Fire Emblem Heroes

FEH Summer Caeda Build 2024: Best IVs [Fire Emblem Heroes]


Hey, I’m Zathong and this guide is about Summer Caeda Build in Fire Emblem Heroes (FEH).

Best Summer Caeda build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Summer Caeda build for the meta. Learn more about Summer Caeda’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Overall Rating: 9/10

Summer Caeda Builds

:  Dolphin-Dive AxeA : Distant Counter
: RepositionB :  Vantage 3
:  GlimmerC : Atk/Def Menace
S : Brazen Atk/Def 3

.

Recommended IVs

  • +Atk/-HP
  • +Atk for a +10 Merge

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

HP39Rank: 430/808
Atk33Rank: 436/808
Spd42Rank: 7/808
Def26Rank: 385/808
Res28Rank: 242 /808

Roles

  • Close Physical
  • Effective Weapon
  • Exclusive Skill
  • Recovery
  • Duo / Harmonized

Counters & Teammates 

Counters

These picks are strong against Summer Caeda in game.

Teammates 

These picks are good against Summer Caeda in game.

Gameplay

Skills

These are all skill for Summer Caeda: Passives, Specials, Assists & Weapons.

For Passives Skill

Skill NameEffectLearned At
Atk/Spd Catch 1At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit 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).
5★
Atk/Spd Catch 2At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit 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).
5★
Atk/Spd Catch 3At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit 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).
5★
Atk/Spd Catch 4At start of combat, if foe’s HP=100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe’s HP=100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit 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).
5★
Flow Refresh 1At start of combat, if unit’s HP = 100% and unit initiates combat, neutralizes effects that prevent unit’s follow-up attacks and restores 5 HP to unit after combat.5★
Flow Refresh 2At start of combat, if unit’s HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit’s follow-up attacks and restores 7 HP to unit after combat.5★
Flow Refresh 3If unit initiates combat, neutralizes effects that prevent unit’s follow-up attacks and restores 10 HP to unit after combat.5★
Panic Smoke 1If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
5★
Panic Smoke 2If unit initiates combat, inflicts【Panic】on target and foes within 2 space of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
5★
Panic Smoke 3Inflicts【Panic】on target and foes within 2 spaces of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
5★

For Specials Skill

For Assists Skill

Skill NameRangeEffectLearned At
Harsh Command1Converts penalties on target into bonuses.5★
Harsh Command+1Neutralizes target ally’s penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally’s next action. Converts any penalties on target ally into bonuses.5★

For Weapons Skill

Skill NameMightRangeEffectLearned At
Dolphin-Dive Axe161Enables 【Canto (2)】.
Effective against sword, lance, axe, colorless bow, and armored foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat.
5★

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