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Analysis by raelet
Summer Lute - Summer Prodigy

4-5

Obtainable as a 4 - 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
155
HP 37
ATK 35
SPD 34
DEF 17
RES 32

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 6 7 3 7
Middle 18 7 8 4 8
High 19 8 9 5 9

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 34 32 31 13 29
Middle 37 35 34 17 32
High 41 38 37 20 35

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

Xx_l00t_xX Has Entered The Game

Build by raelet
Recommended
Flora Guide+ (+Spd)
Alternate: Blárblade+
A Swift Sparrow (2 or 3)
Alternate: Fury (3 or 4)
Reposition B Desperation 3
Alternate: Chill Spd 3
Moonbow
Alternate: Luna
C Joint Hone Spd
Alternate: Joint Drive Atk
IVs

+SPD / -DEF

SSwift Sparrow 2
Alternate: Darting Blow 3

Show Explanation/Analysis

Weapon: Flora Guide+ (+SPD)

Support: Reposition

Special: Moonbow / Luna

Passive A: Swift Sparrow / Fury

Passive B: Desperation / Chill Spd

Passive C: Joint Hone Spd / Joint Drive Spd

Seal: Swift Sparrow / Darting Blow

  • Most of Summer Lute's kit needs to be replaced or added for her to truly shine. Luckily, her weapon is not one of these things, as Flora Guide is one of the best inheritable blue tomes at the time of its release. With the ability to debuff an opponent by -5/-5 Spd/Res, Flora Guide essentially gives Lute an extra 5 Attack and 5 Speed for doubling, while also offering her team field support.
  • Still, she can also run the tried-and-true Bladetome build to great effect. Flora Tome is recommended for more difficult modes, as Lull skills will hamper Bladetome effectiveness and Lute will miss the additional Speed brought to her by her native tome, however, Blárblade has a much higher damage ceiling.
  • While Fury is ideal for its synergy with Desperation, Lute may miss out on doubling some of the newer speedy units without as much investment into Speed as possible. For this, Swift Sparrow is generally better, but Fury 4 should be considered over Swift Sparrow 2.
  • Joint Hone Spd further helps Lute become a hybrid support/damage dealer as she can buff herself and an ally while debuffing her opponent's Speed for both of them to take advantage of.
  • Swift Sparrow is the obvious Seal of choice, but Darting Blow can help to push Lute's Speed tier just a little bit higher for doubles against tricky myrmidons.

GG EZ (Resistance Tank)

Build by raelet
Spooky Censer+ (+Res)
Alternate: Blárserpent+ (+Res)
A Fury (3 or 4)
Alternate: Fortress Res 3
Reposition B Sabotage Spd 3
Alternate: Desperation 3
Iceberg C Atk Ploy 3
Alternate: Spd Tactic 3
IVs

+RES / -DEF

SRes Ploy 3
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Spooky Censer (+Res) / Blárserpent (+Res)

Assist: Reposition

Special: Iceberg

Passive A: Fury / Fortress Res

Passive B: Sabotage Spd / Desperation

Passive C: Atk Ploy / Spd Tactic

Seal: Res Ploy / Distant Def

  • Lute brings her debuffing expertise over from her infantry form with this build, which capitalizes on her higher Resistance in order to cripplingly debuff her opponent. With an effective Resistance stat of 45 after boon, refine, and Fury, Lute is able to debuff 3 stats at once if the enemy AI can be predicted so she can hit both ploys.
  • This enables Summer Lute to work as a support unit on a team, but also to go on the offense with her Fury-buffed stats. With this, she creates a disparity between her stats and her opponent's - just like a prodigy should.
  • However, it can be tricky to land her Ploys, as her opponents have to end their turn in a cardinal direction from her. She can instead rely on simply a Sabotage skill in her B slot and go more on the defensive with Distant Def in her seal slot - or even offensive with something like Swift Sparrow and a Speed refine on her tome.

Strengths

4 star focus

Lute is our first 4 star focus tome flier, making her one of the most easily accessible tome fliers in the game - if you pull on her seasonal banner. This also makes her easy to merge, which can make up for her somewhat lackluster stat distribution when compared with other tome fliers. She is an excellent pickup for summoners looking to round out their barracks without significant orb investments.

Build flexible

Lute's stat spread allows her to fulfill the role of both a Resistance tank and a bruiser on your team. Due to her merge availability, it is easy to have her specialize in several different tasks: she can focus on debuffing, on buffing her own Speed for offensive power, or on tanking magical hits for her team.

Weaknesses

Lackluster stat spread

Lute's stats could be considered somewhat of an improvement on her infantry self, with +4 HP / -1 Atk / +2 Spd / +1 Def / -2 Res, but it's still not competitive with 5 star exclusive blue tome fliers such as Summer Laegjarn. At maximum investment, Lute will be outperformed by Summer Laegjarn and other five star exclusive tome fliers.

Terrible defense

Lute's Defense is very poor at 17. She tries to make up for this with her 37 HP, but she is still extremely vulnerable to counterattacks from physical damage opponents and will be oneshot by every bow unit in the game.

Weapon Skills

Weapons SP Rng. Mt.
Thunder
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Elthunder
Learns by default at 3 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Flora GuideInflicts Spd/Res -5 on foes within 2 spaces during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 8
Flora Guide+Inflicts Spd/Res -5 on foes within 2 spaces during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Blue Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SwapSwap places with an adjacent ally.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Seal Res 1After combat, foe suffers Res-3 through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
40
B
Seal Spd/Res 1Inflicts Spd/Res -5 on foe through its next action after combat.
Inheritable by all units.
Unlocks at 4 ★
100
B
Seal Spd/Res 2Inflicts Spd/Res -5 on foe through its next action after combat.
Inheritable by all units.
Unlocks at 5 ★
200
B
Spd Tactic 1At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 1 ★
60
C
Spd Tactic 2At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 2 ★
120
C
Spd Tactic 3At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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