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Analysis by lordhelpme
Summer Caeda - Sea-Blossom Pair

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 39
ATK 33
SPD 42
DEF 26
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 6 11 6 5
Middle 17 7 12 7 6
High 18 8 13 8 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 30 39 23 24
Middle 39 33 42 26 28
High 42 36 46 30 31

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

Oh, My Sweet Summer Child (Offensive Nuke / Aether Raids Defense)

Build by lordhelpme
Recommended
Dolphin-Dive Axe A Atk/Spd Catch 4
Alternate: AR-D Atk/Spd 3
Positional Assist
Alternate: Assistless
B Flow Refresh 3
Glimmer
Alternate: Ruptured Sky
C Fatal Smoke 3
Alternate: Panic Smoke 3
IVs

+SPD or +ATK / -RES

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Dolphin-Dive Axe

Assist: Positional Assist / Assistless / Flexible

Special: Glimmer / Ruptured Sky 

Passive A: Atk/Spd Catch / AR Atk/Spd 

Passive B: Flow Refresh 

Passive C: Fatal Smoke / Panic Smoke / Flexible

Sacred Seal: Swift Sparrow / Sturdy Blow / Death Blow / Hardy Bearing / Heavy Blade

  • Summer Caeda and Plumeria are at their most effective when equipped to act as a standard offensive nuke, featuring fantastic damage output (especially against common tanks), range, and overall maneuverability; these strengths alongside their ability to enable the Duo’s Hindrance structure also makes them a particularly compelling choice of frontliner for Aether Raids Defense. Increasing either of Caeda/Plumeria’s Attack or Speed stats will work well to build on their offensive ceiling. 
    • Note that while alterations are always an option, Summer Caeda and Plumeria are blessed to have come with a perfectly functional (and powerful) base kit; for minimal investment, simply equipping them with a Special completes their build.
  • The choice of Assist is mostly inconsequential for general gameplay, though this becomes a more important consideration for Aether Raids Defense since one must account for the way in which the AI prioritizes turn order. Generally speaking, unless attempting to pull off a Rally trap (though this is susceptible to being shut down by Isolation), it’s best to simply not equip an Assist at all to employ a standard movement-based overload. 
  • Glimmer scales well with Summer Caeda and Plumeria’s typically good damage — particularly against foes who trigger their effective damage effect — but Ruptured Sky may also be considered to punish high Attack foes and/or beast threats (looking at you, Fallen Edelgard); both are ultimately good options, though, and their short cooldowns mean that the duo can activate them frequently.
  • Caeda/Plumeria’s base Atk/Spd Catch is generally their best A skill regardless of where you’re using them, providing up to a whopping +9 in-combat boost to both of their key stats under the proper circumstances. AR-D Atk/Spd may be considered for Aether Raids Defense purposes if aiming to maximize the Sea-Blossom Pair’s potential (as it can beat out the boost granted by Atk/Spd Catch if enough structures remain) without needing any other condition to be fulfilled, but this is rather costly for minimal improvement so it’s mainly up to personal preference.
  • Their base Flow Refresh is excellent for the partial Null Follow-Up effect it imparts, granting Caeda and Plumeria some safety in case they don’t flat out OHKO their opponent by making follow-ups a simple Speed contest again — something they are more than likely to win. Since Dolphin-Dive Axe already comes with Canto, there is typically very little need to swap this out for something else like Near Trace.
  • Fatal Smoke is an excellent C skill choice that further ensures the summertime duo’s ability to shred through opponents, negating enemy healing and massively debilitating the enemy team upon applying its debuff. Their native Panic Smoke works well too, reversing enemy bonuses rather than punishing sustain tanks, but may not be worthwhile in Aether Raids Defense during Astra season due to the presence of Ashera (who negates any Panic debuffs via her Order’s Restraint). 
  • Realistically, any Sacred Seal that augments Summer Caeda and Plumeria’s offenses will work well, though those that enhance both (such as Swift Sparrow) are usually preferred over those that only improve one. Alternatively, they may be equipped with the Hardy Bearing Sacred Seal to shut down Vantage strategies for Aether Raids, or Heavy Blade to strengthen damage through faster Special activations instead.

ok so... resplendents for seasonals when? (Galeforce)

Build by lordhelpme
Recommended
Dolphin-Dive Axe A Heavy Blade 4
Alternate: Atk/Spd Catch 4
Positional Assist B Lull Atk/Spd 3
Galeforce C Joint Drive Atk
Alternate: Atk Smoke 3
IVs

+ATK or +SPD / -RES

SQuickened Pulse

Show Explanation/Analysis

Weapon: Dolphin-Dive Axe

Assist: Positional Assist / Flexible

Special: Galeforce

Passive A: Heavy Blade / Atk/Spd Catch

Passive B: Lull Atk/Spd / Flow Refresh 

Passive C: Joint Drive Atk / Smoke Skills / Savage Blow / Flexible

Sacred Seal: Quickened Pulse / Heavy Blade

  • Although this retains their preferred aggressive playstyle, this build narrows the scope of their usage to their place within Galeforce centered strategies in Aether Raids Offense as their Harmonic Skill and mobility-based lean allows them to excel within such applications. A +ATK IV is preferred over everything else to ensure their Heavy Blade activations, but +SPD may still be put to good work here. 
  • Naturally, the heart of this build lies in Summer Caeda and Plumeria’s choice of Special: Galeforce. Its self-refreshing quality allows for multiple initiations in quick succession, letting Caeda/Plumeria sweep through the enemy forces alongside their allies when paired with a complementary team composition. Their Harmonic Skill could also be used to aid this goal as well. 
    • For instance, Caeda/Plumeria could be utilized alongside a fellow Galeforce sweeper (who should be from Mystery of the Emblem or Heroes to actually be targeted by it) and use it on them in the middle of the Galeforce chain; this may prove especially useful in the event that the other ally otherwise fails to gain enough charges to initially activate Galeforce, providing some safety.
    • Alternatively, one could plan to use their Harmonic Skill on a refresher (namely, either Peony or Plumeria depending on the season) and have Summer Caeda be the main carry of the team, taking a more central role by continuously being the one to mainly receive additional actions. This does leave the duo more susceptible to the presence of the Duo’s Hindrance structure, though.
  • Using Heavy Blade as an A skill + the Quickened Pulse seal is recommended to lower the minimum amount of initiations required to activate Galeforce down to two, assuming Heavy Blade triggers and none of the enemies are equipped with a Guard effect. If one wishes to fully maximize damage instead, Summer Caeda and Plumeria can keep their base Atk/Spd Catch and use the Heavy Blade Sacred Seal. 
    • Regardless, though, some version of Heavy Blade is needed for this build to be effective — Galeforce’s cooldown is too long otherwise, especially since their effective damage may mean that they’ll simply OHKO their foe before even accumulating enough charges to trigger it.
  • A Lull skill works excellently in the summertime duo’s B skill to help guarantee their Heavy Blade activations by taking away from their foe’s Attack, plus one other stat of choice. Their base Flow Refresh is more situational here since while the partial Null Follow-Up effect is useful, the healing portion of this skill may not be synergistic with certain Wings of Mercy strategies. 
  • For their C skill, Joint Drive skills are stellar since Caeda/Plumeria will be in pretty close proximity to their allies once in the Galeforce chain, essentially granting them stats for free in addition to buffing any allies who may be participating as well. Smoke skills may also work well for improved subsequent matchups after the first, with Savage Blow operating similarly but perhaps not being as effective if using the Bolt Tower already.

Strengths

Dolphin-Dive Axe

The Sea-Blossom Pair’s exclusive Dolphin-Dive Axe may seem rather simplistic, but it certainly remains quite powerful; combining effective damage against sword, lance, axe, and armored threats (which ultimately comprises a significant portion of the overall cast) with Canto helps Caeda and Plumeria maintain a fearsome presence through high damage output and stellar mobility. Dolphin-Dive Axe’s base Attack+3 and additional +5 Atk/Spd/Def/Res for basically existing further supplements their combat prowess, altogether imparting the duo an impressive offensive edge. 

Harmonized Hero

In addition to improving scoring in Resonance Battles, Caeda/Plumeria bring immense utility through an on-command refreshing effect to the nearest highest HP ally within two spaces, as long as they are from Fire Emblem: Mystery of the Emblem or Heroes. While this has already been seen before (see: Halloween Tiki and Ninian), the Sea-Blossom Pair can leverage this with much greater potency given their Galeforce access to efficiently chain multiple actions — and unlike Tiki, the ability to apply this effect on refreshers is much more useful given that it can target actually powerful ones in Peony, Plumeria, Triandra, Mirabilis, and their respective alts.

Activating Summer Caeda and Plumeria’s Harmonic Skills comes with the added benefit of applying Resonance: Blades on themselves and any allies from their respective titles for bonus firepower. Lastly, their Harmonized Hero status is quite handy from an Aether Raids Defense viewpoint as they can enable the Duo’s Hindrance structure to prevent challengers from accessing Duo or Harmonic Skills of their own.

Strong Offensive Statline

Caeda and Plumeria’s Speed is exceptional; with a base value of 42, they can challenge even the fastest of foes and perform follow-up attacks with great consistency, especially when equipped with their native Flow Refresh as this allows them to shut down any follow-up negation effects that would have otherwise hampered their performance. While 33 base Attack may not be quite as impressive in comparison, the +8 Attack and effective damage they can obtain from their PRF makes it a perfectly workable baseline for Caeda/Plumeria to build upon. 

Melee Cavalry Benefits

Summer Caeda and Plumeria greatly appreciate the three-tile movement granted by their cavalry status as this allows them to easily place pressure on the opposing team, in addition to pairing nicely with their Canto effect for maximum mobility. Being a melee cavalier specifically also comes with the advantage of having partial access to Null Follow-Up via Flow Refresh on top of the Lull skill line shared by all cavalry units.

Weaknesses

Duo’s Hindrance

Their Harmonic Skill can prove exceptionally advantageous when used properly, but using it in Aether Raids Offense consistently may prove rather tricky due to how common the Duo’s Hindrance structure is on enemy Defense maps — especially in the higher echelons of the mode. Thus, it’s best to not rely too much on the effects of their Harmonic Skill for successful Offense runs unless you’re fully confident in your ability to destroy structure quickly enough.

Harmonized Skill

Grants【Resonance: Blades】to unit and allies from the same titles as unit. Grants another action to ally with the highest HP that is within 2 spaces, has already acted, and is from the same titles as unit (excluding unit). (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.) 【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Dolphin-Dive Axe

Enables【Canto (2)】.  Effective against sword, lance, axe, colorless bow, and armored foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat.  【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Harsh Command

Converts penalties on target into bonuses.

Learns by default at 4 ★
1 150
Harsh Command+

Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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
Atk/Spd Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+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
Flow Refresh 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 3 ★
60
B
Flow Refresh 2

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 4 ★
120
B
Flow Refresh 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 5 ★
120
B
Panic Smoke 1

If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.

【Panic】

Converts bonuses on target into penalties through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
C
Panic Smoke 2

If unit initiates combat, inflicts【Panic】on target and foes within 2 spaces of target after combat.

【Panic】

Converts bonuses on target into penalties through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
C
Panic Smoke 3

Inflicts【Panic】on target and foes within 2 spaces of target after combat.

【Panic】

Converts bonuses on target into penalties through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Heroes
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem

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