Fire Emblem Heroes

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


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

Best Summer Hilda  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 Hilda  build for the meta. Learn more about Summer Hilda ’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Overall Rating: 9/10

Summer Hilda  Builds

:     Sunshade StaffA : Atk/Spd Push 4
: Nudge+B : Dazzling Staff 3
: MiracleC : Guidance 3
S : Aerobatics 3

Recommended IVs

  • +Spd/-Def
  • +Spd for a +10 Merge

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

HP39Rank: 430/814
Atk37Rank: 160/814
Spd40Rank: 51/814
Def20Rank: 553/814
Res25Rank: 369 /814

Roles

  • Ranged Magic
  • Movement Assist
  • Exclusive Skill
  • Duo / Harmonized

Counters & Teammates 

Counters

These picks are strong against Summer Hilda  in game.

Teammates 

These picks are good against Summer Hilda  in game.

Gameplay

Skills

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

For Passives Skill

Skill NameEffectLearned At
Atk/Spd Push 1At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 2At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 3At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 4At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit.5★
Dazzling Staff 1If unit has 100% HP at the start of combat, the enemy cannot counterattack.5★
Dazzling Staff 2If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.5★
Dazzling Staff 3The enemy cannot counterattack.5★
Even Recovery 1At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 5 HP to those units.
【Penalty】
All effects that last “on foe through 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★
Even Recovery 2At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 10 HP to those units.
【Penalty】
All effects that last “on foe through 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★
Even Recovery 3At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 20 HP to those units.
【Penalty】
All effects that last “on foe through 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★

For Specials Skill

For Assists Skill

Skill NameEffectLearned At
Atk/Spd Push 1At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 2At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 3At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 4At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit.5★
Dazzling Staff 1If unit has 100% HP at the start of combat, the enemy cannot counterattack.5★
Dazzling Staff 2If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.5★
Dazzling Staff 3The enemy cannot counterattack.5★
Even Recovery 1At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 5 HP to those units.
【Penalty】
All effects that last “on foe through 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★
Even Recovery 2At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 10 HP to those units.
【Penalty】
All effects that last “on foe through 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★
Even Recovery 3At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 20 HP to those units.
【Penalty】
All effects that last “on foe through 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★

For Weapons Skill

Skill NameMightRangeEffectLearned At
Assault102Restricted to units that use a Staff.5★
Sunshade Staff142Calculates damage from staff like other weapons. Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe’s attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.) if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.5★

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