Tier Rating
Analysis by RedFerrari1998
Summer Xander - Student Swimmer

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
157
HP 43
ATK 32
SPD 30
DEF 36
RES 16
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 7 5 7 5
Middle 19 8 6 8 6
High 20 9 7 9 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Boons

  • +HP: Xander highly benefits from having a HP boon, allowing him to make more effective use of his Infantry Pulse, as well as gain more bulk both physically and magically.

  • +ATK: Can be a great choice for a more offensive playstyle, such as with a Brave Axe.

  • +DEF: Can work great given Xander’s high natural Defense, allowing him to make for a good physical tank.

Neutral

  • SPD: Summer Xander’s Speed isn’t the greatest, but it isn’t bad either. maintaining it will give him decent protection from some double attacks, but a Speed bane is a viable option.

Banes

  • -RES: 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 (Defensive Tank)
Recommended
Slaying Axe+ (+Def) A Steady Breath
Alternate: Steady Stance 3
Reposition B Quick Riposte 3
Alternate: Renewal 3
Aether
Alternate: Sol
C Infantry Pulse 3
Alternate: Panic Ploy 3
SP1,935SClose Def 3

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

  • Weapon: Slaying Axe+ (+Def)

  • Assist: Repostion / Swap / Flexible

  • Special: Aether / Sol / Bonfire

  • Passive A: Steady Breath / Steady Stance / Close Def

  • Passive B: Quick Riposte / Renewal

  • Passive C: Infantry Pulse / Panic Ploy / Flexible

  • Sacred Seal: Close Def / Quick Riposte / 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.

A multitude of IVs can work for this set. Having either a HP, Speed, or Defense boon will help Xander defensively. A HP boon would also increase Xander’s chance of activating Infantry Pulse. Resistance is his least important stat, so it is advised as the Bane. The Slaying Axe is the best choice of weapon, reducing all Special Cooldowns by 1, allowing him to consistently activate even the highest charge Specials. A Defense refine is recommended to increase Xander’s physical bulk even further. The Assist slot is open, with skills such as Reposition and Swap being great choices to allow Xander to get his allies out of danger. Aether makes for a fantastic Special when used in combination with the Slaying Axe and Steady Breath, allowing for it to always activate on Xander’s second attack. If Steady Breath is not being used or one wants a lower charge Special, both Sol and Bonfire are great options too, with both activating on Xander’s first attack with Steady Breath or on his second attack without Steady Breath.

Speaking of, Steady Breath is an incredible A slot that gives Xander a boost to Defense, but more importantly, grants two Special Charge per action instead of the usual one, which is what allows Xander with a Slaying Axe to activate Aether on his second attack. Alternatively, both Steady Stance or Close Def are great options which boost Xander’s already high Defense when attacked. Between Steady Stance and Close Def, one should choose based on what they value more: the Defense boost activating when attacked at range with Steady Stance or the Resistance boost provided by Close Def. Quick Riposte is a solid choice for the B slot which allows Xander to double attack whenever he is attacked and is above 70% HP and allows for Guaranteed Aether activation when combined with a Slaying Axe and Steady Breath. Renewal is another option, helping with Xander’s overall tankiness by granting him some self-sustainability outside of his Special. Infantry Pulse is his default C slot, and an amazing choice on infantry-focused teams who can make use of the Quickened Pulse effect. Xander’s high HP also makes him a great choice for Panic Ploy when used on mixed teams. Outside of these two skills, his C slot is very open, so one should consider what boosts would benefit their team most.

Close Def makes for a fantastic choice of Sacred Seal, boosting Xander’s already high Defense when attacked at close range, and providing bonus Resistance as well should he need to fight a dragon. One could also run the Quick Riposte Seal in combination with Renewal in his B slot to make Xander very sustainable and strong on Enemy Phase.

Abs of Nohr (Brave attacker)
Brave Axe+ A Death Blow 4
Alternate: Death Blow 3
Reposition B Drag Back
Alternate: Hit and Run
Bonfire C Threaten Def 3
Alternate: Infantry Pulse 3
SP1,850SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES or -SPD

  • Weapon: Brave Axe+

  • Assist: Reposition / Flexible

  • Special: Bonfire

  • Passive A: Death Blow / Fire Boost

  • Passive B: Drag Back / Hit and Run

  • Passive C: Threaten Def / Infantry Pulse / Flexible

  • Sacred Seal: Attack +3

With his decent Attack, Xander can make good use of a Brave Axe.

A Brave Axe is a potent offensive weapon, allowing Xander to perform a follow-up immediately after his first attack if he initiates combat. No question about it, Attack is the best boon for this set, increasing Xander’s damage output with a Brave Axe considerably. Either Resistance or Speed is recommended for the bane, with Resistance being his least important defensive stat and Speed being not as important with a Brave Axe. Any Assist can work, with Reposition being a safe general choice. Xander’s default Bonfire works great too thanks to Xander’s High Defense.

Death Blow makes for the best choice in A slot, providing Xander with a solid Attack boost on initiation. Fire Boost is a budget alternative, but the reliance on keeping Xander healthy makes it less desirable than Death Blow. Drag Back also move himself and his target back one space after combat, assuming there’s space available, allowing them to be picked off by other allies. Hit and Run is similar to Drag Back, though it only moves Xander after combat and not the target. Threaten Def also helps to reduce the enemies defenses, allowing him and his allies to do additional damage. Xander’s default Infantry Pulse is also great, allowing him to provide a Quickened Pulse effect to any infantry allies with less HP than him. A simple Attack boosting Sacred Seal works great with a Brave Axe, helping Xander increase his damage output when using it.

Introduction

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.

Strengths

High Defense

At 36 neutral, Xander possesses the third-highest Defense for all axe units. 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. Xander’s 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 when he needs to attack.

Weaknesses

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 double many of the slower units.

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.

  • Offensive infantry mages: Offensive mages generally enjoy utilizing their Special, so Xander will make for a great ally alongside units such as this. Three popular choices for offensive infantry mages are Celica, Linde, and Nino, all three of which will greatly enjoy the benefits of Infantry Pulse.

  • Offensive infantry sword units: Offensive sword units such as Ayra, Mia, and Soleil will benefit greatly from being able to activate their Special faster.

  • Melee blue fighters: Powerful blue units like Nowi, Ephraim, Tana, and Nephenee come with good defenses and 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.

  • Colorless mage counters: Halloween Sakura, Felicia, and Faye 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. All three can also easily benefit from Summer Xander’s Infantry Pulse.

Counters

Xander has two glaring types of units that he is weak to: red 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.

  • Red fighters: There are many popular red units who can easily stop Summer Xander. Units such as Ayra, Zelgius, Legendary Ike, WT Reinhardt, Mia, and Soleil are all strong sword units and can handle Summer Xander without issue. There is also both Young and Adult Tiki, both of which possess good Defense and also prey on Summer Xander’s low Resistance.

  • Mages: Even if they are at a Weapon Triangle disadvantage, the majority of mages will not struggle at all with Summer Xander thanks to his low Resistance. Red mages such as Winter Tharja, SM Eirika, and Celica will face no issues at all. Green mages such as Spring Sharena, Nino, and WT Olwen will also not face notable issues. Blue mages can sometimes struggle due to the Weapon Triangle disadvantage, but mages such as Linde and Delthea can still deal a lot of damage, if not outright KO him.

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.
50
A
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.
100
A
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.
200
A
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
60
C
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
120
C
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
240
C
Other Info
Origin
Fire Emblem Fates

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