Hey, I’m Zathong and this guide is about Summer Ingrid Build in Fire Emblem Heroes (FEH).
Best Summer Ingrid 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 Ingrid build for the meta. Learn more about Summer Ingrid’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Summer Ingrid Builds
: Starpoint Lance | A : Sturdy Impact |
: Reposition | B : Guard Bearing 3 |
: Galeforce | C : Atk/Spd Oath 3 |
S : Heavy Blade 3 |
Recommended IVs
- +Spd/-Res
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 39 | Rank: 400/819 |
Atk | 34 | Rank: 339/819 |
Spd | 42 | Rank: 4/819 |
Def | 25 | Rank: 387/819 |
Res | 26 | Rank: 301/819 |
Roles
- Close Physical
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Summer Ingrid in game.
Teammates
These picks are good against Summer Ingrid in game.
Gameplay
Skills
These are all skill for Summer Ingrid : Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Death Blow 1 | If unit initiates combat, grants Atk +2 during combat. | 5★ |
Armored Blow 1 | Grants Def +2 during combat if unit initiates the attack. | 5★ |
Sturdy Blow 1 | If unit initiates combat, grants Atk/Def +2 during combat. | 5★ |
Sturdy Blow 2 | If unit initiates combat, grants Atk/Def +4 during combat. | 5★ |
Sturdy Impact | If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. | 5★ |
Guard Bearing 1 | During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 30%. | 5★ |
Guard Bearing 2 | During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 40%. | 5★ |
Guard Bearing 3 | During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 50%. | 5★ |
Odd Spd Wave 1 | At start of odd-numbered turns, grants Spd +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ |
Odd Spd Wave 2 | At start of odd-numbered turns, grants Spd +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ |
Odd Spd Wave 3 | At start of odd-numbered turns, grants Spd +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
New Moon | (Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ |
Moonbow | (Cooldown Count = 2) Treats foe’s Def/Res as if reduced by 30% during combat. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Lance | 6 | 1 | No Effect | 5★ |
Steel Lance | 8 | 1 | No Effect | 5★ |
Silver Lance | 11 | 1 | No Effect | 5★ |
Starpoint Lance | 16 | 1 | Grants Spd+3. During unit’s first combat in player phase or enemy phase, grants Atk/Spd/Def/Res+5 to unit and restores 10 HP to unit after combat. | 5★ |
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