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Summer Hilda (Three Houses)

Analysis by lordhelpme
Summer Hilda (Three Houses) - Deer's Two-Piece

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
161
HP 39
ATK 37
SPD 40
DEF 20
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 9 4 5
Middle 17 9 10 5 6
High 18 10 11 6 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 34 37 17 22
Middle 39 37 40 20 25
High 42 40 44 23 29

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 Don’t Have Uno, I Have the Oldest XBox Known to Fódlan (Offensive/Support Hybrid)

Build by lordhelpme
Recommended
Sunshade Staff A Atk/Spd Push 4
Alternate: Atk/Spd Solo 4
Nudge+ B Dazzling Staff 3
Windfire Balm+
Alternate: Miracle
C Joint Drive Atk
Alternate: Even Recovery 3
IVs

+ATK or +SPD / -DEF or -RES

SDistant Guard 3
Alternate: Drive Atk 2

Show Explanation/Analysis

Weapon: Sunshade Staff

Assist: Nudge+ / Restore+ / Recover+ / Martyr+ Flexible

Special: Windfire Balm+ / Balm Specials / Miracle / Heavenly Light 

Passive A: Atk/Spd Push / Atk/Spd Solo / Atk/Spd Catch

Passive B: Dazzling Staff 

Passive C: Joint Drive Atk / Even Recovery / Tactic Skills / Drive Skills / Flexible

Sacred Seal: Distant Guard / Drive Atk / Aerobatics / Guidance / Tactic Skills / Drive Skills

  • Summer Hilda and Marianne possess immense versatility as they can easily provide numerous advantages to their allies (via their exclusive skills and flying healer status) without sacrificing their offensive ceiling in the slightest, bringing the best of both worlds seamlessly. This build aims to capitalize on this flexible nature, with an Asset to either of the summertime duo’s offensive stats being recommended. 
  • For their healing Assist, Hilda/Marianne have a few different options depending on what is needed of them:
    • Those that also come with movement Assist effects are useful for greater team maneuverability. Their default Nudge+ works excellently in Aether Raids Offense, with its Shove effect helping safely push allies into enemy territory, though Return+ and Rescue+ (which carry Reposition and Draw Back respectively) are likely better for general gameplay purposes. 
    • Restore+ may be considered for its complete debuff cleanse if you frequently run into penalties or negative status effects from opposing foes, or Recover+ if focused solely on maximizing their healing potential.
    • Martyr+ may be particularly compelling if Summer Hilda and Marianne are expected to be taking considerable damage (such as from the chip damage of their native Atk/Spd Push after a few engagements), helping them heal it off without needing to equip Live to Serve
  • Windfire Balm+ (or essentially any other Balm Special) work excellently to provide teamwide buffs to all allies upon activation, though Miracle is also a good option to grant her some safety should taking damage ever be unavoidable. Heavenly Light is also decent for additional healing. 
  • Summer Hilda and Marianne’s default Atk/Spd Push 4 is a phenomenal A skill that further expands on their damage potential. Realistically, it should only be replaced if you have the resources for it and/or heavily dislike the chip damage of Push skills. In either case, Atk/Spd Solo 4 is an excellent substitute that shares the same adjacency requirement as Sunshade Staff, as is Atk/Spd Catch for the truly dedicated (as it is currently only relatively limited units) to fully develop their combat prowess. 
  • Feel free to use any C skill that complements their specific team composition, though Joint Drive Atk stands out as it aids their own performance while pairing nicely with Sunshade Staff’s already beefy Attack boost to close allies. Flier-exclusive options like Guidance or Ground Orders are also notable for more flexible mobility, and their base  Even Recovery can always be kept for its potent heal and debuff cleanse.
  • The same essentially applies for Hilda and Marianne’s Sacred Seal. Any forms of in-combat buffs may be of particular value here to elevate the bonuses they innately apply, but anything that helps her team works. One also has the option of investing further into the duo’s own performance and equipping a stat booster like Atk/Spd Solo.

GO TO THE ARCADE AND YOU’LL BE ABLE TO DOWNLOAD IT FOR FREE (Aether Raids Defense)

Build by lordhelpme
Sunshade Staff A Atk/Spd Push 4
Alternate: AR-D Atk/Spd 3
Assistless
Alternate: Return+
B Dazzling Staff 3
Alternate: Wings of Mercy 3
Miracle
Alternate: Windfire Balm+
C Odd Recovery 3
Alternate: Ground Orders 3
IVs

+ATK or +SPD / -DEF or -RES

SDrive Atk 2
Alternate: Aerobatics 3

Show Explanation/Analysis

Weapon: Sunshade Staff 

Assist: No Assist / Return+ / Rescue+ 

Special: Miracle / Balm Specials / No Special

Passive A: Atk/Spd Push / AR-D Atk/Spd 

Passive B: Dazzling Staff / Wings of Mercy

Passive C: Odd Recovery / Ground Orders / Even Recovery / Flexible

Sacred Seal:  Drive Atk / Aerobatics / Chill Skills / Atk/Spd Solo

  • This build narrows the focus of Summer Hilda and Marianne’s performance down to specifically within the context of Aether Raids Defense, where they may shine thanks to their ability to enable the Duo’s Hindrance structure and other strengths: access to Odd Recovery and mobility-based skills, a respectable offensive presence, powerful in-combat boosts to nearby allies, and synergy with certain trap setups. Increasing either their Attack or Speed is once again recommended for elevated damage output. 
  • Although it may seem counterintuitive to remove their Assist given that they are healers, doing so remains a worthwhile option for Aether Raids Defense to avoid any mishaps and employ a standard movement-based overload; the lack of direct healing is also largely offset when equipped with a Recovery skill, as they automatically heal for 20 HP at the start of their respective turns.
    • Alternatively, for certain compositions where units can self-inflict damage automatically (such as through Winter Bernadetta’s exclusive Hrist that hurts herself and nearby allies for 1 HP), Hilda/Marianne may be equipped with a movement-based healing Assist like Return+ or Rescue+; this allows them to immediately move and their allies’ range without needing an enemy in range. 
    • However, if attempting to use this strategy, using a Recovery skill may not be a good idea since the heal it provides can prevent Summer Hilda and Marianne from actually using the Assist since the allies will no longer be damaged. Not using a Recovery skill leaves the team susceptible to Isolation, however, so keep that in mind.
  • Miracle is Hilda/Marianne’s Special of choice if not equipped with a healing Assist (as they  literally cannot trigger the activation of Balm Specials in such instances), but Balm Specials are highly effective if they are though this does leave room to being susceptible to Panic effects. They also have the option of simply not equipping a Special altogether.
  • Summer Hilda and Marianne once again prefer their default Atk/Spd Push 4 as their A skill of choice, gaining a consistent +7/+7 Atk/Spd boost as long as they stay sufficiently healthy. AR-D Atk/Spd has a higher ceiling as long as enough structures are standing on their specific Defense map, but its availability is quite limited so whether it’s worth using (since it does only have a +3/+3 advantage over Push at maximum) is up to preference.
  • Dazzling Staff once again shines to safeguard Summer Hilda and Marianne from enemy hits — especially since many Aether Raids challengers tend to have high Attack — but Wings of Mercy is also an option for unexpected snipes. For her C slot, Odd Recovery is phenomenal to remove any risk of an Isolation debuff preventing their team from working as expected, being superior to Even Recovery for Turn 1 strategies. Ground Orders is also a candidate to extend the team’s overall range and unpredictability.

Strengths

Sunshade Staff

Summer Hilda and Marianne pack exceptional utility via the power of their exclusive Sunshade Staff, featuring a myriad of effects that altogether distinguish the two from other healers.

  • Firstly, this weapon grants nearby allies an additional +1 Special cooldown per each of their foe’s attacks. While this may not be a full “Breath” effect like Brave Lucina’s refined Geirskögul or New Year Velouria’s Renewed Fang, this buff remains particularly potent when paired with defensive strategies, as allies using low cooldown Specials can then activate them on each counterattack. 
  • Further, unlike Brave Lucina (who only works with physical allies) and New Year Velouria (whose effect is provided only to her support partner), Sunshade Staff does not have any restrictions attached other than simply being within two spaces of the summertime duo; multiple allies of any given weapon or movement type can readily benefit from the weapon’s powerful cooldown support as long as they fulfill that proximity requirement. 
  • Combined with the ample +6 in-combat Attack boost it provides, Summer Hilda and Marianne’s snazzy umbrella can improve the damage potential and flexibility of her overall team by a substantial amount. 

As an added bonus, Sunshade Staff also reaps some advantages for the summertime duo themselves through innate Wrathful Staff and Atk/Spd Solo effects; this lets them operate as a reasonably strong source of damage output to their own right. 

Excellent Offensive Statline

Despite being support-inclined healers, Summer Hilda and Marianne nonetheless wield a stellar base Attack/Speed of 37/40 which helps them deal damage and perform follow-up attacks with great consistency, especially when supplemented by the offensive perks of Sunshade Staff. This also lets them heal sizable HP as this scales off visible Attack.

Duo Hero

Their status as a Duo Hero is yet another compelling boon in their favor, granting numerous advantages such as unparalleled scoring potential in Colosseum modes (as their BST will be counted as 190 instead of their base 161) and the ability to enable unique structures in Aether Raids. Most notably, though, this also imparts Hilda/Marianne with a Duo Skill of their own — and a relatively powerful one at that. 

  • Upon usage, any foes within three columns or three rows centered on them are immediately inflicted with a -7 Attack debuff and the highly coveted Isolation buff, preventing enemies from either using or being targeted by an Assist like Dance
  • This greatly expands upon the range of Bridal Fjorm’s Gjallarbrú and Mila’s Turnwheel, essentially taking it a step further and drastically impeding the offensive prowess of a large portion of the enemy team upon usage for her team to then sweep up with more ease. 
  • The Isolation aspect of this skill is especially noteworthy within the context of Aether Raids Offense as it shuts down the mechanics that can make certain maps otherwise very hard to deal with (refreshers, Rally traps, etc.) if you can land the debuff successfully.

Healer Benefits

By merit of being a healer unit, Summer Hilda and Marianne are granted access to the useful Dazzling + Wrathful Staff combination to safely avoid counterattacks while unleashing consistent damage output. The ability to provide consistent sustain to their allies via healing Assists is also noteworthy in their case, as this means that tanks they support with Sunshade Staff may not necessarily need to run healing Specials themselves to circumvent damage taken. This allows the freedom to instead equip damage-dealing Specials for greater offensive ceilings — an advantage that Brave Lucina and New Year Velouria do not possess.

Flier Benefits

Lastly (but certainly not least), the Deer’s Two-Piece benefit considerably from their flying status as it adds on further to their sheer utility through unique mobility-based support, with skills like Ground Orders and Guidance boosting their team’s movement and positioning flexibility. This also lets Summer Hilda and Marianne assist their friends from more favorable positions as they are entirely unaffected by most terrain. 

Weaknesses

Duo’s Hindrance

Summer Hilda and Marianne’s Duo Skill undoubtedly carries immense value thanks to the Isolation debuff it applies, but actually being able to leverage it in Aether Raids Offense is somewhat tricky due to how common the Duo’s Hindrance structure is on Defense maps. This prevents them from using it until either the structure is destroyed or the Duo Hero(es) on the opposing team are defeated, but their Duo Skill is unlikely to be needed by the time this is accomplished.

Accordingly, within the context of Aether Raids Offense, Hilda/Marianne’s Duo Skill should simply be viewed as an occasional bonus to enjoy on certain maps where the Duo’s Hindrance structure is not present or easily destroyed, but not something to be strictly relied upon. Also, this doesn’t entirely negate their usefulness either, since they still maintain access to their Sunshade Staff and various other strengths.

Unimpressive Overall Bulk & Effective Damage

Their base Defense/Resistance of 20/25 alongside a meager HP pool of 39 renders them rather susceptible to most damage dealers, with archers being particularly deadly due to their effective damage bonus against fliers. Keeping her out of harm’s way is crucial, though this is thankfully somewhat simple as Hilda/Marianne can negate counterattacks during the Player Phase and should already be avoiding Enemy Phase combat in most cases.

Duo Skill

Inflicts Atk-7 on foes within 3 columns or 3 rows centered on unit through their next actions and inflicts【Isolation】on them. Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

Weapon Skills

Weapons SP Rng. Mt.
Assault
Learns by default at 1 ★
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Sunshade Staff

Calculates damage from staff like other weapons.

Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe's attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 3 ★
1 100
Nudge

Restores 8 HP to target ally and pushes target ally 1 space away.

If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 4 ★
2 200
Nudge+

Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away.

If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 5 ★
2 300

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

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

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
Dazzling Staff 1

If unit has 100% HP at the start of combat, the enemy cannot counterattack.

Restricted to units that use a Staff.
Unlocks at 1 ★
60
B
Dazzling Staff 2

If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.

Restricted to units that use a Staff.
Unlocks at 2 ★
120
B
Dazzling Staff 3

The enemy cannot counterattack.

Restricted to units that use a Staff.
Unlocks at 4 ★
240
B
Even Recovery 1

At start of even-numbered turns, restores 5 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies. 

【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).

Restricted to units that use a Staff.
Unlocks at 3 ★
60
C
Even Recovery 2

At start of even-numbered turns, restores 10 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies. 

【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).

Restricted to units that use a Staff.
Unlocks at 4 ★
120
C
Even Recovery 3

At start of even-numbered turns, restores 20 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies. 

【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).

Restricted to units that use a Staff.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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