Summer Xander

Overall Rating
Analysis by RedFerrari1998
Summer Xander - Student Swimmer


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 43
ATK 32
SPD 30
DEF 36
RES 16
Stat Variations
Level 1 Stat Variation
Low 18 7 5 7 5
Middle 19 8 6 8 6
High 20 9 7 9 7

Level 40 Stat Variations
Low 40 29 27 33 13
Middle 43 32 30 36 16
High 46 35 33 39 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.

With Xander’s statline focusing more towards a defensive physical tank, boosting his physical defenses or his damage output are the most beneficial options for Xander.


  • Xander highly benefits from having +HP, allowing him to make more effective use of his Infantry Pulse and Fire Boost skills.

  • +Atk can also be a choice for a more offensive playstyle.

  • +Def can also work well given Xander’s high natural defense, allowing him to make for a good physical tank.


  • -Res is Xander’s best option. No matter what, Xander will get easily defeated by basically any mage, so ditching it is the best option.
Skill Sets
The Ironwilled Spandex (Tank Support)
Lilith Floatie+ (+Def) A Steady Stance 3
Budget: Close Defense 3
Reposition B Renewal 3
Bonfire C Infantry Pulse 3
SP1,325SClose Def 3

Show Explanation/Analysis
  • Preferred Nature: +HP or +DEF/-RES

  • Weapon: Lilith Floatie+ (+Def)

  • Assist: Repostion / Swap

  • Special: Bonfire

  • A slot: Steady Stance 3 / Close defense 3

  • B slot: Renewal 3 / Quick Riposte 3

  • C slot: Infantry Pulse 3

  • Sacred Seal: Close defense 3 / Deflect Melee 3 / Quick Riposte 3 / Defense +3

This is a defensive-oriented build for Xander, focusing on his ability on tank physical hits while still providing support with Infantry Pulse.

With Steady Stance or Close Defense, Xander reaches an impressive 42 defense, boosted even further to 45 defense with a defense boon. Steady Stance is a preferable choice for Xander since it will activate at range unlike Close defense while only not including the resistance boost of Close defense which is a more than acceptable trade-off. This is high enough that even some sword units will have a tricky time getting through Xander’s defenses, especially if combined with the Deflect Melee seal.

Renewal also helps with Xander’s overall tankiness, granting him some self-sustainability. Quick Riposte is also a good choice which allows Xander to double attack whenever he is attacked and is above 70% HP and has natural synergy with Steady Stance and Close defense. You can also run the Quick Riposte seal to combine with Renewal in his B slot to make for an effective and sustainable enemy phase unit.

Burning Blood (Base Setup)
Lilith Floatie+ (+Atk) A Fire Boost 3
Reciprocal Aid
Budget: Reposition
B Renewal 3
Bonfire C Infantry Pulse 3
SP1,225SHP +5

Show Explanation/Analysis
  • Preferred Nature: +HP/-RES

  • Weapon: Lilith Floatie+ (+Atk)

  • Assist: Reciprocal Aid / Reposition

  • Special: Bonfire / Noontime

  • A slot: Fire Boost 3 / Fury 3 / HP Def 2

  • B slot: Renewal 3

  • C slot: Infantry Pulse 3

  • Sacred Seal: HP +5

This build is designed to make the most of Xander’s base setup, namely being Fire Boost and Infantry Pulse.

Ideally, you want to keep Xander healthy is order to make the best use of Fire Boost. Having a high base HP is good for this, so a HP boon and the HP seal will work well on Xander, which will also help him to activate Infantry Pulse. Having ways to re-obtain Xander’s HP is a good choice. Reciprocal Aid allows Xander to immediately restore a chunk of lost HP, though at the cost of his allies. Using Noontime or Renewal can also help Xander to recover his lost HP.

If you don’t want to focus on utilizing Fire Boost, Fury makes for a great alternative A slot skill, boosting Xander’s effectiveness across the board. HP defense 2 also makes for a good option, boosting 2 of Xander’s most useful stats.

Pretend you have muscle (Brave Attacker)
Brave Axe+ A Death Blow 3
Reposition B Drag Back
Bonfire C Threaten Def 3
SP1,700SAttack +3

Show Explanation/Analysis
  • Preferred Nature: +ATK/-RES

  • Weapon: Brave Axe+

  • Assist: Reposition

  • Special: Bonfire

  • A slot: Death Blow 3

  • B slot: Drag Back

  • C slot: Threaten Def 3

  • Sacred Seal: Attack +3

Just your typical Brave Axe setup, nothing too special or unique.

With an attack boon and Death Blow 3, Xander can reach 49 attack with the Brave Axe, boosted further to 52 if using the fully upgraded attack seal. Drag Back also allows Xander to bring back any opponent who survives, allowing them to be picked off by other allies. Threaten defense also helps to reduce the enemies defenses, allowing him and his allies to do additional damage.

While Xander can run this setup well enough, there are other units who can run the same setup better, such as Summer Tiki for example. Still though, Xander can make for an effective brave unit with the right setup and support.


Despite not even being able to swim, Xander still decides to don some slick swimwear and join us in the Nohrian Summer banner, being the only physical unit on the banner. This time, Xander comes through as an infantry axe unit specialising in defensive capabilities, much like the regular Xander, only without the stat drawbacks of being a cavalry unit.

Summer Xander possesses high HP and defense with serviceable attack and speed and low resistance. With a defense stat of 36 and a HP stat of 43, he is good for a more defensive-oriented playstyle. 32 attack and 30 speed is also decent for offense, but he is outclassed in an offensive role by many other available axe units. Finally, his resistance stat of 16 is very poor, to the point where most blue mages will be able to chew through his HP quickly.

Xander falls into an unfortunate category where his potential roles can usually be done better by other units, with units like Cherche and Minerva being better choices for offense and units like Hector and Brave Ike being better choices for defense. This being said though, Xander is still a serviceable axe unit for your team.


High defense

At 36 neutral, Xander possesses the second-highest defense for all axe units, with only Hector and Beruka having more defense at 37. This makes Xander a good choice for a defensive axe unit and can benefit highly from skills such as Steady Stance. Xander also makes very good use of his native special Bonfire.

Makes good use of native skills thanks to high HP

At 43 HP neutral, Xander can make good use of his native Infantry Pulse which reduces the special cooldown of ally infantry units by 1 so long as they have less HP than Xander. His Fire Boost also works well with his good HP since this skill requires Xander to have 3 more HP than the opponent to activate.

Serviceable Attack

At 32 attack, Xander is by no means weak. Xander can do a decent chunk of damage whenever he needs to attack.


Middling Speed

At 30 speed, Xander is placed into an unfortunate speed tier. His speed is often not high enough to avoid double attacks from more offensive characters, but he can avoid them from some slower units such as Ike and Kagero. His speed is also not high enough to always double some of the slower units such as Ephraim who can avoid Xander's double with Fury or a speed boon.

Very Low Resistance

16 resistance means Xander will get chewed up by any mages which come his way. Even blue mages such as Delthea and Linde will be able to make short work of Xander despite the weapon triangle disadvantage.

Team Options

Xander is at his most useful when making use of Infantry Pulse. There is a wide range of infantry units who can make use of the benefits of Infantry Pulse, such as strong offensive mages and powerful offensive physical units. Being a green unit, Xander is very easily taken care of by red units, so having a blue unit for protection is a good idea and given Xander’s weakness to magic of all colors, a good magical wall could also be beneficial.

  • Celica, Linde and Nino: Three popular choices for offensive mages, all three of these will greatly enjoy the benefits of Infantry Pulse.

  • Ayra, Mia and Soleil: These offensive sword units will benefit greatly from being able to activate their special faster.

  • Ephraim, Tana and Nephenee: Powerful blue units with good defenses that can help to protect Xander from enemy sword units. Ephraim and Nephenee can both also benefit from Infantry Pulse, though Ephraim’s high HP stat can sometimes make it tricky for him to activate it.

  • Halloween Sakura, Felicia and Faye: These colourless units all possess great capabilities when fighting mages. All three possess great resistance and Sakura comes by default with a weapon that’s super effective against mages.


Xander has two glaring types of units that he is weak to: Sword units and mages. His middling speed makes him an easy target for powerful sword unit while this speed combined with his pitiful resistance will make mages of pretty much any color perform effectively against him.

  • Ayra, Mia and Soleil: These strong offensive sword units will have little trouble cutting through Xander’s defenses thanks to their great offensive stats and powerful skills.

  • Celica, Reinhardt and Nino: The popular choices for offensives mages across all three colors, all three of these can make swift work of Xander thanks to his poor resistance.

Weapon Skills
Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Lilith FloatieGrants allies within 2 spaces Atk/Spd+1 during combat.
Inheritable by Axe users only.
200 1 10
Lilith Floatie+Grants allies within 2 spaces Atk/Spd+1 during combat.
Learns by default at 5 ★
Inheritable by Axe users only.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3
Passive Skills
Passive Skills SP Slot
Fire Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.
Inheritable by all units.
Fire Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.
Inheritable by all units.
Fire Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.
Unlocks at 5 ★
Inheritable by all units.
Infantry Pulse 1Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.)
 Infantry Units Only
Infantry Pulse 2Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.)
 Infantry Units Only
Infantry Pulse 3Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.)
Unlocks at 5 ★
 Infantry Units Only
Other Info
Fire Emblem Fates

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