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Analysis by Wecondo12
Summer Freyr - Estival Dreams

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 38
SPD 16
DEF 38
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 11 2 7 8
Middle 17 12 3 8 9
High 18 13 4 9 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 35 12 35 32
Middle 41 38 16 38 35
High 44 41 19 42 38

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

Skill Sets

Just a normal summer… nothing to worry about. (Enemy Phase)

Build by Wecondo12
Recommended
Raydream Horn A Distant Counter
Positional Assist B Lull Atk/Def 3
Alternate: A/D Near Trace 3
Bonfire
Alternate: Iceberg
C Pulse Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SMystic Boost 3
Alternate: Def/Res Solo 3

Show Explanation/Analysis

Weapon: Raydream Horn

Assist: Positional Assist

Special: Bonfire / Iceberg / Noontime

Passive A: Distant Counter

Passive B: Lull Atk/Def / A/D Near Trace

Passive C: Pulse Smoke / Preference

Sacred Seal: Mystic Boost / Def/Res Solo / Bracing Stance / Distant Def
 

  • Summer Freyr plays very similarly to Duessel, as their prfs both grant them an incredible amount of bulk via their debilitating debuffs, and their stat spreads are very similar. 
  • Summer Freyr’s Raydream Horn grants him automatic follow-up attacks while inflicting a -6 Attack buff on foes while buffing his own when initiating or as long as he has an ally within 2 spaces, and transforming allows him to inflict an additional -4 Attack and Defense against the foe while negating their follow-ups when initiating combat, giving him a strong presence on both phases.
  • Freyr’s naturally high Defense and Resistance lend themselves well to stat based scaling specials such as Bonfire and Iceberg, although he can also opt for Noontime for in-combat healing.
  • Distant Counter is a necessity for most enemy phase units as it allows them to counterattack ranged foes, which is vital in Aether Raids and extremely useful even outside of it. 
  • Summer Freyr’s innate Lull Atk/Def is a great B slot option, debuffing the foe’s Attack and Defense and negating their Attack and Defense buffs. A/D Near Trace is also an excellent option that lets Freyr leverage his great movement with Canto, but at the time of writing is only available on Duo Catria(A seasonal locked 5*) and is thus difficult to obtain.
  • Pulse Smoke grants Freyr some added protection from specials, Freyr’s C slot skill is mainly up to preference.
  • If Freyr’s running a damage special, he’ll want the Mystic Boost sacred seal to ensure he has some source of healing, although if he’s teamed up with a healer in non AR gamemodes this isn’t necessary. Other than Mystic Boost, most stat boosting defensive sacred seals like Distant Def or Bracing Stance will get the job done.

Hold on… why are there two Freyjas running towards me? (Player Phase)

Build by Wecondo12
Recommended
Raydream Horn A Atk/Res Solo (3 or 4)
Alternate: Death Blow (3 or 4)
Positional Assist B A/D Near Trace 3
Alternate: Lull Atk/Def 3
Bonfire
Alternate: Iceberg
C Joint Drive Atk
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Raydream Horn

Assist: Positional Assist

Special: Bonfire / Iceberg / Galeforce

Passive A: Atk/Res Solo 3 or 4 / Death Blow 3 or 4

Passive B: A/D Near Trace / Lull Atk/Def

Passive C: Joint Drive Atk / Preference

Sacred Seal: Atk/Def Solo / Death Blow / Heavy Blade

  • Summer Freyr is extremely capable as a player phase unit thanks to his exclusive weapon, giving him automatic follow-up attacks and a large amount of bulk via debuffs in addition to an impact-esque effect, meaning he has no trouble KO’ing foes while taking very little damage doing so.
  • Stat based scaling specials such as Iceberg and Bonfire are Freyr’s best choice of damage special, but he can also opt for Galeforce alongside the Heavy Blade seal. Note that this is harder to use in Aether Raids, as Freyr’s weapon lacks any form of cooldown reduction and he has no access to cooldown reduction on his own, leaving him reliant on support units such as Velouria to get to a 2 cooldown Galeforce so he can reliably get his first activation off.
  • Atk/Res Solo and Death Blow serve a similar purpose: Making Freyr hit harder. The choice between the two is mainly up to whether you want to deal with a positioning requirement or not.
  • Freyr’s best B slot option for a Player Phase build is a Trace skill, as Canto allows him to function as an excellent hit and run attacker. Still, due to their rarity Lull Atk/Def is a fine substitute.
  • Aside from Heavy Blade, the standard Attack boosting sacred seals such as Atk/Def Solo and Death Blow are great options. Not much more to be said than “more attack for existing is good”.

Strengths

Raydream Horn

Summer Freyr’s Raydream Horn is an extremely loaded weapon, giving him automatic follow-up attacks while inflicting a -6 Attack Debuff on the foe and granting him +6 Attack during combat as long as he has an ally within 2 spaces or he initiates combat, in addition to giving him an impact-esque effect and inflicting an additional -4 Attack and Defense when initiating while transformed. This weapon makes Freyr a threat on both phases as long as his easily fulfilled condition remains active, although in AR the leash requirement can leave him high and dry on Enemy Phase should his support unit be sniped(Legendary Sigurd says hi).

Statline

Freyr’s high base 38 Defense and 35 Resistance respectively give him an excellent baseline for taking hits on both sides of the spectrum, while his base Attack of 38 means he has little trouble dishing out pain himself.

His Beach Inflatable form

Being popular enough to have a beach inflatable made out of your beast form is certainly a distinction... Or maybe Freyja had hers custom made? guess we’ll never know.

Weaknesses

Effective weaponry

While Cavalry effective weaponry is uncommon outside of exclusive weapons such as Micaiah’s Thani, Freyr should be careful when engaging their users as many of them can inflict heavy damage to him even if they don’t KO him outright.

Weak to Null Follow-Up

Thanks to Freyr’s terrible Speed, he’s completely reliant on his exclusive weapon to both perform follow-up attacks and prevent them, and Null Follow-up completely negates these effects, giving their user a much easier time taking Freyr on (Although Freyr can KO the Null-Follow up user in a single hit depending on the matchup thanks to his high Attack)

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 1 ★
Unlocks at 1 ★
Beast (Cavalry Only)
50 1 4
Yearling (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 3 ★
Unlocks at 2 ★
Beast (Cavalry Only)
100 1 6
Adult (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 4 ★
Unlocks at 3 ★
Beast (Cavalry Only)
200 1 9
Raydream Horn

Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.  At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Def/Res Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+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).

Cavalry & Flying Only
Unlocks at 2 ★
60
A
Def/Res Catch 2

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+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).

Cavalry & Flying Only
Unlocks at 3 ★
120
A
Def/Res Catch 3

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+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).

Cavalry & Flying Only
Unlocks at 4 ★
240
A
Def/Res Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Def/Res+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).

Cavalry & Flying Only
Unlocks at 5 ★
300
A
Lull Atk/Def 1

Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Def 2

Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Def 3

Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem Heroes

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