- Default
- Attack
- Special
- Injured




Summer Ingrid - Solstice Knight |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 5 | 11 | 5 | 8 |
Middle | 17 | 6 | 12 | 6 | 9 |
High | 18 | 7 | 13 | 7 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 31 | 39 | 22 | 23 |
Middle | 39 | 34 | 42 | 25 | 26 |
High | 42 | 37 | 46 | 29 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Capable Lioness (Generalist)
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Starpoint Lance | A | Fury 4 Alternate: Atk/Spd Push 4 |
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Reposition | B | Guard Bearing 3 Alternate: Chill Atk/Spd 2 |
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Moonbow Alternate: Luna |
C | Def Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +ATK or +SPD / -HP | S | Swift Sparrow 2 Alternate: Death Blow 3 |
Weapon: Starpoint Lance
Assist: Reposition
Special: Moonbow / Luna
Passive A: Fury 4 / Sturdy Impact / Atk/Spd Push 4
Passive B: Guard Bearing / Chill Atk/Spd
Passive C: Def Smoke / Pulse Smoke
Seal: Swift Sparrow / Death Blow
- This build aims to shift Ingrid into more of a generalist than her base kit.
- Her Starpoint Lance enables her to heal back the damage she takes from Fury and Atk/Spd Push in both phases, resulting in a net heal of 2 or 5 HP while keeping her topped up and within range for Atk/Spd Push to activate. If you do not have the tier 4 level of either skill, then keeping Sturdy Impact is likely a better choice.
- Unlike Sturdy Impact, Fury and Push skills are active in both phases, just like Starpoint Lance, which allows Ingrid to be more flexible with her engagements. Atk/Def Push is also an option to boost her tanking potential.
- Sturdy Impact should be kept if you are utilizing Ingrid in Aether Raids or Arena Defense, due to the difficulty that players have countering it.
- Ingrid's Guard Bearing is only active in the Enemy Phase - still, it's an impactful skill and her Starpoint Lance healing makes it difficult for her to run more typical B slots, such as Vantage or Desperation. She can run a Chill skill, such as Chill Atk/Spd, but Guard Bearing will likely grant Ingrid more durability and mileage if she plans on tanking at all in the Enemy Phase.
- Because Ingrid can brawl in both phases, she can utilize a Smoke skill, such as Def Smoke to weaken her opponents who may attack her during the Enemy Phase.
Fairy Tale Knight (Defensive Tank)
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Starpoint Lance | A | Distant Counter Alternate: Distant Ward |
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Reposition | B | Guard Bearing 3 |
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Moonbow Alternate: Luna |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +SPD / -HP | S | Iote's Shield Alternate: Atk Smoke 3 |
Weapon: Starpoint Lance
Assist: Reposition
Special: Moonbow
Passive A: Distant Counter / Distant Ward
Passive B: Guard Bearing
Passive C: Pulse Smoke / Atk Smoke
Seal: Iote's Shield / Atk Smoke
- This build takes on a more defensive angle by utilizing Guard Bearing to its fullest potential and combining it with Distant Counter for an Enemy Phase build.
- Distant Ward can also be used to counter mages only, if you would like to not run Iote's Shield in the seal slot.
- Pulse Smoke and Atk Smoke are both incredibly useful - since Ingrid's Starpoint Lance is only active for her first combat, debuffing her foes to ease subsequent combats in the same turn becomes crucial. Atk Smoke can also be run on a seal slot, granting Ingrid room for double debuffing.
- Like almost every flier who runs Distant Counter, Ingrid is stuck with Iote's Shield in her seal slot, unless she wants to become vulnerable to archers or neutralize Guard Bearing's damage mitigation.
Strengths
Strong Statline
Summer Ingrid has a very strong statline, even amid harsh competition from fellow Blue Lance Fliers. Her Speed is a blistering 42, while her Attack is a serviceable 34. She additionally has a mixed bulk, which can be important in high tier modes, and is fast enough that very few units in the game could naturally double her.
Excellent Generalist
While many units have to choose between Offensive or Defensive capabilities, Ingrid's dual-phase Starpoint Lance allows her to be flexible for your team, while her native B slot, Guard Bearing, further increases her tanking capability to make up for her lower defensive stats.
The combination of her Speed and her defensive skills and healing makes it very difficult to defeat Ingrid in a single combat, which can make her lethal on Defense teams.
Weaknesses
Flier Inheritance
While Guard Bearing is an excellent skill, Ingrid suffers from not being able to utilize a skill like Null Follow Up, which would guarantee her own doubles and shut down her opponents' skill-granted doubles - which are particularly lethal to her, given Guard Bearing's bonus stats are only in play for her initial hit. Despite all of her stat investment into Speed, Ingrid cannot protect herself against an opponent who runs a skill like Quick Riposte or Bold Fighter.
One and Done
Ingrid's base kit is designed to be used for a single combat per phase - Starpoint Lance only grants her additional stats and healing for her first combat in any given phase, while Guard Bearing only mitigates damage in the first hit in the Enemy Phase. Therefore, she is ill suited for a task such as omnitanking or Vantage tanking in Aether Raids, and loses effectiveness during Player Phase when she is refreshed via a Dancer or Galeforce.
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Starpoint Lance | A | Fury 4 |
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Reposition | B | Guard Bearing 3 |
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Sol | C | Even Atk Wave 3 |
S | Steady Posture 2 |
This build maximizes S!Ingrid’s already impressive statline while also bulking up her defense and res to prevent too much HP loss (in case she engages a second time during player/enemy phase).
Special: Noontime/Sol works to give Ingrid sustain from Fury 4’s HP deduction. Even though her lance regains HP for only the first combat, Sol will make sure she can move forward while keeping Fury 4’s buffs if Ingrid needs to fight once more.
A slot: Fury 4 (3 can work too) gives her an added +4 bonus to all of her stats (exc. HP). Not to mention, if we include her weapon’s buffs too, she can gain +9 (exc. speed which can be capped at +12) stat bonus at her first combat. This makes her more tanky and offensive.
B slot: No need to change the B skill, it is extremely useful on her and allows her to tank her first encounters. If you want, you could experiment and put vantage or desperation.
C slot: It’s flexible with any odd/even stat wave depending on how you want her to play. If you want an offensive based pegasus, then odd/even atk wave would be helpful.
S seal: Also flexible too depending on your desired playstyle. If you want Ingrid to be tankier and faster, Steady Posture would work.
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Starpoint Lance | A | Steady Posture 3 |
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Reposition | B | Guard Bearing 3 |
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Moonbow | C | Joint Drive Atk |
S | Brazen Atk/Def 3 |
This build wants to make of S!Ingrid a bulky lance flier who can tank any attack if she's attacked by only one enemy since she comes with decent defense and res on top of an amazing speed stat.
We'll keep her default weapon, the Star point Lance, equipped because it gives a nice +5 in all of her stats in addition of a nice healing of 10 HP after her first combat in both phases.
For the A slot we'll pick Steady Posture 3 as it gives +6 Def and speed to Ingrid and the guard effect so she can't be knocked down by specials and/or won't charge specials.
For the B slot we'll be using the brand new skill she comes with, Guard Bearing 3. This skill has great synergy with her weapon because not only Ingrid will take 50% of the first foe's attack during enemy phase, she'll also be given +5 to all of her stats and a Renewal effect that'll make her literally unkillable by the first foe.
The C slot is flexible. I'll give her Joint Drive Atk since her attack isn't massive, but Pulse Smoke 3 is also good if you wanna obliterate Infantry Pulse teams.
Moonbow will be her special since it's only a 2 turn cooldown special that combines well with her attack stat which, again, isn't really the best.
For her Assist skill, pick the one you think will be the best for her. I chose Reposition as it's a good positioning skill, but if you want to use her for arena, you should probably pick a dual rally +.
Finally, for her Sacred Seal, I picked Brazen Atk/Def 3 because it'll allow her to resist other enemies attacks while also giving her
a nice Atk boost.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★ |
300 | A |
Guard Bearing 1During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. Flying Sword, Lance & Axe Only
Unlocks at 3 ★ |
60 | B |
Guard Bearing 2During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. Flying Sword, Lance & Axe Only
Unlocks at 4 ★ |
120 | B |
Guard Bearing 3During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. Flying Sword, Lance & Axe Only
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Three Houses
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