Table of Contents
- Default
- Attack
- Special
- Injured
| Gunter - Inveterate Soldier |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 20 | 9 | 6 | 10 | 4 |
| Middle | 21 | 10 | 7 | 11 | 5 |
| High | 22 | 11 | 8 | 12 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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.
Boons
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+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.
Neutral
-
HP: Due to the -4 reduction when Gunter has a HP bane, it’s recommended to keep this neutral.
Banes
-
-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
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Slaying Hammer+ (+Atk) | A | Death Blow 4 Alternate: Life and Death 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Axebreaker 3 |
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Dragon Fang Alternate: Glimmer |
C | Hone Cavalry Alternate: Atk Tactic 3 |
| SP | 1,475 | S | Quickened Pulse |
- Preferred IV: +ATK / -SPD or -RES
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Weapon: Slaying Hammer+ (+Atk)
-
Assist: Reposition / Swap
-
Special: Dragon Fang / Glimmer
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Passive A: Death Blow / Life and Death
-
Passive B: Axebreaker
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Passive C: Hone Cavalry / Atk Tactic
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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
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Slaying Axe+ (+Def) | A | Atk/Def Bond 3 Alternate: Fury 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Guard 3 Alternate: Quick Riposte 3 |
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Ignis Alternate: Bonfire |
C | Atk Tactic 3 Alternate: Hone Cavalry |
| SP | 1,545 | S | Quick Riposte 3 |
-
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
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Silver Axe+ (+Def) | A | Fury 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Axebreaker 3 |
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Moonbow Alternate: Bonfire |
C | Hone Cavalry |
| SP | 1,325 | S | Quick Riposte 3 |
-
Preferred IV: +ATK or +DEF / -SPD
-
Weapon: Silver Axe+ (+Def)
-
Assist: Reposition / Swap
-
Special: Moonbow / Bonfire
-
Passive A: Fury
-
Passive B: Axebreaker
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Passive C: Hone Cavalry
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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.
Introduction
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.
Strengths
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
Weaknesses
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
Counters
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.
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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.
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Silver Axe+ (+Def) | A | Sturdy Stance 2 |
|---|---|---|---|
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Harsh Command | B | Quick Riposte 3 |
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Ignis | C | Hone Cavalry |
| S | Close Def 3 | ||
Because of Gunter's low speed and high defense, this build attempts to maximize his defensive capabilities as well as his retaliation in enemy phase.
5* 40+10 Stats:
(+Def/-Spd)
52 HP
52 Atk (56 with Sturdy Stance active)
25 Spd
44 Def (54 with Sturdy Stance and Close Def active)
22 Res (28 with Close Def active)
Let Yamada Akihiro draw for more characters.
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Wo Gùn+ (+Def) | A | Armored Blow 3 |
|---|---|---|---|
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Harsh Command | B | Wings of Mercy 3 |
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Luna | C | Savage Blow 3 |
| S | Threaten Def 3 | ||
This build is based on the skills that Gunter can get in Fire Emblem Fates and his role as a Jagen unit.
Harsh Command & Threaten Defense is part of his character since he is very strict.
Gunter can get Savage Blow via Malig Knight reclass.
Armored Blow & Wings of Mercy is part of Gunter's role as a Jagen unit. If you wanna go the extra mile in fixing his speed, you can give him Quick Riposte.
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Slaying Axe+ (+Def) | A | Earth Boost 3 |
|---|---|---|---|
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Reposition | B | Seal Atk Def 2 |
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Bonfire | C | Drive Res 2 |
| S | Quick Riposte 3 | ||
This is the personal build I've been using a lot recently and it has been more than serviceable, Gunter can last a while on the battle field with high DEF and HP. Keeping in mind this is the unit I'm supporting at the moment so I don't recommend this set unless you're also supporting him. Making use of Gunter's above average HP, Earth Boost becomes a better Armored Blow with Steady Stance added to the mix and will consistently push out massive amounts of damage with Bonfire. Seal Atk Def wasn't the first choice of skill but oddly enough it can work, it assists him in being able to go one-on-one with most units and it works well against archers, who can't damage him well to begin with, I'd like to think of it as a guaranteed 5 damage on the next phase and 5 less damage taken on the next attack, and that can add up quick. If he comes across a unit with higher HP it can slowly cripple the stats until Earth Boost is ready to snowball in favor of him. Drive Res is just a good support skill (as is any drive) since RES is Gunter's "dump" stat and providing more of it to other units makes him preform on support while staying away from mages.
*His seal is flexible in that you can swap it out for whatever suits your needs, I picked Quick Riposte because it allows him to almost always trigger Bonfire whenever he's under attack making him sort of a dual phase monster
*"Is this build optimal?" Probably! On a different unit! "Is this build fun" Definitely. "Do you need summoner support for this build to work?" Most likely, I know I do. "Why did you waste time on literally the worst unit in the game" I like Gunter. :)
{My current build}
+8 Merged {As of 7/1/2018}
Summoner Support: [S]
Ally Support: Jagen [S]
Skill Inheritance
Slaying Axe+ - 5* Hawkeye
Reposition - 4* Selena
Bonfire - 4* (Adult) Tiki
Earth Boost 3 - 4* Boey
Seal Atk/Def 2 - 5* Seth
Drive Res 2 - 4* Soleil
Feathers Invested: 220,000 (180,000/Merges + 20,000/Slaying Axe+ + 20,000/Seal Atk/Def)
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Brave Axe+ | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Ignis | C | Hone Cavalry |
| S | Brash Assault 3 | ||
While Frederick is overall better than Gunter due to Gunter suffering lower BST compared to Frederick and sports less attack and defense, this is an expensive build to run on Gunter as it boosts his attack and defense when below 80% of his HP, the typical Brash+Desperation combo though requires him to be at half so packing Reciprocal Aid is recommended.
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Slaying Axe+ (+Def) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Cavalry |
| S | Deflect Magic 3 | ||
A veteran fighter from the Kingdom of Nohr. Although age has taken skill out of him, his fighting spirit still remains true. A caring and loyal individual, but does carry bitterness and resentment in his heart. His experience with war has crafted him into a sturdy soul with bountiful amounts of willpower. Quite antisocial and seems to be harboring a dark secret.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Learns by default at 1 ★ Inheritable by Axe users only.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
|
200 | 1 | 11 |
| Unlocks at 5 ★ Inheritable by Axe users only.
|
300 | 1 | 15 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Harsh CommandConverts penalties on target into bonuses.
Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
50 | A |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Unlocks at 1 ★ Inheritable by all units.
|
50 | C |
| Unlocks at 2 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Only inheritable by cavalry units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|
Banners Featured In
None

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