaker gives Gunter a nice offensive boost and lets him initiate into enemy axe users and double. Axebreaker also helps Gunter activate Moonbow, a Special that charges quickly and helps him score KO’s on units with high Defense such as Amelia, Hector and Winter Chrom.

Gunter really relies on receiving buffs from Hone Cavalry on this set, so it’s recommended to keep Hone Cavalry on and use him on a cavalry team. The choice between Reposition and Swap comes largely down to user preference, but both skills work well on Gunter. Other options for this set include Bonfire, which is great if you primarily want to use Gunter defensively. He can also run an Attack +3 seal if you wish to make him focus on attacking.


Coming from Fire Emblem Fates, Gunter is an aged veteran who wields axes in Fire Emblem Heroes. As an Axe Cavalier, he has above-average movement range and can work well in cavalry teams. Unfortunately for the Inveterate Soldier, the good news stops almost immediately there.

Years of long service has weakened Gunter’s body, leaving him with a lower stat total compared to other units of his type. This immediately makes Gunter an unfavorable unit for many to train, who prefer alternatives such as the common Frederick and the powerful Spring Alfonse.

Lower stats, poor base weapon and superior alternatives make Gunter Hone Cavalry fodder for most players. Although reality declares that Gunter is simply not as good as other units, it would be a mistake to think him useless. He is a good candidate for 4 star +10 builds and can perform some niche roles very well, provided he is supported.


Decent Attack and Defense

Gunter’s statline leave him little merits outside his 32 Attack and 33 Defense. While both of these are still lower than Frederick’s, they are enough to allow him to run offensive and defensive builds. Gunter also has a very decent 43 HP, enough to see him survive some physical hits if the situation requires.

Status as a Cavalry grants him boosted movement and strong buffs

Being a cavalier is a often a mixed bag, particularly for close-range units. In Gunter’s case however, it is an advantage. Access to the powerful Hone Cavalry buff helps to patch up his Attack, and he can even reach 34 Speed when built with a Speed boon. The presence of trenches and forest tiles do hurt him but as his primary target is armor, this is not as problematic. It’s quite easy for Gunter to outmaneuver armor with their limited movement range


Poor Speed and Resistance

Gunter’s statline leaves his Speed and Resistance sorely lacking. 24 Base can be salvaged, but is generally not worth it as Gunter can better invest into his Attack. Gunter won’t be able to get follow-up attacks on most units, and more Speed won’t stop slower foes from packing skills like Quick Riposte to wallop him twice in return.

Reduced stat total means he is worse in nearly every way to other units

As mentioned before, Gunter suffers a lower stat total than many of his fellow Cavaliers (Jagen being the only exception). The presence of Frederick is also bad news for Gunter, as Frederick is another Axe Cavalier available at 3-4 stars and has better stats everywhere except Resistance. This leaves Gunter with no niche at all in his role.

Team Options

Gunter can be used outside of cavalry teams, but his low stat total makes him more reliant on the powerful buffs they can provide him. In order to perform at his best, he needs an Attack buff from somewhere on his team. Gunter’s ability to nail armor can open the way for ranged attackers to sweep the field, and he’s a great teammate to those who hate dealing with high-Resistance armor.

  • Magical Attackers: Armored units are one of the biggest stops to magical attackers, as they are commonly seen with skills such as Distant Counter and Wary Fighter to screw with mages. Gunter’s ability to take them out is invaluable, as he is the right color to handle common Distant Counter green armor as well as Berkut’s Lance wielders. Cavaliers such as Reinhardt, Olwen, Olwen (WoT), L’Arachel, Eirika(SM) and infantry mages including Linde, Tharja and Delthea appreciate Gunter’s abilities a great deal.

  • Cavalry: Cavalry units make great allies to Gunter thanks to their ability to share buffs and keep up with each other’s movement. Brave Lyn, Valentine’s Roy, Reinhardt(WoT), Elise and Sigurd are some examples of good teammates for Gunter, providing him with type coverage and survivability. Sigurd in particular is notable for his ability to handle the mages that obliterate Gunter, even the fearsome Reinhardt.

  • Anti-mage units: Gunter’s weakness to mages make anti-mage units such as Sigurd, Faye, Felicia and Niles good allies. Dragons with high Resistance such as Nowi and Young Tiki are also good partners for him.


Having Low Speed and Resistance is what tends to define Gunter’s list of counters. Even his Defense at base 33 can be exploited, as many foes have the Speed to double and KO him. He also struggles to handle units with superior movement to himself, such as fliers and ranged cavalry.

  • Mages: Even slow mages have the ability to easily KO Gunter due to his low Speed and Resistance. If running a Speed bane, he risks by even the slower mages. Lilina, Tharja, Nino, Reinhardt, Linde, Olwen are just some examples, but he can be defeated by nearly any mage.

  • Dragons: While Gunter is very strong against armor, he lacks effectiveness against dragons. Nearly all dragons can double him, and are commonly seen with Quick Riposte. They deal heavy damage thanks to Gunter’s low Resistance. Nowi, Corrin(F), Fae, Fallen Robin(F), Myrrh, Adult Tiki and Young Tiki can all defeat Gunter with relative ease.

  • Staff-users: Gunter takes heavy damage from staff-users that wield Wrathful Staff due to his low Resistance. He also fears the Gravity staff, as it robs him of his good movement. Elise, Nanna, Priscilla and Clarine can out-range and render Gunter useless or dead with their strong magic damage.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Silver Axe+
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 15
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Harsh CommandConverts penalties on target into bonuses.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Armored Blow 1Grants Def+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
Armored Blow 2Grants Def+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Armored Blow 3Grants Def+6 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Hone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 1 ★
Hone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
Hone CavalryGrants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn. Requires Hone Atk 2 or Hone Spd 2.
Only inheritable by cavalry units.
Unlocks at 4 ★

Other Info

Fire Emblem Fates

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