Table of Contents

Tier Rating

Analysis by lordhelpme
Summer Wolt - Sunbeam Archer

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 40
ATK 34
SPD 34
DEF 25
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 7 5 3
Middle 18 8 8 6 4
High 19 9 9 4 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 31 31 22 13
Middle 40 34 34 25 17
High 43 37 37 29 20

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.
HPATKSPDDEFRES

Assets

  • +SPD: A +SPD IV is ideal to maximize his damage output through an improved likelihood of doubling opposing foes, elevating his solid base Speed stat of 34 to a fantastic 37. This IV also possesses some defensive utility as it allows him to more reliably deny his opponent’s follow-up attack as well. 

  • +ATK: Alternatively, a +ATK IV can be considered to directly increase the amount of damage Summer Wolt deals and may potentially even be preferred over a +SPD IV depending on the amount of support he receives to his Speed stat. 

Neutral

  • HP DEF: Summer Wolf’s physical bulk is surprisingly decent for an archer and should preferably be kept intact as to not inhibit his ability to directly take on incoming physical damage, as he is one of the few archers who can do so quite reliably without being reliant upon team support or the effects of skills like Fury. 

Flaws

  • -RES: At a low base value of 17, Summer Wolt’s Resistance stat is undeniably low and can safely be lowered (despite its status as a four-point Flaw) as doing so will hardly impact his already poor durability against magical damage dealers. 

Skill Sets

Bonds of Crimson and Viridian (Offensive Nuke)

Recommended
Firesweep Bow+ A Swift Sparrow (2 or 3)
Alternate: Life and Death 3
Draw Back B Chill Spd 3
Luna
Alternate: Moonbow
C Odd Atk Wave 3
Alternate: Hone Cavalry
SP1350SDarting Blow 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Preferred IV: +SPD or +ATK / -RES 

Summer Wolt can perform quite well when equipped with a standard Firesweep build, allowing him to capitalize on his formidable offensive statline of 34/34, access to class-exclusive buffs, and effective five-tile range — all the while remaining impermeable to enemy counterattacks. A Speed Asset is ideal given his dependency on his ability to consistently perform follow-up attacks for his damage output, though an Attack Asset is a great option as well and may even be a better choice depending on the amount of support he is given. 

Weapon: Firesweep Bow+

  • Firesweep Bow makes for an exceptional choice of weapon, with its negation of his opponent’s ability to counterattack being a highly valuable asset in optimizing Summer Wolt’s performance in the Player Phase. Through this powerful effect, he can focus entirely on heightening his damage output while simultaneously benefiting from the flexibility of having an open B slot, as he will no longer have to equip Desperation in order to engage one extended rounds of combat. 

Assist: Draw Back / Flexible

Special: Luna / Moonbow 

  • Luna is a strong option to grant Summer Wolt a considerable damage boost against particularly bulky foes whom may have otherwise been difficult to take down. Its three-turn cooldown also allows the young archer to make use of it quite frequently and will activate in every other round of combat, provided that he performs a follow-up attack in each one. 

  • However, Moonbow can also be considered if providing him with enough support such that he can reliably make use of the Heavy Blade seal; this combination allows him to activate in every round of combat. It can also be paired with the Quickened Pulse seal to ensure that he can activate her Special in his first round of combat without requiring that he accumulate Special charges beforehand.

Passive A: Swift Sparrow / Atk/Spd Solo / Fury / Life and Death / Brazen Atk/Spd 

  • Swift Sparrow 3 is a premium offensive A slot skill that complements this set’s focus on maximizing Summer Wolt’s Player Phase potential quite well, granting him a stellar +6/+7 Atk/Spd in-combat boost upon initiation. Its lesser version, Swift Sparrow 2, may also be used here given its significantly greater availability. 

  • Atk/Spd Solo makes for a worthwhile consideration as well given its comparable (albeit marginally weaker) offensive boost to Swift Sparrow 3, in addition to the fact that its positioning requirement will be largely inconsequential as he will typically be away from his allies when initiating combat anyway. Furthermore, since Atk/Spd Solo’s boosts are not dependent on him initiating combat, it also serves to grant him some additional survivability in the Enemy Phase if necessary. 

  • Life and Death and Fury are both valid options should none of the aforementioned be available. Although his native Brazen Atk/Spd 4 can grant him the greatest offensive offensive boost of all existent A slot skills, it can be quite difficult to utilize effectively in practice since he should rarely be taking damage due to the counterattack-preventing qualities of Firesweep weapons. That being said, should one be able to provide him with the adequate support to safely drop him into its HP threshold (such as using Reciprocal Aid), Brazen Atk/Spd 4 can transform him into a formidable threat in the Player Phase. 

Passive B: Chill Spd / Chill Def 

  • Thanks to Firesweep Bow’s effect, Summer Wolt can forego the use of Desperation in favor of other alternatives like Chill skills. In particular, his native Chill Spd is a fantastic option that serves to build upon his ability to perform follow-up attacks and shut down opposing speedsters through its devastating debuff. Alternatively, Chill Def can be taken to augment his raw damage output against opponents with high Defense stats directly. 

Passive C: Odd Atk Wave / Def Smoke / Spd Smoke / Hone Cavalry / Flexible

  • Odd Atk Wave and other offensive stat-boosting Wave skills are powerful choices for his C slot to let him be much more self-sufficient and potentially provide additional support to his allies. They are not truly necessary for Summer Wolt to function properly, however, and can prove to be redundant if already providing him with team support.

  • Def Smoke and Spd Smoke are effective choices to debilitate nearby foes and subsequently strike them down with greater ease, with this potentially being an incredibly potent strategy if using Summer Wolt alongside a refresher. 

  • Otherwise, feel free to make use of any C slot skill that best compliments his chosen team composition. If using him alongside other cavalry allies, class-exclusive buffs like his native Hone Cavalry are highly recommended to encourage a more cohesive team composition. 

Sacred Seal: Darting Blow / Heavy Blade / Quickened Pulse

  • The Darting Blow seal is a coveted seal for most offensively oriented units, and Summer Wolt is no exception. When utilized in tandem with the effects of skills like Swift Sparrow and class-exclusive buffs, Darting Blow allows Summer Wolt to perform follow-up attacks very frequently against even the fastest of foes. 

  • Heavy Blade and Quickened Pulse also help augment his offensive capabilities quite significantly through faster (and more reliable) Special activations. Should they already be occupied by one of his allies, Summer Wolt can just take the Atk/Spd 2, Speed +3, and Attack +3 seals or any of their variants to gain a solid bump to his offensive potential. 

Running Lights (Budget Offensive)

Big-Catch Bow+ (+Spd) A Brazen Atk/Spd 4
Alternate: Fury (3 or 4)
Draw Back B Desperation 3
Luna
Alternate: Moonbow
C Atk Smoke 3
Alternate: Hone Cavalry
SP1260SDarting Blow 3

Show Explanation/Analysis

Preferred IV: +SPD or +ATK -RES

A budget-friendly set that enables Summer Wolt to obtain a fairly respectable offensive presence with minimal investment. Given that this build still takes a primary emphasis on maximizing his combat prowess in the Player Phase, an Asset to either one of his offensive stats remains his ideal choice of IVs. 

Weapon: Big Catch Bow (+Spd)

  • Summer Wolt’s native Big Catch Bow is a solid weapon that works reasonably well on a budget and offers him a considerable improvement to his offensive capabilities through its built-in +5 Atk/Spd boost. Although his opponent is required to be affected by some sort of debuff or negative status effect in order to benefit from this boost, this requirement can be made inconsequential by pairing him with a dedicated debuffer or equipping him with a Smoke skill. A +SPD refine is recommended to build upon his ability to perform follow-up attacks. 

Assist: Draw Back / Flexible

Special: Luna / Moonbow 

Passive A: Brazen Atk/Spd / Fury 

  • His default Brazen Atk/Spd 4 is a phenomenal skill that grants him a tremendous +9/+10 Atk/Spd boost once he is below its 80% HP threshold, bolstering his damage output massively under the proper conditions. It does carry one notable drawback, however, in that it will be functionally useless to him until he loses enough HP to activate it, which typically means that he will be without an A slot skill for the first round of combat (unless one makes use of an Assist such as Ardent Sacrifice or Reciprocal Aid). 

  • Should one deem this be too much of a demerit, Fury is a suitable alternative that carries strong synergy with Desperation and relatively good availability to boot. 

Passive B: Desperation / Chill Spd 

  • Desperation is a standard choice of B slot skill for offensively oriented builds such as this one, and helps him engage in extended rounds of combat even after having incurred substantial amounts of damage. His native Chill Spd can be kept, though, if one is confident in his ability to freely initiate combat without it and to get greater mileage out of his default Big Catch Bow. 

Passive C: Atk Smoke / Hone Cavalry / Flexible

  • Smoke skills pair well with his native weapon’s encouraged playstyle — after his first round of combat, they would enable Summer Wolt to conclusively gain a significant boost to his damage output against all foes within a two-space radius of his initial target. This is particularly strong when using him alongside a refresher. 

Sacred Seal: Darting Blow / Heavy Blade / Brazen Atk/Spd / Chill Atk / Chill Spd 

  • The Darting Blow, Heavy Blade, Brazen Atk/Spd, and other offensive stat-boosting seals are wonderful candidates to heighten his offensive capabilities directly, though Chill skills can be considered too for potential team support as well as let him benefit from Big Catch Bow’s in-combat boosts with higher consistency. 

Introduction

Remaining ever faithful to his duties as close friends to his liege even during the summertime, Summer Wolt enters the game with a bow in hand, steed by his side, and unwavering loyalty as the game’s second green bow cavalier. His status as such immediately grants him a considerable offensive presence right off the bat, allowing him to benefit from an effective five-tile range and access to class-exclusive buffs. When taken into consideration alongside his respectable offensive statline of 34/34 (which is amongst one of the best for a ranged cavalier), Summer Wolt can easily establish himself as a solid source of damage output for most team compositions and shines when properly supported. In addition, Summer Wolt possesses surprisingly decent physical bulk and is one of the few archers who can safely take a hit from a physical damage dealer without relying on buffs or the effects of skills like Fury. 

However, while still beneficial to his offensive capabilities, Summer Wolt’s status as a cavalry unit comes attached to numerous shortcomings, such as an inability to equip certain skills like Sturdy Impact and Null Follow-Up, a weakness to cavalry-exclusive weaponry (which are well in abundance), and hindered mobility when deployed in maps that possess certain terrain like trenches. His magical bulk is also quite lacking and makes him horribly ineffective at facing off against sustained offensive pressure from magical damage dealers; fortunately enough, though, his green color-typing is actually somewhat beneficial in this regard as the majority of magical threats are blue, thus granting him some defensive utility by reducing their damage output against him. All in all, Summer Wolt is a decent unit with commendable offensive capabilities and can definitely shine to his own right when properly built (and supported). 

Strengths

Good Offenses

Summer Wolt’s offensive statline of 34/34 is pretty good and enables the young archer to inherently make solid use of Firesweep sets to assert himself as a rather reliable source of damage output. 

Decent Physical Bulk

While Summer Wolt should definitely not be trying to function as a tank anytime soon, his surprisingly good amount of physical durability (for an archer) allows him to safely tank a hit from an opposing physical threat without worry of being killed in retaliation. 

Cavalry

Summer Wolt’s status as a cavalry unit grants him access to exceptional mobility and class-exclusive buffs, both of which he can utilize to solidify his offensive capability even further. 

Weaknesses

Cavalry

Being a cavalry unit comes with a number of various shortcomings, such as a weakness to cavalry-effective weaponry and being hindered by certain terrain like forests and trenches. Most notably, however, it greatly limits Summer Wolt’s potential as a unit by preventing him from obtaining access to certain skills like Null Follow-Up and Sturdy Impact. 

Poor Magical Bulk 

Summer Wolt’s magical bulk is unimpressive at best and means that he must take great caution when approaching oncoming magical threats, else he runs the risk of incurring significant amounts of damage or being outright KO’d. 

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Big-Catch BowEffective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.   【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).  
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Big-Catch Bow+Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.   【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).  
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Draw BackUnit moves 1 space away from target ally, who moves to unit's former position.
Learns by default at 5 ★
1 150

Passive Skills

Passive Skills SP Slot
Brazen Atk/Spd 1If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat.
Inheritable by all units.
Unlocks at 2 ★
60
A
Brazen Atk/Spd 2If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat.
Inheritable by all units.
Unlocks at 3 ★
120
A
Brazen Atk/Spd 3If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Brazen Atk/Spd 4At start of combat, if unit's HP <= 80%, grants Atk+9 and Spd+10 during combat.
Inheritable by all units.
Unlocks at 5 ★
300
A
Chill Spd 1At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Spd 2At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Spd 3At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem: The Binding Blade

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