- Default
- Attack
- Special
- Injured




Summer Eirika - Beach Restorer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 11 | 2 | 6 |
Middle | 17 | 9 | 12 | 3 | 7 |
High | 18 | 10 | 13 | 4 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 36 | 39 | 21 | 19 |
Middle | 39 | 39 | 42 | 25 | 22 |
High | 42 | 43 | 46 | 28 | 25 |
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 |
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Skill Sets
Beach Destroyer (Aether Raids Defense)
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Caring Conch | A | Sturdy Impact Alternate: Steady Impact |
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Assistless Alternate: Rally Assist |
B | Moonlit Bangle F |
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Luna Alternate: Moonbow |
C | Blue Feud 3 Alternate: Atk/Spd Oath 4 |
IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Blade Session 3 Alternate: Atk/Spd Form 3 |
Weapon: Caring Conch
Assist: Assistless / Rally Assist
Special: Luna / Moonbow
Passive A: Sturdy Impact / Steady Impact / Atk/Spd Boosting A Slot
Passive B: Moonlit Bangle F
Passive C: Blue Feud / Atk/Spd Oath 4
Sacred Seal: Blade Session / Atk/Spd Form
- Caring Conch and Moonlit Bangle F propel Eirika to meta status and then some. Granting -1 Special cooldown, +5 to all during combat, Null Follow-Up, Guard, Guard Smoke if she attacked (not necessarily survived), Canto (1), Guard nullification, and additional Special damage based on the enemy’s Def and Eirika’s max Special cooldown, Eirika hits incredibly hard while providing team support and generally being able to survive a counterattack.
- The AI prefers moving units without Assists before units with Assists, making Assistless Eirika ideal to manipulate attack and refresh order. Rally Assist Eirika can also work, as she can extend her range beyond what it was at the start of the turn by rallying a distant ally, then receiving a refresh.
- After receiving a counterattack, Eirika can blast enemies with a Luna activation strengthened by Moonlit Bangle F, making it her ideal Special.
- Granting +6 Atk, +10 Def, and follow-up prevention, Sturdy Impact patches Eirika’s poor physical bulk while also increasing her damage output. Her native Steady Impact swaps +6 Atk for +7 Spd, making it a slightly inferior, but still great option overall.
- Blue Feud checks common Far Save units like Brave Hector and Ascended Idunn by inflicting in-combat debuffs and disabling the support they receive from allies, consistently swinging those matchups in her favor. Her native Atk/Spd Oath 4 works well too, as +6 visible Atk/Spd, an Orders effect to warp to spaces adjacent to allies within two spaces, and +3 Atk/Spd during combat improves her offensive potency and mobility.
- Blade Session grants +3, +6, or +9 Atk/Spd on initiation if zero, one, or at least two allies respectively have moved. Given that the seventh unit lock counts as an ally moving and said ally typically receives a refresh, Eirika can easily gain +9 Atk/Spd on initiation.
- Note that this set significantly changes with Bridal Catria, whose Wedding-Bell Axe grants the same Orders effect as Atk/Spd Oath 4’s in addition to a conditional Brave effect:
- Moonbow is chosen over Luna, as Eirika can activate it on her second and third attacks (or fourth if the enemy cannot counterattack). Ideally, however, Eirika 2HKOs.
- Since this set shifts to a more 2HKO-centric one, Atk/Spd Boosting A Slots such as Atk/Spd Unity and Atk/Spd Catch are ideal to maximize damage output while minimizing the enemy’s Spd-based damage reduction and, if necessary and Eirika survives the enemy’s counterattack, perform a follow-up.
- Atk/Spd Form synergizes well with the conditional Brave effect, as【Triangle Attack】requires two allies with the【Triangle Attack】status to be within two spaces of Eirika. Granting +1 Atk/Spd at base and +2 Atk/Spd more for every ally within two spaces (up to three for a maximum of +7 Atk/Spd), Eirika can use this to free Blade Session for an ally.
Solstice Eclipse (General Offense)
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Caring Conch | A | Steady Impact Alternate: Fury (3 or 4) |
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Positional Assist | B | Moonlit Bangle F Alternate: Desperation 3 |
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Luna Alternate: Moonbow |
C | Atk/Spd Oath 4 |
IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Mystic Boost 3 Alternate: Fury 3 |
Weapon: Caring Conch
Assist: Positional Assist
Special: Luna / Moonbow
Passive A: Steady Impact / Fury (3 or 4)
Passive B: Moonlit Bangle F / Desperation
Passive C: Atk/Spd Oath 4
Sacred Seal: Mystic Boost / Fury
- Strong offenses and Caring Conch’s -1 Special cooldown, offensive Null Follow-Up, and +5 to all during combat make Eirika a great Player Phase initiator. The important choice with this set is whether players want to use Moonlit Bangle F or Desperation:
- Moonlit Bangle F grants【Canto (1)】(allows Eirika to move one space after her first initiation, Assist use, or structure break), Guard nullification (secures consistent Special activations), and additional Special damage equal to X% of the enemy’s Def. X% = 10 * Eirika’s maximum Special cooldown (with Caring Conch’s -1 Special cooldown taken into effect) + 20, so with Luna, X% = 40%, while with Moonbow, X% = 30%. While a significant improvement to Eirika’s overall Player Phase potency, she has no way of circumventing her poor bulk, leaving her prone to being KO’d on counterattack (especially on subsequent combats). Steady Impact and Mystic Boost are used for Eirika’s A and S slots respectively to improve her survivability as much as possible. Eirika’s native Luna is her strongest Special, as she will activate it on her follow-up.
- Desperation allows Eirika to perform a follow-up before the enemy can counterattack if her HP at the start of combat is ≤ 75%. While she loses the significant benefits of Moonlit Bangle F, she can simply shoot for 2HKOs before the enemy can counterattack instead. Fury in Eirika’s A and S slots deal 12 recoil damage, dropping Eirika’s HP to ≤ 75% after one combat. Moonbow is preferred over Luna, as Eirika can activate it on her follow-up if no Guard effect is active.
- Atk/Spd Oath 4 is universally strong for Eirika; granting +6 Atk/Spd, an Orders effect that allows her to warp to spaces adjacent to allies within two spaces, and +3 Atk/Spd during combat if she is within two spaces of an ally, both her combat performance and mobility are improved.
Strengths
Fantastic Offenses
In addition to a stylish swimsuit, Eirika also sports 39/42 offenses that enable her to deal great damage and consistently perform follow-ups.
Caring Conch
Mindful of her friends’ safety and concern, Eirika carries the most terrifying weapon of all: a seashell.
- Granting -1 Special cooldown, Eirika can augment her offensive potency via consistent activations on damage-dealing Specials.
- If Eirika initiates combat or is within two spaces of an ally, she gains +5 to all, the offensive half of Null Follow-Up, and a Guard effect during combat, providing much-appreciated boosts to her damage output and survivability.
- If Eirika attacked during combat, she inflicts a Guard status on the target and enemies within two spaces after combat. Note that Eirika does not need to survive to inflict this status, which is particularly beneficial on Aether Raids Defense because she can slow the Specials of Near Save and Far Save units, who are generally at least somewhat reliant on their Specials for damage and/or sustainability.
Eirika’s souvenir provides both offensive and defensive—in addition to both selfish and supportive—effects that are more than enough to pull her weight on any team.
Moonlit Bangle F
Why this B slot is called Moonlit Bangle F as if we have a base Moonlit Bangle is, for the time being, a mystery. Nonetheless, Eirika’s personal B slot is very powerful, especially compared to the limited selection of B slots that ranged Fliers typically have to work with. Moonlit Bangle F:
- Enables【Canto (1)】. Eirika can move one space after her first initiation, Assist use, or structure break. Increasing her mobility and flexibility, Eirika can move to retreat, reposition herself and/or allies, receive a refresh, or even obstruct enemies if they are surrounded by Eirika’s allies, structures, and/or impassable terrain.
- Neutralizes Guard effects. This prevents enemies from slowing Eirika’s Special activations, which is especially significant for her damage output given this skill’s final effect…
- Increases Eirika’s Special damage by X% of the enemy’s Def, with X% = 10 * Eirika’s maximum Special cooldown (with Caring Conch’s -1 Special cooldown taken into effect) + 20. With her native Luna, for example, Moonlit Bangle F increases Eirika’s Special damage by 40% of the enemy’s Def.
Predictably taking a few pages from Brave Eirika’s Moonlight Bangle, Moonlit Bangle F heightens Summer Eirika’s damage output, flexibility, and Special consistency, making her a premier Player Phase unit.
Weaknesses
Horrendous Base Bulk
Prone to being OHKO’d by both physical and magical enemies due to her 39 HP, 25 Def, and 22 Res, Eirika should generally be kept away from Enemy Phase combat.
Questionable Duelist for Subsequent Combats
While Eirika has a goodie bag of effects that makes her an overall fantastic and competitive unit, she lacks an effect that circumvents her poor bulk. Having any of a Brave effect, a Firesweep effect, or a Desperation-esque effect would make her a much safer initiator, but unless players replace Moonlit Bangle F with Windsweep, Watersweep, or Desperation, Eirika typically needs to survive a counterattack. Although Caring Conch and Steady Impact generally push her bulk to be enough to do this, surviving multiple counterattacks may be challenging, especially without Mystic Boost in her S slot for sustainability.
One way to overcome this is to pair Eirika with Bridal Catria, whose【Triangle Attack】effect from Wedding-Bell Axe grants her a conditional Brave effect. Additionally, on Aether Raids Defense, Eirika is usually allied with other ranged nukes (such as Valentine’s Chrom, Ascended Ishtar, and Winter Lysithea) that can cover Eirika’s weaker matchups while she covers theirs.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★
Green Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Green Tome Users Only
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack, and also, after combat, if unit attacked, inflicts【Guard】on target and foes within 2 spaces of target. (Only highest value applied. Does not stack.) 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.) Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Def+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() If unit initiates combat, unit granted Spd/Def+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() If unit initiates combat, unit granted Spd/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
Steady Impact If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack. Unlocks at 5 ★ |
300 | A |
Moonlit Bangle F Enables【Canto (1)】. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20). 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 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 1 space(s).)
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 2 ★ |
60 | C |
![]() At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 3 ★ |
120 | C |
![]() At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 4 ★ |
240 | C |
![]() At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. Infantry & Flying Units Only
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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