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Summer Byleth (F)

Analysis by accidentalgreed
Summer Byleth (F) - Fell Star's Duo

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
155
HP 40
ATK 36
SPD 42
DEF 16
RES 21

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 11 2 3
Middle 18 8 12 3 4
High 19 9 13 4 5

Level 40 Stat Variations
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.
HPATKSPDDEFRES

Skill Sets

Edelwho??? (All-Purpose / General Content Attacker)

Build by accidentalgreed
Recommended
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

SAtk/Spd 2
Alternate: Chill Spd 3

Show Explanation/Analysis

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.
  • 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)

Build by accidentalgreed
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

SSturdy Blow 2
Alternate: Hardy Bearing 3

Show Explanation/Analysis

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

Grants【Desperation】to unit and allies within 2 spaces. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again. 【Desperation】 Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Sun's PercussorsAccelerates 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
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Ruptured SkyBoost 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 ★
500 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1At 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
Atk/Spd Push 2At 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
Atk/Spd Push 3At 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
Atk/Spd Push 4At 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
Chill Res 1At 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
Chill Spd/Res 1At 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
Chill Spd/Res 2At 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
Ground Orders 1At 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
Ground Orders 2At 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
Ground Orders 3At 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

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