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 Staff | A : Atk/Spd Push 4 |
: Nudge+ | B : Dazzling Staff 3 |
: Miracle | C : Guidance 3 |
S : Aerobatics 3 |
Recommended IVs
- +Spd/-Def
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 39 | Rank: 430/814 |
Atk | 37 | Rank: 160/814 |
Spd | 40 | Rank: 51/814 |
Def | 20 | Rank: 553/814 |
Res | 25 | Rank: 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 Name | Effect | Learned At |
Atk/Spd Push 1 | At 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 2 | At 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 3 | At 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 4 | At 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 1 | If unit has 100% HP at the start of combat, the enemy cannot counterattack. | 5★ |
Dazzling Staff 2 | If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. | 5★ |
Dazzling Staff 3 | The enemy cannot counterattack. | 5★ |
Even Recovery 1 | At 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 2 | At 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 3 | At 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 Name | Effect | Learned At |
Atk/Spd Push 1 | At 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 2 | At 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 3 | At 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 4 | At 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 1 | If unit has 100% HP at the start of combat, the enemy cannot counterattack. | 5★ |
Dazzling Staff 2 | If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. | 5★ |
Dazzling Staff 3 | The enemy cannot counterattack. | 5★ |
Even Recovery 1 | At 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 2 | At 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 3 | At 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 Name | Might | Range | Effect | Learned At |
Assault | 10 | 2 | Restricted to units that use a Staff. | 5★ |
Sunshade Staff | 14 | 2 | Calculates 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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