Table of Contents
- Default
- Attack
- Special
- Injured
| Spring Xander - Spring Prince |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 5 | 5 | 8 | 6 |
| Middle | 18 | 6 | 6 | 9 | 7 |
| High | 19 | 7 | 7 | 10 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 36 | 22 | 24 | 32 | 23 |
| Middle | 40 | 25 | 28 | 35 | 26 |
| High | 43 | 29 | 31 | 38 | 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
As a unit that primarily depends on his physical bulk to both absorb and deal damage, Spring Xander performs best when he either boosts his pitiable offensive prowess or bolsters his Defense.
Boons
- +ATK: Thankfully, Spring Xander fortunate enough to have Attack superboon, which grants him +4 in the stat instead of +3. Although his base Attack and Speed are still rather low, with a lance equipped +ATK Xander has a respectable offensive presence.
- +DEF: Spring Xander’s fantastic physical bulk carves him a niche similar to Sigurd when he runs a Defense boon. If Ignis or Bonfire is chosen as his Special, +DEF will also boost his damage output.
Neutral
-
RES: Although this can be run as a bane if necessary, Spring Xander’s decent magical bulk means this stat is best kept at neutral in order to make him more versatile.
Banes
- -HP: Although Spring Xander wants all the bulk he can muster, refined lances -- regardless of the secondary refinement chosen -- give +5 HP. This brings Spring Xander back to neutral HP, so a bane is preferable to reducing his offensive and defensive stats.
- -SPD: If building Spring Xander as a physical tank, getting doubled allows him to charge his Special faster. Otherwise, neutral Speed helps Spring Xander avoid follow-ups from many mid Speed tier units.
Skill Sets
This Vest Is Bulletproof! (Physical Tank)
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Carrot Lance+ (+Def) | A | Close Def 3 Alternate: Earth Boost 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Ignis | C | Threaten Def 3 Alternate: Hone Cavalry |
| SP | 1,545 | S | Close Def 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Carrot Lance (+Def) / Slaying Lance (+Def) / Harmonic Lance (+Def)
- Assist: Reposition / Swap / Flexible
- Special: Ignis / Bonfire
- Passive A: Close Def / Steady Stance / Earth Boost
- Passive B: Quick Riposte / Guard
- Passive C: Threaten Def / Threaten Atk / Hone Cavalry / Fortify Cavalry / Flexible
- Sacred Seal: Close Def / Quick Riposte
The goal of this set is simple: bait to charge a Special, and then hit a foe for massive damage.
For IVs, +DEF is preferred to boost the power of a Bonfire or Ignis proc, while +ATK helps Spring Xander’s damage output when his Special is not charged. -SPD is used to help Spring Xander get doubled, which guarantees a devastating activation of Ignis on the next Player Phase.
Spring Xander’s native weapon, the Carrot Lance, allows him to self-sustain due to its HP recovery effect if he attacked in battle. Moreover, its ability to be refined grants Spring Xander 5 extra HP as well as a stat boost of his choosing. Alternatively, the refined Slaying Lance offers the same HP and stat boost as well as cooldown reduction, while the Harmonic Lance gives +10 damage to Spring Xander's Special procs. Either will serve this build well, especially when given a +Def refinement to further boost Spring Xander’s Defense.
Assists, as per usual, can vary. Swap allows Spring Xander to maneuver more effectively in tight quarters, while Reposition -- when combined with his cavalry movement -- grants him the ability to reach distant allies and deliver them away from danger. Any movement or support Assist can be used here, however -- dual rallies are always an excellent option for team support and/or Arena scoring.
Given the prevalence of red units possessing more than 28 Speed in all game modes, Ignis is Spring Xander’s preferred Special, granting him an additional 30 damage when it is activated when he initiates. Bonfire is another potential option that will activate when Spring Xander is initiated on and doubled, which should not be too difficult to ensure. Quick Riposte ensures that Spring Xander is able to sneak in an extra Special charge when he is attacked by a melee foe, while Guard severely limits if not downright disables the opponent's ability to charge their Special in return. When combined with the Carrot Lance's HP recovery effect, Sping Xander is more easily able to stay at the > or = 80% HP activation threshold for this skill. Do note that if Guard utilized, Quick Riposte should be used in Spring Xander's seal slot.
Due to the use of the Close Def skill and seal in conjunction, against melee units this build has a ludicrous 54 Defense with a +DEF boon (51 Defense with +ATK) -- Steady Stance and Earth Boost are serviceable alternatives with similar effects. Popular red swords like Arya, and Mia do nothing to this build unless they charge their special, and even then the damage is reasonably negligible due to Carrot Lance’s HP recovery. Moreover, Spring Xander’s impressive Resistance allows him to tank red dragons like Young Tiki and Adult Tiki. Most blue lances also do chip damage and are hit hard by a Ignis / Bonfire proc, and even red and blue Bold Fighter armors can’t usually KO this build outright.
As for C skills, Threaten Def increases the damage Spring Xander is able to deal when it is active, while Threaten Atk grants him more sustainability. If his team contains additional cavalry allies he can instead run the appropriate cavalry buff, but this skill can be anything from a Drive to a Tactic.
Carrots Are Healthy, Right? (Support)
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Harmonic Lance+ (+Atk) Alternate: Carrot Lance+ (+Atk) |
A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Ardent Sacrifice |
B | Renewal 3 |
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Sol Alternate: Bonfire |
C | Spd Smoke 3 Alternate: Threaten Spd 3 |
| SP | 1,545 | S | Atk Smoke 3 |
- Preferred IV: +ATK / -HP or -SPD
- Weapon: Harmonic Lance (+Atk) / Carrot Lance (+Atk)
- Assist: Reciprocal Aid
- Special: Sol / Bonfire
- Passive A: Fury
- Passive B: Renewal
- Passive C: Spd Smoke / Def Smoke / Res Smoke / Threaten Spd
- Sacred Seal: Atk Smoke
Spring Xander’s physical bulk grants him an impressive ability to bait melee foes who come his way and debuff the enemy team in the process. This can be an excellent way of enabling his stronger teammates to perform a clean sweep or swinging certain matchups in their favor.
+ATK -- along with an Attack refinement and Fury -- is used to bolster Spring Xander’s damage output, and brings his Attack to a respectable 48. Fury also has the added bonus of boosting Spring Xander’s defensive stats for a rather negligible penalty, given that Spring Xander will be healing rather often. -HP is the preferred bane because of its negligible effect when making use of a refined lance, but -SPD can also be used to allow for more consistent Sol or Bonfire activations.
Reciprocal Aid or Ardent Sacrifice is a great assist for Spring Xander, synergizing with Renewal and allowing him to heal his allies who may be better suited for a matchup. Sol’s normally unimpressive damage output and healing effect is boosted by the flat +10 damage the Harmonic Lance provides while Bonfire hits hard when it activates due to Spring Xander’s high base Defense, and is preferable compared to Ignis due to its lower cooldown and the lack of Quick Riposte on this build. Renewal grants him greater self-sustain, especially when used in conjunction with the Carrot Lance or a Harmonic Lance-boosted Sol.
Spring Xander’s final slots, his C-slot and seal, are the secondary crux of this build. These powerful and wide-reaching debuffs will severely disrupt the enemy team -- no matter which of them is used. Spd Smoke is particularly notable for being available on the F2P Fallen Takumi, but any Smoke skill (barring Atk Smoke given its overlap with Spring Xander’s seal) can be used. Threaten Spd is a decent budget option, though its Area of Effect is smaller and its activation condition much more stringent.
Introduction
Originally appearing on the Spring Festival Banner, Spring Xander is a lance calvary unit that has established himself as a breaker of pity rates and a breaker of hearts since his debut. Boasting a 25/28 offensive spread, Spring Xander has continually been outclassed in the OHKO meta, but he may have found new relevance as of version 2.0.
The reason for this can be found in something he possessed before the update (his impressive 35 Defense and 26 Resistance at neutral) and something he did not – the refined Carrot Lance. Healing 4 HP after any instance of combat where he attacks only adds to Spring Xander’s tanking abilities, and the refinement process also offers the added bonus of boosting his HP and Attack, Defense, Speed, or Resistance. In Spring Xander’s case, a few extra points in his Attack or Defense can make all the difference, turning him from a unit that was obsolete the moment he was released to a perfectly serviceable tank who would perform particularly well in a calvary team.
To conclude, Spring Xander, though really functioning only as fodder before the update, has since been granted a considerable buff. If one is running a calvary team or missed Camus and are looking for a solid blue check to threats like Ayra, Zelgius, Black Knight, and Mia, then Spring Xander may be the right unit for the job.
Strengths
Carrot Lance
Healing 4 HP after any instance of combat where Spring Xander attacks grants him reasonably good sustain.
Like all refinable lances, refining the Carrot Lance makes Spring Xander more able to play to his strengths, and boosts his HP to boot.
Excellent Defense
With a boon, Spring Xander can reach 38 Defense.
Even with a Weapon Triangle advantage, most green units (barring speedy attackers, Brave Axe users, and Bold Fighter armors) struggle to KO him outright.
This makes him a relatively easy to build and low investment physical wall.
Flexible Speed
Spring Xander will not be doubling anyone barring exceptionally slow units like Adult Tiki, but 28 Speed at neutral is enough to avoid follow-ups from popular units like Nowi and Brave Ike unless they're Speed stacking.
Spring Xander can alternatively choose to reduce his Speed to 24 to ensure he is doubled -- this allows him to consistently fire off powerful Specials.
Weaknesses
Horrible Attack
Even with a +Atk refined Carrot Lance, neutral Spring Xander just barely manages to break the 40 Attack threshold.
If increasing Spring Xander’s other stats through weapon refinement, one will need a +ATK boon to break the same threshold.
This makes Spring Xander not as flexible as he may first appear to be, especially because he must rely on Defense-scaled Specials to deal consistent damage.
Mixed Bulk
Although this may seem like a strength, Spring Xander doesn’t really have the offensive presence necessary to take advantage of his mixed bulk.
Because of this, it’s difficult to put his good Resistance to use.
High Competition
For the blue spot on a cavalry team, Spring Xander must compete with amazing units like Reinhardt and Legendary Ephraim.
Among a mixed team, competition is even stiffer.
It’s hard to justify using Spring Xander over most units, all of whom simply outperform him.
Team Options
Counters
If it could be said that Spring Xander has a weakness in one specific area, that area would be mages who can perform follow-up attacks on him. He also may struggle with green and blue dragons due to their high defense and ability to deal magic damage.
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Bulky Greens: Hector, Valentine Hector, Amelia, Dorcas, and Brave Ike all possess the bulk necessary to shrug off Spring Xander’s attacks.
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Brave Weapon / Bold Fighter Wielders: Cherche, Winter Chrom, Winter Lissa, Fallen Hardin, and Effie all present a considerable threat to Spring Xander despite his high Defense.
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Magic Users: Reinhardt, Linde, Spring Catria, Valentine Lilina, Nino, and Spring Sharena all easily power through Spring Xander’s Resistance due to their high Speed or Brave effect.
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Green and Blue Dragons: Fallen Robin, Myrrh, Nowi, and Female Corrin deal damage to Spring Xander’s lower Resistance and soak up his pitiable damage with their high Defense. Fae possesses lower base Defense, but can still take a fair bit of punishment.
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Slaying Lance+ | A | Steady Stance 3 |
|---|---|---|---|
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Rally Def/Res | B | Renewal 3 |
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Ignis | C | Threaten Atk 3 |
| S | Deflect Magic 3 | ||
Love the design, hate the stats. Lets have some fun.
The boon can be any that increases defenses (DEF, RES) while the recommended bane is HP. This SP!Xander is +RES/-SPD.
Support can vary, but should be something that buffs allies or moves them. Bonfire or Ignis, but Bonfire is faster to charge.
Steady Breath OR Close Def 3 for tankiness, alternatively Fortress Def if you're wiling to risk his already low attack.
Renewal for survivability, Guard to block off specials.
Threaten Atk for more bulk, or if you're doing Horse Emblem, then anything that buffs your horse guys.
Deflect Magic is what I chose to help his survivability, but Distant Defence OR Quicken Pulse are appreciated just as much.
SP!Xander shines in horse emblem, so pair him and my Jagen in a team and constantly take 0 damage ;)
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Slaying Lance+ | A | Fortress Def 3 |
|---|---|---|---|
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Pivot | B | Renewal 3 |
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Ignis | C | Hone Cavalry |
| S | Defense +3 | ||
This build uses Xander's monstrous Defense to turn him into a Ignis nuke, similar to Niles or Felicia. Slaying Lance+ is used for the decreased cool down on Ignis. Fortress Defense 3 boosts his base 35 Defense to up to 40, and a Defense +3 Sacred Seal increases his defense further to 43. Alternatively, you could use Quickened Pulse to drop the cooldown of Ignis to 2 turns, allowing him to charge it faster.
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Carrot Lance+ | A | Fury 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Ignis | C | Fortify Cavalry |
Spring Xander, although he has quite worthless attack, can be a formidable tank with wonderful sustaining abilites. With just fury and a +def boon, he reaches 41 defense and 29 resistance, enough to take enough hits to survive for a decent amount of time. Horse Emblem teams with Fortify and Ward buffs can further boost his defensive stats to 51 defense and 39 resistance, which will make him even better at taking hits from really any unit. Renewal and Carrot Lance are used to maximize his sustainability, as he can gain 14 health every other turn through Renewal and initiating against the enemy. Ignis is naturally a great choice for his special, allowing him to add an extra 32 damage onto his otherwise pathetic hit. Assist and the C skill dont really matter, and it is up to the player to decide on those. Overall, Spring Xander is really only useful for one purpose: tanking, and that should be prioritized in his build.
Please Note: The stats listed are including Fury buffs, without Fury he would have stats of 40/35/28/38/26
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Berkut's Lance+ | A | Distant Def 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Renewal 3 |
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Bonfire | C | Hone Cavalry |
| S | Distant Def 1 | ||
A full defendsive and support set. Due to his great def and res, he can run Berkut's Lance+ and Distant Def to minimum the damage taken from ranger units. Renewal and Ardent Sacrifice help him to support teammates as much as possible. The C slot will depend on your team.
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Carrot Lance+ | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Bonfire | C | Breath of Life 3 |
Pseudo Healing Tank
This set is all about tanking hits, and keeping yourself, and your team alive.
It's all about making sure you stray away from Axe units or Green mages unless you know you can tank at least one hit from them. It might be useful to have +Spd in this case, just to be sure some units can't double you, but +Def is a bit more preferred.
The Carrot Lance+ significantly reduces Fury's 6 damage penalty ONLY when you attack, and Renewal 3 further keeps you even more healthy, almost like it's overkill. This allows Spring Xanders stats to be a lot better, and makes him tankier in general, thus allowing a ton of IVs (That isn't a Defense Bane) to be good (Resistance Banes are the best option however).
If he's the last unit you have alive in the Arena, he can outrun most units quickly and heal back all the damage to get a cheap win! ...Assuming he can 1v1 the unit, such as a red unit, or a blue unit with semi low Attack.
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IV Spread:
+Def - Res, +Spd -Res.
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Alternative skills:
Swap - This might go against the whole "Keeping your team alive" strat earlier, however since you're so damn bulky, and hit surprisingly hard, you can take on anyone and barely take damage, even with Fury's 6 damage, so being attacked first isn't that much of a penalty anyway. I'd recommend this over any healing skill if you have either a healer, have a Falcion user, or a unit who relies on Desperation 3 or Vantage.
Any Stat Boosting Skill - He comes with Fortify Def 3 as is, so keeping this is fine to keep your other units alive for longer, but this is all depending on your team.
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Supporting Skills:
Any Stat Boosting Skills (Especially Fortify Cavalry) - Need I say more? This will allow his great tanking nature to skyrocket!
Threaten Att/Threaten Def - An ally with this, can make Spring Xander that much bulkier, and/or that much stronger.
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Counters:
Green Mages - Nino especially gives him a hard time. With his lower Res, sure he might be able to live at least one hit from a unit who isn't boosted, but most of the time, if a mage can double Xander that isn't a weak Red Mage, he'll barely live or just downright die.
Tanky Green Units - Spring Xander can only last at most 2 turns fighting a green Axe unit, if they both have the same speed. Keep Xander away from them at all costs. Red Mages/Young Tiki with a +Spd IV is a good countermeasure against these kinds of units, so keep that in mind.
Hector - Hector will ALWAYS give Spring Xander a tough time. Firstly, you cannot attack him without dying to his built in Quick Riposte. And even when you do attack him, you're more than likely not gonna do any damage. He sponges your hits, and dishes them back harder. There's no way Spring Xander is able to kill him without properly damaging him beforehand, but by then, it's not worth his time.
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Strengths:
Superior Defense
Almost Criminal Levels of Healing
A Nightmare to Take Down
Good for Stalling Other Blue Melee Units
Relatively Cheap to Make!
Weaknesses:
Green Units can Downright Shut Him Down
HECTOR
Fast mages (Especially with Wolf Tomes like Ursula)
Only Really Good at Damaging Red Units
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 9 |
| Learns by default at 5 ★ Lance Users Only
|
300 | 1 | 13 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
SwapSwap places with an adjacent ally.Learns by default at 5 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 5 ★ Inheritable by all units.
|
100 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes