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Analysis by StanTheWoz
Summer Lyn - Lady of the Beach

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
155
HP 37
ATK 33
SPD 38
DEF 20
RES 27

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 6 9 4 4
Middle 18 7 10 5 5
High 19 8 11 6 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 30 35 17 23
Middle 37 33 38 20 27
High 41 36 41 23 30

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

Crashing Wave (Player Phase)

Build by StanTheWoz
Recommended
Deep-Blue Bow (+Eff) A Atk/Spd Catch 4
Alternate: Swift Sparrow 3
Positional Assist
Alternate: Assistless
B S/D Far Trace 3
Alternate: Watersweep 3
Moonbow
Alternate: Ruptured Sky
C Spd/Def Rein 3
IVs

+Atk or +Spd / -Def

SBlade Session 3
Alternate: Life and Death 3

Show Explanation/Analysis

Weapon: Deep-Blue Bow (+Eff)

Assist: Positional Assist / Assistless

Special: Moonbow / Ruptured Sky

IVs: +Atk or +Spd / -Def

Passive A: Atk/Spd Catch 4 / Swift Sparrow 3 / Life and Death 3 or 4 / Flexible

Passive B: S/D Far Trace / Guard / Watersweep / Flexible

Passive C: Spd/Def Rein 3 / Flexible

Sacred Seal: Blade Session / Flexible

  • This build attempts to optimize Lyn’s Atk and Spd to increase her power on player phase, focusing particularly on her matchups against armors using Far Save skills. 
  • Lyn is potentially a good choice for an Aether Raids defense team. In this context, it may be worthwhile to run No Assist so that she doesn’t waste her turn Repositioning or Rallying an ally instead of attacking. In other contexts a Positional Assist like Reposition is generally the most useful. 
  • Lyn’s Deep-Blue Bow provides a variety of fantastic effects when refined; it is generally the most effective part of her kit and should not be replaced. Its ability to deny counterattacks, disable skills that prevent her follow-up attack and slow her Special, and accelerating her Special trigger in particular allow her to attack twice into most slow melee foes and activate a 2-cooldown Special like Moonbow or Ruptured Sky on her second hit. Due to her denying counterattacks against a large portion of foes, a 2-cooldown Special is generally the best choice as she will not fully charge her Special in one combat otherwise, at least under normal circumstances. 
  • +Atk and +Spd are both amazing choices of boon, as Lyn relies on her Spd to follow-up attack and wants all the firepower she can get. -Def is generally the best bane, as there are a decent number of common tome users of Far Save skills such as Valentine’s Henriette and Valentine’s Robin, while bow and dagger Far Saves are very rare at the time of writing. As such, Lyn’s Res stat is generally more valuable than her Def. 
  • The A skill is flexible, with Atk/Spd Catch 4 providing a large and generally reliable boost to Atk and Spd, +7 as long as Lyn’s foe is either at full HP or debuffed in any way, and +9 if both are true. Swift Sparrow 3 is also a solid option that provides a reliable 6 Atk and 7 Spd when initiating. AR-D Atk/Spd provides a larger potential boost but only when used on an Aether Raids defense team. Life and Death also boosts Atk and Spd and the loss in defensive stats does not matter against a foe that can’t counterattack. Atk and Spd are Lyn’s most important stats for this build so other A skills are generally less valuable. 
  • The B skill is flexible, with most of the available options being relatively mediocre. S/D Far Trace allows Lyn to move after combat using any spaces of Mov she didn’t use before combat, as well as debuffing her foe’s Spd and Def by 3 during combat. Guard is a niche option that is useful to prevent foes that can counterattack Lyn from activating their Specials. Watersweep may be useful in the case that Lyn attacks foes wielding tomes; since Deep-Blue Bow (+Eff) disables effects that prevent Lyn’s follow-up attacks, Watersweep does not prevent her follow-up attack in the way that it usually would. Other options like Aerobatics or Flier Formation could also be relevant on particular teams. 
  • Spd/Def Rein 3 is generally the best C skill, debuffing the Spd and Def of foes within 2 spaces by 4 during combat, essentially increasing Lyn’s damage and her ability to follow-up attack. However, it is by no means required. 
  • The seal is flexible, with Blade Session providing the largest potential boost to Atk and Spd on player phase, up to +9 if two allies are on the field and have ended their turns before Lyn acts. Other seals like Atk/Spd Solo and Life and Death provide smaller boosts under different conditions, and can still work well. Lyn can also opt for the Quickened Pulse seal to charge her Special by 1 at the start of the map, and then use a 3-cooldown Special like Luna or Deadeye and activate it on her second hit, but this only works in her first combat and comes at the loss of extra Atk and Spd so it is generally not recommended. 

Strengths

Deep-Blue Bow (+Eff)

Lyn’s Deep Blue Bow has been boosted with new effects, making her a highly threatening unit in the right context. It maintains its effectiveness against armored units, boosting her Atk by 50% when attacking them, boosts all her stats by up to 8 during combat, disables any effects that prevent her follow-up or slow her Special charge, accelerates her Special trigger, and denies counterattacks from melee foes so long as Lyn outspeeds then by at least 5 points. With the exception of Ascended Fjorm or other armors with extreme amounts of Spd, this allows Lyn to deny counterattacks from most common users of Far Save skills while dealing high damage to them and likely activating a Special on her second hit. 

Good Spd, Decent Atk

Lyn’s base 38 Spd, plus 3 from Deep Blue Bow, is still solidly fast at the time of writing. Her 33 Atk is not as good but still allows her to deal solid damage when considering all the numerous effects of her bow. 

Bow Flier

Lyn’s status as a flying bow unit allows her to use good skills like Atk/Spd Catch 4, S/D Far Trace, and Spd/Def Rein

Weaknesses

Bow Weakness

Lyn’s status as a flying unit renders her vulnerable to extra damage from bows unless she uses the Iote’s Shield skill, which is generally not worthwhile. 

Mediocre HP, Def, and Res

Lyn’s base 37 HP, 20 Def, and 27 Res are mediocre or low and mean she may die to a single counterattack from a strong unit. However, melee foes generally cannot counterattack her so this is less of a weakness than it might seem. 

Lack of Common Red Far Saves

At the time of writing, the most common units that use skills like A/D Far Save are either blue, green, or colorless, such as Brave Hector, Ascended Idunn, Ascended Fjorm, and Caineghis. Red units are comparatively less common, so Lyn’s triangle advantage against them is less useful than the triangle advantage of a unit like Pirate Hinoka or Flame Tana over the common blue Far Saves. However, this can easily change if a red Far Save becomes common in the future. 

Competition

While Lyn’s bow comes with a lot of strong effects, she competes for team slots with many other powerful ranged units, depending on who the player has access to. 

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Deep-Blue BowGrants Spd+3. Effective against flying and armored foes. If foe's HP = 100% and unit initiates combat, grants Atk/Spd/Def/Res+4 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
RepositionTarget ally moves to opposite side of unit.
Learns by default at 5 ★
1 150

Passive Skills

Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Sturdy Blow 1If unit initiates combat, unit granted Atk/Def+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Sturdy Blow 2If unit initiates combat, unit granted Atk/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Sturdy ImpactIf unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★
300
A
Atk/Spd Link 1If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
B
Atk/Spd Link 2If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
B
Atk/Spd Link 3If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
B
Distant Guard 1Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."
Inheritable by all units.
Unlocks at 1 ★
60
C
Distant Guard 2Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."
Inheritable by all units.
Unlocks at 2 ★
120
C
Distant Guard 3Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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