- Default
- Attack
- Special
- Injured




Summer Byleth (F) - Fell Star's Duo |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 7 | 11 | 2 | 3 |
Middle | 18 | 8 | 12 | 3 | 4 |
High | 19 | 9 | 13 | 4 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 33 | 39 | 12 | 18 |
Middle | 40 | 36 | 42 | 16 | 21 |
High | 43 | 39 | 46 | 19 | 24 |
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 |
---|---|---|---|---|
Skill Sets
Edelwho??? (All-Purpose / General Content Attacker)
![]() |
Sun's Percussors | A | Life and Death (3 or 4) Alternate: Fury (3 or 4) |
---|---|---|---|
![]() |
Reposition Alternate: Draw Back |
B | Windsweep 3 Alternate: Chill Spd/Res 2 |
![]() |
Glimmer Alternate: Ruptured Sky |
C | Ground Orders 3 Alternate: Goad Fliers |
IVs | +SPD or +ATK / -HP or -DEF or -RES | S | Life and Death 3 Alternate: Chill Spd 3 |
Weapon: Sun's Percussors
Assist: Reposition / Draw Back
Special: Glimmer / Ruptured Sky
Passive A: Life and Death (3 or 4) / Fury (3 or 4) / Atk/Spd Push 4
Passive B: Windsweep / Chill Spd/Res 2 / Watersweep
Passive C: Ground Orders / Goad Fliers / Flexible
Sacred Seal: Atk/Spd 2 / Chill Spd / Swift Sparrow
- Byleth/Rhea's unique weapon, Sun's Percussors, brings quite a few shiny things to speak of to the table when it comes to the role of an offensive tome flier—a niche that is already quite a great in itself thanks to a dominant attacking range.
- It offers permanently reduced cooldown—a relative rarity among tome units—meaning shorter Specials such as Glimmer and Ruptured Sky can fire off with top frequency without assistance from Blade skills.
- For general purposes, Glimmer typically has more damage potential due to the popularity of Resistance-weak units.
- Additionally, if Byleth/Rhea's visible Speed is higher than the opponent's (in which case they prefer A slots such as Fury or Life and Death over their native Atk/Spd Push), or if their target is at 100% HP, they also gain:
- A hefty swing of +5 Atk/Spd, improving their already great offensive game.
- Built-in Null Follow-Up, allowing the duo to bypass obstacles that would otherwise hinder their speedy hits, especially Wary Fighter, Zephyr Breath, and especially their own Sweep skills.
- It offers permanently reduced cooldown—a relative rarity among tome units—meaning shorter Specials such as Glimmer and Ruptured Sky can fire off with top frequency without assistance from Blade skills.
- The rest of the build is pretty standard offensive mage fare, though Byleth/Rhea's ability to use Desperation at the press of a button gives them a couple of particularly fun B slot options to consider:
- Windsweep yet again worms its way into a Byleth build, and for a similar reason to Creator Sword: it enables the duo to attack a group of slower units (all physically-inclined weapons) of your choice for basically free. Thanks to the Null Follow-Up effect of their weapon, they still maintain their follow-up attack as well! Watersweep can be considered for unhindered attacks against magically-inclined enemies. However, Windsweep is typically more useful as the majority of threatening Distant Counter units are affected by it and those typically pose more of a threat. No matter which one you pick, keep in mind that Byleth/Rhea can simply activate Desperation to beat out the other unit group.
- Chill Spd/Res comes by default on the duo and passively debuffs an enemy specializing in those two stats. If it hits the right unit, it serves to make Sun Percussor's Speed comparisons more comfortable while also increasing Byleth/Rhea's damage.
- As an important reiteration, two of Sun's Percussor's effects locked behind either of two conditions: Byleth's visible Speed must be greater than her opponent's OR their opponent is at full health. Fulfilling the latter condition is easy enough, though it's best to make sure both are fulfilled at any time. Perplexing as it may be to pass up otherwise great skills seals and skills such as Swift Sparrow and Byleth's native Atk/Spd Push, it is generally safer to run out-of-combat stat swing skills such as Fury, Life and Death, and the Atk/Spd 2 or Chill Spd seal.
Milk Truk Impakkutto (Aether Raids Defense)
![]() |
Sun's Percussors | A | Sturdy Impact Alternate: Mirror Impact |
---|---|---|---|
![]() |
Reposition | B | Aerobatics 3 Alternate: Windsweep 3 |
![]() |
Ruptured Sky | C | Ground Orders 3 Alternate: Air Orders 3 |
IVs | +SPD or +ATK / -HP or -DEF or -RES | S | Sturdy Blow 2 Alternate: Hardy Bearing 3 |
Weapon: Sun's Percussors
Assist: Reposition / Rally / No Assist
Special: Ruptured Sky
Passive A: Sturdy Impact / Mirror Impact
Passive B: Aerobatics / Windsweep
Passive C: Ground Orders / Air Orders
Sacred Seal: Sturdy Blow / Hardy Bearing / Swift Sparrow / Atk/Spd 2
- Byleth/Rhea is also a rather decent choice as an Aether Keep defender for a few reasons:
- Their status as a Duo hero unlocks the Duo's Hinderace structure, allowing your setup to impede Offense strategies and carry units reliant on activating Duo skills.
- Their default access to Ground Orders and Flier status in general opens up a considerable relevant team options, including access to Impact skills and movement tech for your other defender units.
- Byleth/Rhea's existing general offensive might (thanks to great stats and weapon) allow them to be a relevant threat most of the time—although not being affected by Infantry Pulse may hurt their contributions somewhat.
- A build focused on Aether Raids Defense, of course, requires a few specific options to account for AI control and general map coverage:
- Impact skills are a bit pricey, but nearly non-negotiable for specialized Defense performance. They significantly improve Byleth/Rhea's player phase survivability by disabling their target's counterattack. In most cases, they can live to attack multiple times more.
- Aerobatics (or Flier Guidance if you're using a flier-focused setup) increases Byleth/Rhea's range of attack and generally makes her movement somewhat difficult to predict for most Offense players. Alternatively, Windsweep allows for unhindered and uninterrupted damage against most Offense carry units, many of which are melee weapon users, not carrying Null C-Disrupt.
- Hardy Bearing is a simple but effective countermeasure against Vantage users as well as Brave Ike's Urvan effects. Those concerned with stat performance or simply want to use Hardy Bearing on someone else may use a relevant Blow skill or Atk/Spd 2.
Strengths
Extremely Potent Unique Weapon
Our local summer Vatican Duo's main differentiating factor is Sun's Percussors, which sets them quite apart from similar competition due to a mixture of three effects: reduced cooldown, a large extra helping of Atk/Spd, and, most outstandingly of all, Null Follow-Up. The last part in particular makes Byleth/Rhea a very ponderable threat, as it gives them lots of flexibility in terms of units they can attack on as well as accompanying B slot combinations—Windsweep especially comes to mind.
Duo Hero Perks
As yet another entry in the ongoing list of Duo heroes, Byleth and Rhea benefits from typical Coliseum scoring advantages (scoring innately with a hidden BST of 185) and, more importantly, a pretty tame but nevertheless potent Duo effect: Desperation that works at any HP level. In addition to opening up B slot options for Byleth/Rhea themselves as well as affected allies in the skill's range, it also self-refreshes every third turn, allowing for flexible usage despite player mistakes.
Additionally, despite lending themselves more towards PVE, Arena, and general gameplay, the duo's capabilities make them well-suited for Aether Raids Defense, where they can offer Ground Orders support as well as activate Duo's Hinderance.
Ranged Flier Perks
The benefits of being a flier and ranged at the same time is often very understated. The first part gives Byleth/Rhea great movement options (especially in tree/lake/chasm-heavy maps), and using a tome only accentuates this as they also benefit from better attacking range compared to melee.
Ideal Offensive Statline
The duo isn't asking for much more in the offensive department due to a great starting statline of 36 Atk and 42 Speed—which are notably leagues better than those of previous red tome fliers. Additionally, their Speed benefits significantly more from its superasset if taken, and these are further enhanced by Sun Percussor's conditional in-combat boosts.
Weaknesses
Bad Defenses
Byleth/Rhea's larger assets unfortunately don't include their defenses, which pretty much suffer greatly for their neat offensive stats. Opponents that can somehow get withstand the duo's Desperation or Windsweep effects can typically deal damage badly or outright defeat them when left wide-open.
Flier Blues
Fliers are often made fun of for their lack of exquisite inheritance options, and Byleth/Rhea feels this quite a bit as they cannot access otherwise very fitting skills such as Lull Spd/Res or Special Spiral. In fairness, Sun's Percussors provides a conditional form of Null Follow-Up—a very potent skill normally native to infantry.
Duo Skill
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★
Red Tome Users Only
|
50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Red Tome Users Only
|
100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Red Tome Users Only
|
200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
|
200 | 3 |
![]() Boost damage by 20% of foe's Atk. If in combat against dragon foe or beast foe, boost damage by 40% instead of 20%. Unlocks at 5 ★ Excludes Staff, Dragon and Beast Units
|
500 | 2 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.
Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
![]() At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() At start of turn, if unit's HP = 100% grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
Unlocks at 1 ★ |
60 | C |
![]() At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
Unlocks at 2 ★ |
120 | C |
![]() At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Three Houses
|
---|