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Summer Dimitri

Analysis by raelet
Summer Dimitri - Sky-Blue Lion

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 40
ATK 42
SPD 40
DEF 35
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 9 8 3
Middle 18 9 10 9 4
High 19 10 11 10 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 38 37 32 13
Middle 40 42 40 35 17
High 43 45 44 38 20

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

From Snow To Sun ( AR-O Galeforce)

Build by raelet
Recommended
Unyielding Oar A Atk/Spd Catch 4
Alternate: Heavy Blade (3 or 4)
Ardent Sacrifice
Alternate: Positional Assist
B Atrocity
Alternate: Flow Force 3
Galeforce C Atk/Spd Menace
Alternate: Spd/Def Menace
IVs

+ATK or +SPD / -HP

SHeavy Blade 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Unyielding Oar

Assist: Ardent Sacrifice / Positional Assist

  • Dimitri uses Ardent Sacrifice if he has Winter Bernadetta as a teammate and 61 HP or less, which allows him to become a Wings of Mercy beacon after Turn 1, giving allies with Wings of Mercy the ability to teleport to him.
    • Winter Bernie chips everyone around her for 1 HP. Summer Dimitri then uses Ardent Sacrifice on 3 teammates on Turn 1 (with Dance/Sing support), reducing his overall HP by 30.
    • Dimitri then initiates on Turn 2, triggers Galeforce, and allows his entire team to warp to him.
  • If not using this strategy, a Positional Assist is fine.

Special: Galeforce

Passive A: Atk/Spd Catch / Heavy Blade / Atk/Spd boosting A slot

  • There's little reason not to use Atk/Spd Catch on Dimitri, as both his Menace skill and Atrocity debuffs foes around him, which fulfills one of the requirements and grants him an automatic +7 Attack.
  • However, if you really need to use the Heavy Blade seal elsewhere, and you don't have enough passive cooldown reduction on your team, you can use Heavy Blade in his A slot - just be warned that this hamstrings his overall combat potential by significantly reducing his effective Attack and Speed

Passive B: Atrocity / Flow Force / Windsweep

  • Generally, there's little reason to give up Atrocity, due to the stacked additional damage it grants Dimitri - however, if Dimitri is being inflicted with Follow-Up Denial which prevents him from getting in an additional 2 hits, a Flow skill may give him greater damage potential.
  • Flow Force in particular neutralizes his Atk/Spd debuffs, which are key stats for Dimitri - and considering he'll want to stack these stats as much as possible, he may be getting hit by the Bright Shrine.
  • Windsweep is a tech option that allows him to safely attack into supertanks like Fallen Edelgard or Gustav. This gives him some safety if he cannot kill in 2 hits, and his Oar's brave effect still works with it, ensuring he doesn't lose damage.

Passive C: Atk/Spd Menace / Spd/Def Menace

  • Atk/Spd Menace not only grants Dimitri a self-buff to his Attack (furthering his Atrocity damage), but it also significantly helps him make Heavy Blade stat checks.
  • While the damage between Atk/Spd Menace and Spd/Def Menace would be identical on most units, Summer Dimitri's Atrocity buff means he gains additional damage from buffing his own Attack. This would be evened out if he was running a Special like Moonbow - but for the Galeforce build, Atk/Spd Menace is the superior choice
  • If you don't have the fodder though, be reassured that the difference is only a couple points of damage and a more difficult Heavy Blade check, unless you also have Atk buffers and debuffers supporting Summer Dimitri.

Seal: Heavy Blade / Blade Session

  • Dimitri wants Heavy Blade in order to activate Galeforce in two hits - ideally his brave attacks from Unyielding Oar. However, this alone may not be enough - vs an enemy with a Guard skill, or if he kills an enemy with his first hit (which is entirely possible, given his insane offensive potential), he won't trigger Galeforce in a single combat.
  • This can be mitigated with external Special Reduction - such as equipping Quickened Pulse in his Seal slot instead and using Heavy Blade in his A, or partnering him with units like Velouria or Rafiel, or supporting him with units like Legendary Hector or Grandscratcher-wielding healers.
  • If you can stack enough of that to where Dimitri doesn't need a Heavy Blade seal, then Blade Session is a great option for him, as it grants him up to +9/+9 Atk/Spd and doesn't have a Solo requirement, which can be difficult to fulfill in a Wings of Mercy Galeforce team.

Has Dimitri Ever Actually Seen A Beach? (AR-D / General PvE)

Build by raelet
Unyielding Oar A Atk/Spd Catch 4
Alternate: Heavy Blade (3 or 4)
B Atrocity
Alternate: Windsweep 3
Moonbow
Alternate: Glimmer
C Spd/Def Menace
Alternate: Atk/Spd Menace
IVs

+ATK or +SPD / - RES

SAtk/Spd Solo 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Unyielding Oar

Assist: None / Buff Assist

  • It's generally only worth running Assists on Defense units if they are involved in Buff traps - traps where a unit will move forward to buff another unit, then get Danced, then can attack the enemy from an unexpected position
  • For general use, Dimitri can take a Positional Assist and call it a day.

Special: Moonbow / Glimmer

  • Moonbow is preferable here as it helps Dimitri more vs Def-stacking Close Save tanks
  • Against a foe with Guard, he will need Special Acceleration (such as Heavy Blade) to activate a Special
  • For general use, Glimmer will net him more damage vs non-tank enemies, but at that point it ventures into overkill territory

Passive A: Atk/Spd Catch / Heavy Blade / Atk/Spd boosting A slot

  • Unfortunately, cavaliers can't inherit Sturdy Impact, which makes Dimitri somewhat vulnerable to follow-up attacks. However, if attacking into a physical foe, his Defense is generally high enough to sustain a hit or two.
  • You can run Heavy Blade to try and force a Moonbow to hit through enemy Guard - but giving up universal damage in the event of a Guard is only viable if you anticipate running into lots of Guard tanks.

Passive B: Atrocity / Windsweep / Flow Force

  • Similar to the Galeforce build, Windsweep can be an interesting option for Dimitri to attack into tanks, as it will generally leave him unscathed after a battle while still getting both hits in.
  • However, giving up Atrocity for this is a pretty significant tradeoff, as Dimitri loses a lot of damage by surrendering his prf skill, which could be the difference between getting a kill on Defense or not.

Passive C: Spd/Def Menace / Atk/Spd Menace

  • Spd/Def Menace helps Dimitri to activate the conditions of his prf brave attack, by swinging the Speed differential between him and his closest foe/s by 12. When not trying to make a Heavy Blade check, this works just fine and is helpful in keeping him tanky to survive any potential physical counterattack.
  • Atk/Spd Menace is very similar to Spd/Def Menace but with the added benefit of adding Atrocity damage and helping Dimitri make Heavy Blade checks.

Seal: Atk/Spd Solo / Quickened Pulse / Death Blow / Heavy Blade

  • With Quickened Pulse, Dimitri fully charges his Moonbow Special on Turn 1, meaning that he cannot be countered by Special Deceleration. This is only worthwhile if Moonbow increases his damage by more than 12, as that's the damage you give up by not running Death Blow or an Atk Solo in the first 2 brave hits.
  • This is... not difficult to achieve, but it's important to remember that this also only works for Dimitri's first attack in any given map - Quickened Pulse is useless after the first engagement.
  • Alternatively, you can run Heavy Blade, but then Dimitri must make the Attack check, which may be difficult without an additional seal slot. However, this is probably his best option in PvE - again, if encountering foes with over 36 Defense.
  • Blade Session can also be considered here, particularly if using Dimitri on a team with dancers where he will be attacking after the dancers have already exhausted their turn.

Strengths

Cav-Trocity

  • Summer Dimitri has access to his Legendary version's prf B slot, Atrocity. This skill not only adds 25% of his formidable Attack as additional damage to every one of his hits, but also acts as an 'omni-smoke' skill which debuffs all foes within 2 spaces -5 to every stat, as well as applying Pulse Smoke, slowing their Special Acceleration.
  • Given his already high Attack stat, this B slot buffs his damage by an additional 15, with only his base kit - no A slot, C slot, S slot, or Oar buffs factored in. Think of it this way: for every 4 points of in-combat Attack Dimitri has, he gains an additional point.
  • This is particularly useful on his cavalier self due to the lack of B slots he would otherwise have access too. Atrocity blows skills like Lull Atk/Def out of the water (pun intended), and typically will overkill enough to where you don't have to limit him with a skill like Windsweep or Watersweep. Additionally, he gets Canto in his weapon, negating the need for a skill like Near Trace.

Aread-bOar

  • Dimitri's Unyielding Oar also allows him to circumvent a typical weakness of most cavaliers in that it gives him a pseudo-Brave attack by making a stat check (or if his foe is buffed). This means that even if he has follow-up denial inflicted on him (as is the case with most slow Enemy Phase tanks he would attack into), he can still force two consecutive hits of high damage.
  • And if he meets conditions without enemy follow-up denial? He gets 4 hits in. That's bound to leave a mark!
  • This also grants Dimitri Canto (Rem+1), which means that there's even less reason to consider removing Atrocity from his B slot.

Weaknesses

Stat Checks

  • Dimitri only gets his pseudo-brave attack if he outspeeds his opponent by 10 or more Speed, or if the foe is buffed. His base Speed is 40, meaning that he will have difficulty fulfilling the requirements of his prf against units with Speed-based builds.
  • This isn't an issue vs slow tanks, but it gives him a fairly significant weakness to modern "godsword" units who stack Speed and offensive prowess like it's going out of style. He struggles against units like Ascended Mareeta, Brave Marth, and Child Mia.
  • Luckily his Speed is a superboon, but investing significantly in it also takes away from his Attack, which lowers his damage potential against tanks.

Tank Breaker

  • Dimitri's brave attacks help him function very well vs tanks that have one-hit damage reduction, such as Legendary Claude, Fallen Edelgard, and units running Guard Bearing. However, his first attack is still mitigated by damage reduction, and with no way to pierce damage reduction skills, he is less effective vs units who run skills like Dragon Wall (particularly considering his low Resistance stat) or are partnered with Flayn.
  • Atrocity does mitigate this somewhat by adding additional flat damage to his attacks, but with only 25% additional damage, it doesn't quite meet the 30%-40% reduction inflicted on him.

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 2 ★
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
Unyielding Oar

Enables【Canto (Rem. +1)】.  Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if【Bonus】is active on foe or if unit's Spd ≥ foe's Spd+10, unit attacks twice.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 unit's remaining movement +1.)  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

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

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

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
Atrocity

At start of combat, if foe's HP ≥ 50%, deals damage = 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 on target and foes within 2 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes. (No effect on Special cooldown counts already at maximum.)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Threaten Spd 1

At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Spd/Def 1

At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Spd/Def 2

At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Spd/Def Menace

At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Def-6 on nearest foes through their next actions and grants Spd/Def+6 to unit for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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