Table of Contents
- Default
- Attack
- Special
- Injured
| Summer Elise - Tropical Flower |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 9 | 7 | 2 | 5 |
| Middle | 17 | 10 | 8 | 3 | 6 |
| High | 18 | 11 | 9 | 4 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 31 | 33 | 31 | 15 | 22 |
| Middle | 34 | 36 | 34 | 18 | 25 |
| High | 37 | 39 | 37 | 21 | 29 |
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 |
|---|---|---|---|---|
Boon
-
+SPD: A Speed boon is often the most desired boon for offensive mages and Summer Elise is no exception. While not on the level of Speed that Nino has, Summer Elise will still possess a very good 37 Speed, giving her greater doubling potential.
-
+ATK: Summer Elise possesses the highest Attack stat of all green mages. An Attack boon will boost her even further, up to an incredibly strong 39 Attack, giving Summer Elise a nice boost to damage.
Neutral
-
HP: Summer Elise’s HP stat is very low. While an HP bane does mean that Summer Elise is more frail from both physical and magical attacks, she will still perform well overall.
-
RES: Summer Elise doesn’t have the greatest Resistance stat. It is still a good idea to avoid dropping it if possible since the majority of foes who can retaliate on her will be magical.
Bane
- -DEF: Defense is Summer Elise’s ideal bane. Summer Elise has very low physical bulk to begin with. Dropping her Defense won’t have a large overall impact on her performance.
Skill Sets
Thorn in You (Blade)
![]() |
Gronnblade+ Alternate: Gronnblade |
A | Atk/Spd Solo 3 Alternate: Fury 3 |
|---|---|---|---|
![]() |
Ardent Sacrifice Alternate: Rally Atk/Res |
B | Desperation 3 |
![]() |
Glimmer Alternate: Moonbow |
C | Odd Atk Wave 3 Alternate: Hone Atk 3 |
| SP | 1,995 | S | Speed +3 |
-
Preferred IV: +ATK or +SPD / -DEF
-
Weapon: Gronnblade+ / Gronnblade
-
Assist: Ardent Sacrifice / Reposition
-
Special: Glimmer / Moonbow
-
Passive A: Atk/Spd Solo / Fury / Swift Sparrow
-
Passive B: Desperation
-
Passive C: Odd Atk Wave / Flexible
-
Sacred Seal: Speed +3 / Attack +3
Thanks to her high Attack and Speed, Summer Elise can perform extremely well with a Blade tome.
Elise will preferably want either an Attack or Speed boon in order to increase her offensive potential. Gronnblade is a powerful tome that adds total value of bonuses on the user into their damage dealt. If Elise can be provided with multiple Hone or Fortify buffs, her damage out can be increased drastically. If one does not want to promote a Nino for the plus variant, the base Gronnblade can also work.
Ardent Sacrifice allows Elise to give 10 HP to an ally at the cost of 10 HP herself. More importantly, this allows her to be instantly dropped into the activation range of Desperation. Reposition is an alternative Assist that offers good utility and allows Elise to support in unit positioning when she doesn’t need to fight. Glimmer is a strong Special for Blade tomes since the power of Glimmer is based on damage dealt. Moonbow is another strong choice which cuts the enemies defenses. Overall, both make for powerful choices thanks to their low cooldown.
Atk/Spd Solo, Fury, and Swift Sparrow all make for great A slots for Blade tome users. Atk/Spd Solo is the strongest in terms of raw effect, granting a huge offensive boost whenever Summer Elise has no adjacent allies. Fury grants a nice buff to all stats while the post-combat damage helps lower Summer Elise into Desperation range. Swift Sparrow provides a strong offensive boost that's higher than Fury, though only when attacking. Desperation is the primary choice for any Blade tome user, allowing the user to perform any follow-up attack immediately should they be below 75% HP.
Odd Atk Wave will boost Summer Elise and adjacent allies by six Attack at the start of odd numbered turns. Not only is this a good support skill, but the ability to boost herself really shines with the Blade tome. Outside of this, what C slot will be most beneficial overall depends on team composition. The Hone and Fortify skills are often safe picks, allowing Summer Elise to buff adjacent teammates at the start of the turn. Finally, a Speed or Attack Sacred Seal will provide a nice buff to either stat, helping Summer Elise with either her doubling potential or damage output.
Hibiscus Bloom (Offensive Support)
![]() |
Hibiscus Tome+ (+Spd) | A | Fury 3 |
|---|---|---|---|
![]() |
Rally Atk/Res | B | Desperation 3 |
![]() |
Draconic Aura | C | Drive Spd 2 |
| SP | 1,560 | S | Drive Def 2 |
-
Preferred IV: +ATK or +SPD / -DEF
-
Weapon: Hibiscus Tome+ (+Spd/Atk)
-
Assist: Rally Atk/Res / Reposition
-
Special: Draconic Aura / Moonbow
-
Passive A: Fury
-
Passive B: Desperation / G Tomebreaker
-
Passive C: Drive Spd / Drive Atk
-
Sacred Seal: Drive Def / Spur passives
This set gives Summer Elise a nice balance of offensive and support potential.
An Attack or Speed boon will help with Elise’s offensive potential. Her default weapon, Hibiscus Tome, provides anyone with 2 spaces of her with one Attack and Speed. While this is not a large buff by any means, it is still a buff regardless. Forging the Hibiscus Tome for either Speed or Attack will help to boost Elise’s offensive potential even further. Her default Assist, Rally Atk/Res, will allow Elise to buff the Attack and Resistance of her target. A movement Assist such as Reposition is also a nice option which allows Elise to assist with unit positioning. Draconic Aura is a powerful Special that is based on Elise’s attack stat, giving her a significant damage boost whenever it activates. Moonbow is another solid choice thanks to its low cooldown.
Fury provides Elise with an overall boost to all her stats, helping her both offensively and defensively. Desperation allows for Elise to make any follow-up attack immediately should she be below 75% HP. G Tomebreaker is another option that allows Elise to perform a guaranteed double attack against any green mage while also preventing them from performing a double attack. If both Elise and the opposing green mage are using G Tomebreaker, the usual Speed check for doubling will be performed.
For the C slot, any of the Drive skills synergize well with the Hibiscus tome. Drive Spd in particular can be obtained from a four star hero and provides a boost of three Speed, stacking with the Hibiscus Tome to grant four Speed overall. Drive Def is the only Drive skill available as a Sacred Seal, boosting allies within two spaces by three Defense. Alternatively, any of the Spur skills also help Elise to support her teammates, though do note that Spur skills require Elise to be adjacent to whoever wants the buff.
Introduction
Hoping for some fun on the beach, Elise comes through in her new swimsuit. Summer Elise chooses to ditch her mount and her staff in favor of powerful magic, joining us as a powerful green tome infantry unit. Possessing amazing offensive power and lackluster defenses, Summer Elise fills a similar role to Nino.
With 36 Attack and 34 Speed, Summer Elise has an impressive offensive spread. She will hit incredibly hard and have good doubling potential. This is at the cost of poor survivability thanks to her low HP, Defense, and Resistance. She is susceptible to both physical and magical attacks, so keeping her out of enemy’s ranges on Enemy Phase is recommended whenever possible.
Overall, Summer Elise is a fantastic green mage with a lot of power behind her attack. While Nino is much more accessible and easier to obtain an optimal roll for, Summer Elise is still going to be a solid option for anyone looking for an offensive green mage.
Strengths
Fantastic Attack
Summer Elise possesses the highest Attack of all green mages and the second highest Attack stat of all mages, with only Sanaki and Lilina possessing more. With her 36 Attack, Summer Elise can easily rip through low Resistance opponents all while also possessing good doubling potential.
Great Speed
At 34 Speed neutral, Summer Elise comes with good doubling potential out of the gate. This can be further boosted through things such as a Speed boon, Fury, Life and Death, and Hone Spd, allowing Summer Elise to potentially reach Speed levels in the mid 40s. Combined with her amazing Attack, Summer Elise is capable of a lot of damage in a single round of combat.
Weaknesses
Poor Overall Bulk
With 34 HP, 18 Defense, and 25 Resistance, Summer Elise is frail on both ends of the spectrum. Physical attacks will severely cripple if not outright KO her, making any physical unit with Distant Counter a tricky target. While she can potentially bait magical attacks, she will still often take a lot of damage in return.
Green Mage Competition
Summer Elise’s main issue is not herself, but her fellow mages. Nino is the primary choice for an offensive mage and compared to her, Summer Elise does not stand out too much. Summer Elise has three more attack, but Nino has more Speed, much greater availability, and comes with her best tome, Gronnblade, by default, making Nino a cheaper option for a Blade mage. Other mages such as Julia, Deirdre, and Sonya all also offer their own unique niche which Elise cannot fulfill. That being said however, her competition doesn’t make Summer Elise any less competent of a green mage and will still serve as a powerful unit.
Team Options
Counters
Given her low overall bulk, Summer Elise can take a significant portion of damage from some blue units. That being said, red units are the primary threat to Summer Elise thanks to the Weapon Triangle advantage. Archers also pose a significant threat.
-
Distant Counter sword units: Fighting DC swords is an extreme task for Summer Elise. These sword units not only possess Weapon Triangle advantage, but can also fight back against ranged attacks and are all easily capable of defeating Elise. Legendary Ike, Zelgius, and Ryoma are all powerful DC sword units. Fighting one with Summer Elise should only be done if absolutely necessary.
-
Red mages: While red mages are not seen as often as green or blue mages, any red mage will still pose a significant threat to Summer Elise. Mages such as Winter Tharja, SM Eirika, and Celica can all effectively fight Summer Elise with little trouble.
- Archers: Given her low Defense, many archers can tear through Summer Elise with little to no effort, particularly if they are wielding a Brave Bow. Summer Elise should avoid units such as Brave Lyn, Halloween Jakob, Bridal Cordelia, and Innes whenever possible.
![]() |
Gronnblade+ | A | Atk/Spd Push 3 |
|---|---|---|---|
![]() |
Rally Atk/Res | B | Renewal 3 |
![]() |
Glimmer | C | Even Spd Wave 3 |
| S | Heavy Blade 3 | ||
Probably the most effective but expensive build for Summer!Elise I can think of building.
Gronnblade+ has synergy with Glimmer, Even Spd Wave, and Heavy Blade; Glimmer has synergy with Atk/Spd Push and Heavy Blade; and Atk/Spd Push has synergy with Even Spd Wave, Renewal, and Heavy Blade.
Even Spd Wave, regardless of having an adjacent ally, gives the unit +6 Spd for one turn every other turn, which just so happens to affect Blade tomes for more damage during those turns. Gronnblade+'s effect of getting more damage from Even Spd Wave, as well as Atk/Spd Push adding more Atk and doubling potential while at full HP, increases the damage you get when activating Glimmer. Though Gronnblade+ does turn Glimmer into a 3-charge Special, Heavy Blade helps (with a higher likelihood thanks to Atk/Spd Push) to charge it in two attacks and activate it in the third.
Renewal is there to help get Summer!Elise back to full HP so she can proc Atk/Spd Push more often. Still, she should have someone that can heal her to full — whether it be a healer or pseudo-healer — and having an HP bane greatly increases the number of units that can do this with Reciprocal Aid. Her default Rally Atk/Res is good to stay, though you could perhaps give her Harsh Command as the meta is starting to use debuffing skills more than ever. A positioning skill like Draw Back or Reposition would also be wise, especially if you happen to have an Armored ally(s).
An Atk boon is best because you're already getting enough Spd from Atk/Spd Push and Even Spd Wave, and you want to maximize the damage you can deal with Gronnblade+ and Glimmer.
For her weaknesses...give her Hardin, Lance!Lucina or Shiro as her ally. They're plenty tanky and can deal with most Red threats, especially if the latter two inherit Berkut's Lance+. You should also give her a Dancer as an ally, like Performing!Azura or Performing!Olivia; Performing!Shigure would also be welcome with his Geyser Dance, but if you use both a Lance user and Performing!Shigure your last unit will likely HAVE to be Red to balance out the team. As your Red ally, Default!Eirika would be the best (especially because of her Sieglinde's Hone Atk 3 effect, as well as its unique Forge refine effect).
![]() |
Gronnblade+ | A | Life and Death 3 |
|---|---|---|---|
![]() |
Draw Back | B | Desperation 3 |
![]() |
Glimmer | C | Hone Spd 3 |
| S | Speed +3 | ||
Merged +1
Originally opened a -att +spd that broke my heart because I didn't want to use her with a -att bane and it took 6 summer Xander's to finally get her last day. Opened this one during the legendary banner she was on by accident since I wasn't opening for greens to begin with but when I saw +spd and not -att I was so happy.
Decided to go for the glass cannon build since I love seeing high attack values.
Draw back is my current choice for safety reasons but if I decide to use her in arena I might swap to rally att/res from her base kit for more scoring.
![]() |
Gronnowl+ | A | Fury 3 |
|---|---|---|---|
![]() |
Draw Back | B | Desperation 3 |
![]() |
Moonbow | C | Threaten Spd 3 |
Summer Owl:
IV's: +Spd -Hp
A standard owl tome build for anyone who already has a dedicated Gronblade user, Elise has the same attack and three more points of speed when compared to Mae, making her a slightly stronger but frailer version of her.
A speed refinery should be taken to boost Elise to a crisp 42 speed and 50 attack when combined with Fury. Desperation is self-explanatory. Her assist and C skill are flexible, if she feels too frail go with Ardent Sacrifice to safely put her in Desperation range, if she seems fast enough then change Threaten Speed to whatever is desired. It's worth noting that Elise probably isn't the best unit to run ploy skills thanks to her good but not great Resistance stat.
![]() |
Gronnblade+ | A | Heavy Blade 3 |
|---|---|---|---|
![]() |
Rally Atk/Spd | B | G Tomebreaker 3 |
![]() |
Blazing Wind | C | Threaten Res 3 |
| S | Hardy Bearing 3 | ||
Boon/Bane: +Atk/-Def or +Spd/-Def
Weapon: Gronnblade+
Support: Rally Atk/Spd / Draw Back
Special: Blazing Wind
Passive A: Heavy Blade 3
Passive B: Desperation 3 if not equipped with Hardy Bearing Seal; otherwise Versatile. I picked G Tomebreaker 3 to help against Nino, but Lancebreaker 3 is a good alternative if you're afraid of Camus
Passive C: Versatile, preferably Hone/Spur/Drive or Threaten skill.
Seal: Hardy Bearing 3
Summoner Support: Not necessary, but it's always welcome
Ally Support: Blue Tome or Lance. Preferably someone who can deal with Red units, especially those that can still survive getting nuked by her and still counterattack (like Xander or Celica).
Heavy Blazing Blade build with Hardy Bearing. This build turns Summer!Elise into a nightmare for any non-Red without high Res (and even then, some mid-Res Reds fall victim). Gronnblade's effect with Blazing Wind and Heavy Blade combine into a quickly-charging nuke that benefits from Hone and Fortify buffs and destroys group-reliant teams.
The Hardy Bearing Seal will be your best friend here. One of the most glaring weaknesses of all of the AoE nuke Specials is that they essentially help your opponent set up Vantage for free; with Hardy Bearing you won't have to worry about taking damage before you attack. It does prevent you from using Desperation's effect, but it's a small price to pay when you do so much damage (especially when you consider that you're already doing two uninterrupted amounts of damage, so you're technically getting Desperation anyhow). I personally went with G Tomebreaker to help against Green Mages like Nino who are fast enough that she has trouble doubling them a lot of the time.
EDIT: While this build is still mostly-viable...well, let's just say that everything that's happened between her creation and now has not done any favors for her at all. Even though her natural weapon, Hibiscus Tome+, got a Weapon Refinement...it got probably THE worst treatment out of everything (with no effect boost and only minimal flat stat increase options). Though this build doesn't care about her natural weapon, Gronnblade+ also hasn't received any upgrades...add that to all the Bonus Negation (especially the inheritable weapons from the Love Abounds banner) and you're looking at what's probably a dead build.
See, and you wonder why Fire Emblem almost faded into obscurity before Awakening came along...
![]() |
Gronnblade+ | A | Death Blow 3 |
|---|---|---|---|
![]() |
Rally Atk/Spd | B | B Tomebreaker 3 |
![]() |
Astra | C | G Tome Valor 3 |
| S | HP +3 | ||
-Death Blow 3 and Gronnblade+ Combo to deal slightly more demage(Boosting her ATK stat to 56 at this point), eventually one-shooting units low on RES(even Sword-Units)
-B Tomebreaker 3 to gurantee doubles against blue mages because of her superior RES(also to improve her as a Reinhardt-Counter)
-G Tome Valor 3 for making it easier to gain SP for her and other green mages
-HP+3 Seal to increase her chance for survival
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Green Tome Users Only
|
100 | 2 | 6 |
| Green Tome Users Only
|
200 | 2 | 8 |
| Learns by default at 5 ★ Green Tome Users Only
|
300 | 2 | 12 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Rally AttackGrants Atk+4 to an adjacent ally until the end of the turn.
Learns by default at 5 ★ |
1 | 150 |
Rally Atk/ResGrants Atk/Res+3 to an adjacent ally until the end of the turn.
Unlocks at 5 ★ |
1 | 300 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Green Tome Users Only
|
30 | C |
| Green Tome Users Only
|
60 | C |
| Unlocks at 5 ★ Green Tome Users Only
|
120 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes