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Summer Caspar

Analysis by ZeShado
Summer Caspar - Summer Intensity

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 46
ATK 41
SPD 36
DEF 30
RES 23

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 19 10 9 7 3
Middle 20 11 10 8 4
High 21 12 11 9 5

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 43 38 33 26 20
Middle 46 41 36 30 23
High 49 45 39 33 27

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

I’ll Now Proceed to Pleasure Myself With This Fish (General Use)

Build by ZeShado
Recommended
Victorfish+ (+Spd) A Heavy Blade (3 or 4)
Alternate: Swift Sparrow (2 or 3)
Positional Assist B Spurn 3
Alternate: Close Call 3
Bonfire
Alternate: Luna
C Atk/Spd Menace
Alternate: Odd Tempest 3
IVs

+ATK or +SPD / -RES or -HP

S

Show Explanation/Analysis

Weapon: Victorfish+ (+Spd)

Assist: Positional Assist

Special: Bonfire / Luna / Moonbow / Ruptured Sky / Glimmer / Galeforce

A Passive: Heavy Blade (3 or 4) / Swift Sparrow (2 or 3) / Atk/Spd Push 4 / Fury (3 or 4)

B Passive: Spurn / Close Call / Hit and Run / Desperation

C Passive: Atk/Spd Menace / Odd Tempest / Spd Smoke / Even Tempest

Sacred Seal: Atk/Spd Solo / Heavy Blade / Swift Sparrow

  • Victorfish+ is a relatively decent weapon for general use and even Arena Assault at times as there will always be a plethora of rallies to go around. You may not see visible buffs as much in PvE content, but the debuff it grants on the foe can be more than enough for Caspar to reliably defeat his opponent. As such, it makes for a good budget option if you wish to keep the weapon.
     
  • Depending on whether Caspar chooses to run skills that accelerate his Cooldown, he can run a 3 CD Special such as Bonfire and Luna as well as a plethora of 2 CD Specials. You can make the case for either depending on the matchup, but essentially, if the foe can counterattack, running a 3 CD Special with Heavy Blade can increase his overall damage output as opposed to a 2 CD Special with no Heavy Blade support. However, the latter is fine even with Heavy Blade as he can always reliably trigger his Special when needed.
     
  • Given that this set mostly focuses on PvE content, he can focus his efforts on overall damage output. This can include running skills that accelerate his Special Cooldown for faster Specials such as Heavy Blade or even skills that increase his overall Atk and Spd such as Swift Sparrow and Atk/Spd Push. Of course, you can also run Fury 3 or 4 for budget purposes and pair it up with Desperation.
     
  • Caspar can afford to run Damage Reduction skills as his Spd is more than workable. Of course, you have options for the type of Damage Reduction skill you want to run, whether that’d be Spurn or Close Call, as they can serve different purposes. Spurn is better for overall damage output, but given how high Caspar’s base Atk is, he may not even need it in the grand scheme of things. However, he can run Close Call with Galeforce as his Special for a Hit and Run set. Although, you can also run Hit and Run if Close Call isn’t available.
     
  • Depending on the set of your choice, you can either opt-in for three movement every odd/even turn or prioritize his damage output with a Menace skill. Odd Tempest / Even Tempest are good options for him in a Galeforce set alongside Heavy Blade as he’ll be able to initiate combat, most likely defeat the foe, and get out of harm’s way. Likewise, he can run Atk/Spd Menace to increase his Spurn-tanking abilities and his damage output. Both are solid options, and if you find that you cannot afford either skill, Spd Smoke can be more than enough for Caspar.
     
  • The Sacred Seal of choice will depend on what is being run in the rest of the kit. If you wish to simply increase his overall damage output, you can give him Swift Sparrow or Atk/Spd Solo. That being said, if you want to have him trigger Specials more often, you can use Heavy Blade as his seal instead.

https://www.youtube.com/watch?v=_NWjoGwCxmY (Aether Raids Offense / General Use)

Build by ZeShado
Ninja Masakari+
Alternate: Brave Axe+
A Flashing Blade (3 or 4)
Alternate: Heavy Blade (3 or 4)
Positional Assist B Wings of Mercy 3
Alternate: Lull Spd/Def 3
Galeforce C Time's Pulse 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES or -HP

SBlade Session 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Ninja Masakari+ / Brave Axe+

Assist: Positional Assist

Special: Galeforce

A Passive: Flashing Blade (3 or 4) / Heavy Blade (3 or 4) / Atk/Spd Form / Atk/Spd Bond

B Passive: Wings of Mercy / Lull Spd/Def

C Passive: Time’s Pulse / Def Smoke / Atk Smoke

Sacred Seal: Flashing Blade / Heavy Blade / Quickened Pulse / Blade Session / Swift Sparrow / Atk/Spd Bond

  • Given Caspar’s high offensive prowess, he can afford to run weapons that have lower MT and still take out plenty of foes in the process. As such, one of the better sets in mind will take advantage of his already amazing offenses with Ninja Masakari+ and/or Brave Axe+. Both weapons are good options as the main goal is to act as a Wings of Mercy bot, strike twice, and then Galeforce for potential one turn clears.
     
  • As previously mentioned, we want Caspar to output as much damage as possible as a means of dealing with foes as quickly as possible. In order to do so, Caspar will want to run Galeforce, alongside some complementary skills that can accelerate his Cooldown, whether that’s Heavy Blade or Flashing Blade. This will be one of the few important factors that’ll be necessary for him to Galeforce consistently.
     
  • The first factor that’ll come into play is Special Cooldown acceleration. This can be accomplished with skills such as Heavy Blade and Flashing Blade, and depending on which weapon he’s running, he can opt-in for either of those options. Caspar’s naturally high Atk stat may warrant Heavy Blade over Flashing Blade, but Ninja Masakari+ boosting his Spd stat can also make Flashing Blade a strong candidate.
     
  • The second factor that’ll come into play is Wings of Mercy. Wings of Mercy is imperative for his role as a Galeforce support unit as he’ll want to swoop in and deal with a foe when the main setup falls below 50% HP. Of course, Wings of Mercy will only ever apply for Aether Raids purposes, so for general usage, he can simply run Lull Spd/Def to not only make Flashing Blade checks easier to proc, but also increase his overall damage output.
     
  • The final factor will depend on what kinds of support are present for Caspar. If there are no supports that can accelerate his Cooldown by at least 1 CD, Caspar will want to run Time’s Pulse. However, given how rare and expensive that skill may be, you can always run a Smoke skill, such as Def Smoke, and substitute the Cooldown with Quickened Pulse. However, I highly recommend the former as he can then increase his damage output and make checks easier to trigger with more Atk and Spd in his seal.
     
  • Caspar’s Sacred Seal is effectively the wild card to this hand. Depending on what the rest of the kit is like, Caspar can either run skills that accelerate his Special Cooldown, such as Heavy Blade and Quickened Pulse, or run skills that further increase his Atk and Spd, such as Blade Session. It’ll all come down to preference at the end of the day, but what’s important is that you have Special Cooldown acceleration and Atk/Spd boosting skills in his kit.

https://www.youtube.com/watch?v=jXg1zCbqQ5g (Aether Raids Offense)

Build by ZeShado
Plegian Axe+ (+Spd) A Distant Counter
Positional Assist B Spurn 3
Alternate: Null Follow-Up 3
Noontime
Alternate: Moonbow
C Pulse Smoke 3
Alternate: Joint Drive Atk
IVs

+SPD / -RES

SSpd/Res Solo 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Plegian Axe+ (+Spd)

Assist: Positional Assist

Special: Noontime / Moonbow

A Passive: Distant Counter

B Passive: Spurn / Null Follow-Up

C Passive: Pulse Smoke / Joint Drive Atk / Joint Drive Spd

Sacred Seal: Spd/Res Solo / Atk/Spd Solo / Mystic Boost

  • Given Caspar’s great stat allocation, on top of the fact that he has workable Spd, Caspar can use Plegian Axe+ fairly well. This can help with his longevity as his Res stat isn’t necessarily the best it could be. However, the amount of stats that he’d gain from Plegian Axe+ will more than makeup for that fact.
     
  • Because the goal is to survive and stay healthy, Caspar will want to run healing Specials such as Noontime, and preferably, with support that can accelerate his Cooldown in the Enemy Phase such as Brave Lucina and New Year Velouria. However, if you feel that he won’t need any healing Specials, he can always opt-in for damaging ones instead, such as Moonbow, and take up Mystic Boost as his seal.
     
  • As Aether Raids is littered with ranged units far and wide, he’ll want the ability to counter them. As such, Distant Counter is essentially the only skill that he’d need. Unfortunately, there are no substitutes to this skill, even with the existence of Distant Foil and Distant Ward, he would still want Distant Counter so that he can counter every unit imaginable.
     
  • Caspar will want to prioritize skills that can keep his longevity afloat. As such, any Damage Reduction skill would fit perfectly for Caspar. However, Spurn will always be the preferred option as it can grant true damage. That being said, you can also use Null Follow-Up with Flayn support as she can grant unconditional Damage Reduction, albeit 10% less but still very strong nonetheless.
     
  • Pulse Smoke is fairly standard these days within the realm of Aether Raids. It can be especially helpful against teams and/or units that have instant Specials. However, more often than not, these units have a Slaying effect, which can bypass Pulse Smoke as a whole. Likewise, the range might not be grand enough if there is a space dilemma. As such, you can then opt-in for a Joint Drive instead.
     
  • Caspar’s Sacred Seal is fairly flexible all things considered. For the most part, he’ll want to increase his overall Spurn-tanking ability with skills that increase his Spd. However, you can also run Mystic Boost for passive healing after combat, which can be nice, especially if he ends up taking lots of hits from foes. His base Atk and Spd can be more than enough, provided that he also gets blessing support, for him to opt-out of Spd-boosting skills in his Sacred Seal.

Strengths

High Offensive Prowess

    Caspar enters the game with a massive base Atk of 41 and a good base Spd stat of 36. This does not include his Atk super boon, which can then push his already sky-high Atk stat to a base of 45. Caspar should have no trouble taking down a good amount of his foes, especially if he happens to double which, more often than not, he should be capable of doing.

Well-Rounded Bulk

    Beyond his high offensive prowess, Caspar also has a decent amount of bulk, both physical and magical, thanks to his high HP stat sitting at a base of 46. And despite how low his defensive stats may seem on paper, mainly his Res stat, he should be able to take plenty of hits. 

Weaknesses

Lowish Res

    As previously mentioned, Caspar doesn’t have the highest Res stat, unfortunately. However, he is more than capable of Spurn tanking thanks to his Spd stat. Thus, effectively neutralizing his poorish Res problem to a significant degree.

Competition

    Caspar being an axe infantry unit is the most unique thing ever. We sure don’t have plenty of those already (Ross, Echidna, Ninja Hana, etc.). Even so, Caspar is still able to stand out thanks to Gen 5 BST as well as great stat allocation. The only factor that’ll come into play is his distribution period as the other previously mentioned units are either in the permanent pool or can be obtained with grails, which can be more appealing.

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
Victorfish

At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus independently.

Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 10
Victorfish+

At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus independently.

Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Smite

Push adjacent ally 2 spaces farther away.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Bonus Doubler 1

Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 1 ★
60
A
Bonus Doubler 2

Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 2 ★
120
A
Bonus Doubler 3

Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 4 ★
240
A
Even Atk Wave 1

At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 3 ★
60
C
Even Atk Wave 2

At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 4 ★
120
C
Even Atk Wave 3

At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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