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Summer Freyja

Analysis by MackerelPye
Summer Freyja - Fleeting Summer

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 40
ATK 39
SPD 43
DEF 25
RES 20

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 8 12 5 4
Middle 16 9 13 6 5
High 17 10 14 7 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 36 40 22 17
Middle 40 39 43 25 20
High 43 43 47 29 23

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

There's No Way Big Bro Is This Tiny And Inflatable!! (Mixed Solo Attacker / Low Investment)

Build by MackerelPye
Recommended
Brightmare Horn A Atk/Spd Solo 4
Positional Assist B Binding Necklace
Glimmer
Alternate: Noontime
C Fatal Smoke 3
Alternate: Atk Smoke 3
IVs

+SPD or +ATK / -HP or -DEF or -RES

SAtk/Spd Solo 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Brightmare Horn

Assist: Positional Assist

Special: Glimmer / Noontime / Sol / Moonbow / Luna 

Passive A: Atk/Spd Solo 4

Passive B: Binding Necklace

Passive C: Fatal Smoke / Atk Smoke 

Sacred Seal: Atk/Spd Solo / Spd/Def Solo / Spd/Res Solo

  • Summer Freyja's base kit is already quite cohesive and requires little modification outside of:
    • Merely adding another Solo skill in the Sacred Seal to further stack with Freyja's default Atk/Spd Solo 4; doubling up with Atk/Spd Solo 3 is recommended but can be waived for more defensive alternatives like Spd/Res or Spd/Def Solo depending on your intended matchups. 
    • Filling in Freyja's only missing skill slot with an Assist skill; Reposition and Draw Back are fantastic no-thinking-required choices as always.
  • With the simple combination of Brighmare Horn, Solo skills in two slots, and Binding Necklace, Freyja can reach an frighteningly high amount of in-combat stats, especially in her Attack and Speed. Combined with Brightmare Horn's built-in forms of Dodge (that is, damage reduction based on how much Speed she achieves over the enemy) and nulling effects that would disable her doubles, many melee foes can find themselves trashed rather quickly if they aren't prepared for Freyja's sheer stat advantage. The only major caveat to consider is Solo positioning, which is easy enough given the extremely large reward from three skills for doing so. 
  • Because Freyja is likely to whittle down in multiple fights and some of her performance is reliant on her staying above 25% HP (specifically, the spectrum stats and NFU effects in Brightmare Horn), some form of healing is recommended when using her. You may run Noontime or Sol to self-sufficiently heal up in combat, or specifically utilize outsourced forms of sustain such as dedicated healer units or skills like Sparkling Boost or Heron Wing. 
    • Freyja will usually do enough damage naturally to waive the use of damaging Specials. If you prefer the super offensive approach, however, Freyja's default Glimmer or Defense-cutting alternatives Luna and Moonbow are cheaply at your consideration.

A Midsummer Night's Mare (Distant Tank)

Build by MackerelPye
Recommended
Brightmare Horn A Distant Counter
Positional Assist B Binding Necklace
Noontime
Alternate: Sol
C Fatal Smoke 3
Alternate: Pulse Smoke 3
IVs

+SPD or +ATK 

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Brightmare Horn

Assist: Positional Assist

Special: Noontime / Moonbow / Sol

Passive A: Distant Counter

Passive B: Binding Necklace 

Passive C: Fatal Smoke / Pulse Smoke / Atk Smoke

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

  • Freyja can return to her Mythic version's intended roots and perform significantly better thanks to her:
    • Non-Mythic status — she can be conferred any blessing you please and fully benefits from Mythic blessings, rather than providing them and thus never getting them at all.
    • Colorless status, giving her essentially zero type disadvantages outside of the very rare Raven tomes (unlike her Mythic counterpart who has to fight harder against Red threats).
    • Relatively superior stat allocation with Brightmare Horn's Atk/Spd/Def/Res +5 when Freyja is above 25% HP; while Nightmare Horn has Distant Counter built into it, almost no A-slot comes close to providing the convenience and high number of stats that Brightmare Horn already does. Thus, summer Freyja can confidently run Distant Counter in her A-slot with little worry of opportunity costs. 
    • And finally, a partial form of Null Follow-Up also built into Brightmare Horn. While Freyja misses out on the full ability to stop guaranteed follow-up attacks, the "neutralizes effects that prevent unit's follow-up attacks during combat" part of the weapon is usually enough. Specifically, it prevents Impact and Wary-type skills from getting in the way of otherwise confirmed kills requiring Freyja to follow-up.
  • If you're already familiar with the original Freyja's playstyle, a lot of aspects should already be familiar to you. Like Nightmare Horn, Brightmare Horn gives Freyja a good and rarely outmatched source of damage reduction, and Binding Necklace ensures a consistent stat advantage over her foes, especially if they dare use visible bonus buffs. 
  • The main drawback of Freyja is her maximal performance being tied to her HP being above 25% HP. Naturally, if you're using Freyja in Aether Raids Offense, you'd utilize a form of healing to keep her alive anyway, but this bears highlighting as Mystic Boost and Noontime are prioritized over other skills to counteract this and maximize Freyja's survivability. If you prefer a more offensive approach, have other outsourced forms of healing (like healer allies or Sparkling Boost), or simply believe one of those skills is enough, you may run a damaging Special or another Solo skill in the Special and Sacred Seal slots, respectively. 
  • The C slot is open to a Smoke-style skill of your choice. 
    • Freyja's base Fatal Smoke is notably already pretty good as it prevents already-damaged enemies from making a total recovery from their Healing Tower or other healer allies. 
    • Else, Pulse Smoke directly accounts for enemy units reliant on precharged Specials to do significant damage — especially Infantry Pulse teams, Legendary Lilina, and Legendary Sigurd. 
    • Finally, given that Freyja's damage reduction can only account so much for her otherwise just-decent base bulk, Atk Smoke is a pretty easy way to further soften incoming blows from multiple enemies. 

goatmom wuz here, lachesis a binch (Galeforce)

Build by MackerelPye
Brightmare Horn A Heavy Blade (3 or 4)
Alternate: Swift Sparrow 3
Positional Assist B Binding Necklace
Alternate: Wings of Mercy 3
Galeforce C Fatal Smoke 3
Alternate: Joint Drive Atk
IVs

+ATK

SQuickened Pulse
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Brightmare Horn

Assist: Positional Assist

Special: Galeforce

Passive A: Heavy Blade / Swift Sparrow 3 / Atk/Spd Solo 4 

Passive B: Binding Necklace / Wings of Mercy

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

Sacred Seal: Quickened Pulse / Heavy Blade 

  • Lacking a Slaying effect or ability to run Flashing Blade or Time's Pulse bites as always for a lot of cavalry Galeforce units, but Freyja can still utilize it effectively with her sheer power and existing tools at her disposal. 
  • Galeforce is the namesake of the build, allowing Freyja to make a second action after activating. Whether that second action is drilling further into enemy forces or making a retreat afterwards is your call.
  • Heavy Blade should make its way on the build in one way or another to accelerate Freyja's cooldown and account for Galeforce's long cooldown value of 5. The most optimal setup would be running Heavy Blade in the A-slot while running Quickened Pulse in the Sacred Seal; used correctly, this allows Freyja to activate Galeforce on any unit even if they can't counterattack, as long as she doubles and the foe in question doesn't have Guard in some form. 
    • While you can run Heavy Blade in the Sacred Seal instead, this relies rather heavily on the enemy counterattacking as two perfect Heavy Blade hits will only grant 4 cooldown — something that Quickened Pulse directly addresses. 
  • Binding Necklace grants a universal stat advantage over Freyja's enemy unit, which can be helpful for Heavy Blade activation. On Eirforce-style team setups, you can alternatively utilize Wings of Mercy to safely teleport into the team regardless of Freyja's original position; it forces adjacency, however, meaning you should be running non-Solo skills (i.e. Swift Sparrow over Atk/Spd Solo) when applicable. 
  • Again, Freyja's C slot is mostly complementary rather than essential.
    • Fatal Smoke prevents the opponent from healing should that prove problematic with Healing Tower or sustain skills active.
    • Atk or Spd Smoke softens enemies while easing comparisons for other allies running Heavy Blade or Flashing Blade themselves.
    • Finally, Joint Drive Atk contributes to the Atk comparison condition of Heavy Blade while also providing an Attack swing to nearby allies. It particularly works well with the forced adjacency of Wings of Mercy. 

Strengths

A Blessable, Colorless Version of Herself

Look up her Mythic version's page for an almost-similar list of Strengths. In a nutshell, however, Summer Freyja inherits a lot of what makes her original version great:

  • A fantastic offensive statline which only improves further with even a touch of skill investment.
  • A weapon which grants her a pure form of Dodge tanking, which improves Freyja's survivability overall and makes her a rather flexible unit to use in any phase thanks to her fantastic Speed stat. Notably, this is normally infantry-exclusive out of reach for cavalry units like herself.
  • Binding Necklace, which is considered a superior Lull skill in that it practically applies a stat advantage of 4 across the board by default, and any bonus buff present on the enemy will only serve to weaken themselves while strengthening Freyja even more. 

Because Summer Freyja is both colorless and a regular summonable seasonal, however, she avoids some pitfalls that the regular version tends to fall into. In particular, Freyja suffers no color-based disadvantages across all matchups (except those rare raventomes). Furthermore, you can confer any blessing you want onto her, allowing her to absorb all blessing benefits from any Mythic / Legendary allies present while performing flexibly in most modes you put her in. In particular, gaining more stats and power from Aether Raids Offense Mythics (especially that sweet and beefy +5 HP each Mythic) and being able to actually be utilized in Aether Raids Defense are added benefits to mind.

Unique Benefits from Brightmare Horn

From Nightmare Horn, Brighmare Horn maintains the universal cavalry beast effect as well as Speed +3 and Dodge. In exchange for built-in Distant Counter, however, Brightmare Horn grants +5 to all stats as well as a halved form of Null Follow-Up (that is, preventing affects that would impede Freyja's second attack) if Freyja keeps herself above a sufficient amount of HP. Both serve to provide slightly better net benefits — Freyja gains better defenses (as opposed to simply using an A-slot that boosts Atk/Spd only) while being able to break past enemies using Impact or Wary Fighter-style skills. 

Abundant in Stats 

Freyja can be expected to exercise total domination in stats over her enemy consistently. This is due to a combination of Binding Necklace's general stat swing advantages, Brightmare Horn's spectrum of additional stats, and any other boosts provided by Freyja's remaining passive slots — Solo skills in particular are encouraged to use and stack with her playstyle. 

Statball indeed. 

Her Taste In Beach Inflatables

Oh, Freyr...

Weaknesses

Limited Bulk

Like other Dodge tank units reliant on damage reduction to pad out their otherwise forgettable defenses, Freyja's Brightmare Horn can only cover so much of her 40/25/20 stat spread. It only gets sketchy the minute Freyja does encounter a unit who totally beats her Speed — Dodge won't be in effect to save her then, and this only becomes a more common scenario as Speed creep evolves. 

Some Performance Tied to HP

Brightmare Horn's extra spectrum stats and partial Null-Follow Up are in effect as long as Freyja's HP remains above 25% HP. It's not difficult to stay above this, but at the same time, Freyja's unrefined base 40 HP doesn't make the reverse difficult either (hence why high HP is such a good secondary trait on Spurn tanks).

At any rate, somehow falling below it can prove extremely inconvenient in very intense matchups and situations. At the very least, Freyja simply becomes easier to take down at a point where she's already so close to death.

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 1 ★
Unlocks at 1 ★
Beast (Cavalry Only)
50 1 4
Yearling (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 3 ★
Unlocks at 2 ★
Beast (Cavalry Only)
100 1 6
Adult (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 4 ★
Unlocks at 3 ★
Beast (Cavalry Only)
200 1 9
Brightmare Horn

Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).  At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks during combat.  At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
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 Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 2 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 3 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Binding Necklace

If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Fatal Smoke 1

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.

【Deep Wounds】

Unit's HP cannot be healed through its next action.

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

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】

Unit's HP cannot be healed through its next action.

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

Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】

Unit's HP cannot be healed through its next action.

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

Other Info

Origin
Fire Emblem Heroes

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