- Default
- Attack
- Special
- Injured




Gunter - Inveterate Soldier |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 20 | 9 | 6 | 10 | 4 |
Middle | 21 | 10 | 7 | 11 | 5 |
High | 22 | 11 | 8 | 12 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 39 | 28 | 21 | 29 | 14 |
Middle | 43 | 32 | 24 | 33 | 18 |
High | 46 | 35 | 27 | 36 | 21 |
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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Out of Retirement (Support/Defensive)
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Inveterate Axe (+Eff) | A | Steady Stance (3 or 4) Alternate: Sturdy Stance 3 |
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Reposition | B | Chill Spd 3 Alternate: Lull Atk/Def 3 |
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Bonfire Alternate: Ignis |
C | Distant Guard 3 Alternate: Goad Cavalry |
IVs | +ATK or +DEF / -RES or -SPD | S | Distant Guard 3 Alternate: Atk/Def Bond 3 |
Weapon: Inveteterate Axe(+Eff)
Assist: Reposition / Preference
Special: Bonfire / Ignis
Passive A: Steady Stance 3 or 4 / Sturdy Stance 3 / Atk/Def Bond 3
Passive B: Chill Spd / Chill Res / Lull Atk/Def
Passive C: Distant Guard / Goad Cavalry / Spd Opening 3
Sacred Seal: Distant Guard / Atk/Def Bond 3
- Gunter’s New exclusive Inveterate Axe gives him good support utility, especially when refined. This build aims to take advantage of this to allow him to support his team while becoming a reasonably formidable wall, should he need to take a hit.
- For Gunter’s A slot, most Defensive A slots such as Steady Stance or Sturdy Stance will work well for him. He can also utilize Bonds to further fortify his offensive and defensive prowess when adjacent to an ally. In addition, defense scaling specials are ideal for Gunter, as they have extremely consistent damage output thanks to his high Defense.
- As Gunter’s Inveterate Axe has a Dual Chill built in, an additional Chill such as Chill Spd and Chill Res is ideal to further bolster his Chill Support. If one wishes to increase his self sufficiency, they can also opt for Lull Atk/Def to increase his durability and damage output.
- Most support C slots, such as Distant Guard, Goad Cavalry, and Spd Opening 3 all give Gunter even more supportive utility.
- Finally, Gunter can opt for an additional support seal or another Bond skill to increase his offensive prowess further.
Strengths
Inveterate Axe
Gunter’s Inveterate Axe is a very potent weapon, granting him Chill Atk/Def if his HP is above or equal to 50%. In addition, it also allows him to support nearby Cavalry and Infantry allies by boosting their Attack and Defense by 4 as long as they’re within two spaces, and he also gains these bonuses for himself.
Cavalry
As a Cavalry unit, Gunter gains access to powerful class exclusive buffs such as Hone Cavalry, in addition to enhanced movement.
Weaknesses
Horrible Speed/Resistance
While Gunter’s Attack and Defense are reasonably high, he’ll truly struggle to take any form of magical damage without the use of Resistance increasing skills such as Atk/Res bond, and his low Speed leaves him vulnerable to follow-up attacks from all but the slowest of foes.
Cavalry
Gunter’s status as a cavalry unit also gives him a number of innate weaknesses, such as severe terrain penalties, limited skill access, and a weakness to cavalry effective weaponry.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 15 |
![]() At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall |
Support Skills
Support Skills | Rng. | SP |
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![]() Converts penalties on target into bonuses. Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Def+2 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
50 | A |
![]() If unit initiates combat, grants Def+4 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
100 | A |
![]() If unit initiates combat, grants Def+6 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() Grants adjacent allies Atk+2 through their next actions at the start of each turn. Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Grants adjacent allies Atk+3 through their next actions at the start of each turn. Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn.
Only inheritable by cavalry units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem Fates
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