Analysis by StanTheWoz
Summer Norne - Seaside Volunteer

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 37
SPD 39
DEF 31
RES 27

Stat Variations

Level 1 Stat Variation
Low 17 8 8 8 7
Middle 18 9 9 9 8
High 19 10 10 10 9

Level 40 Stat Variations
Low 39 34 36 27 24
Middle 42 37 39 31 27
High 45 40 43 34 31

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.

Skill Sets

Shining Summer Spearwoman (Tank)

Build by StanTheWoz
Springy Lance+ (+Spd)
Alternate: Spirited Spear+ (+Spd)
A Distant Counter
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Spurn 3
Alternate: Spd-Based DR B Slot
Alternate: Ruptured Sky
C Joint Drive Spd
Alternate: Joint Drive Atk

+Spd / -Def or -Res

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Springy Lance+ (+Spd) / Spirited Spear+ (+Spd) / Flowing Lance+ (+Spd) / Courtly Candle+ (+Spd) / flexible

Assist: Positional Assist / flexible

Special: Moonbow / Ruptured Sky / Noontime / flexible

IVs: +Spd / -Def or -Res

Passive A: Distant Counter / Atk/Spd Solo / flexible

Passive B: Spurn / Close Call / Null Follow-Up

Passive C: Joint Drive Spd / Joint Drive Atk / Pulse Smoke / flexible

Sacred Seal: Atk/Spd Solo / Mystic Boost / flexible

  • Norne’s statline makes her well-suited for a fast tank build. 
  • There are many good choices of weapon. Springy Lance+ boosts Norne’s Atk and Spd by 5 and neutralizes any penalties to those stats as long as her foe’s HP is above 75% at the start of combat. Spirited Spear+ provides a less useful stat boost, 4 Atk and Def, so long as Norne is under the effect of some type of bonus (which includes both stat bonuses as well as other positive status effects such as those from Divine Fang), as well as granting her Special charge +1 per foe’s attack under the same condition. This is highly useful if she is not receiving a similar Special charge effect from another unit like Brave Lucina or Summer Hilda, as it allows Norne to be attacked once and immediately retaliate with a 2-cooldown Special. Flowing Lance+ is also a great option that inflicts Atk/Def -5 on Norne’s foe and neutralizes any buffs the foe has in those stats, so long as Norne is not adjacent to an ally. Courtly Candle+ is probably a weaker option than the previous three mentioned, providing Atk/Def +5 during combat if Norne’s HP is at least 50% at the start of combat, and it also reduces the damage from her foe’s first attack by 50% - but only if they can make a follow-up attack. As Norne is quite fast, many foes cannot unless they have some sort of guaranteed follow-up. There are also many other good options, including her base Shellpoint Lance+, but the previously mentioned four represent most of the optimal choices. 
  • A 2-cooldown Special like Moonbow or Ruptured Sky for damage, or Noontime for healing, is generally optimal in most circumstances. 
  • The ideal choice of A skill is Distant Counter, to enable counterattacks against ranged foes, but Norne can also be built as a dedicated anti-melee tank, especially if paired with another unit using A/R Far Save. In that case, an A skill that boosts Atk and Spd such as Atk/Spd Solo is ideal. 
  • The ideal B skill is Spurn or another Spd-based damage reduction skill such as Close Call or Repel. The +5 damage on Special activation from Spurn is generally useful in all modes, making it the best option overall, but the movement effects in Close Call and Repel are quite useful in particular contexts: Close Call is great for maintaining distance from an opposing Arena team, for example. Null Follow-Up can also be used, giving up significant bulk in exchange for avoiding follow-up attacks from all units that cannot naturally double Norne via Spd check. 
  • The C skill is flexible, with Joint Drive Spd and Joint Drive Atk being great options that increase Norne’s best stats as long as there is an ally within 2 spaces, as well as increasing the stat of that ally. Pulse Smoke is also a solid option to slow enemy Special activation after combat; it can be highly useful against teams with pre-charged Specials or to prevent slow foes from charging up a Special in one round of combat against Norne, surviving, then immediately activating the Special on the second initiation. 
  • Mystic Boost is a great choice of seal, both for its healing 6 HP after combat, as well as disabling Wrathful Staff and similar effects, allowing Norne to take approximately half damage from Staff units. Atk/Spd Solo is another great option to further boost Norne’s stats. 
  • The ideal choice of boon is +Spd, as it is a superboon and Norne wants as much Spd as she can get in order to follow-up, avoid follow-ups, and better utilize damage reduction from a B skill such as Spurn. The ideal bane is -Def or -Res, as Norne relies less on those stats, and if she is using a damage reduction B skill like Spurn, they have less impact than a bane in HP. 

Seaside Sanic (Player Phase/Galeforce)

Build by StanTheWoz
Ninja Yari+
Alternate: It's Curtains...+ (+Spd)
A Flashing Blade 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Alternate: Wings of Mercy 3
Alternate: Moonbow
C Odd Tempest 3
Alternate: Time's Pulse 3

+Spd or +Atk / -Def or -Res or -HP

SBlade Session 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Ninja Yari+ / It’s Curtains…+ (+Spd) / Slaying Lance+ (+Spd) / Instant Lance+ (+Spd)

Assist: Positional Assist / flexible

Special: Galeforce / flexible

IVs: +Spd or +Atk / -Def or -Res or -HP

Passive A: Flashing Blade 4 / Atk/Spd Boosting A Slot

Passive B: Null Follow-Up / Lull Spd/Def / Wings of Mercy / flexible

Passive C: Odd Tempest / Even Tempest / Time’s Pulse / Infantry Pulse / flexible

Sacred Seal: Blade Session / Atk/Spd Solo / Flashing Blade / flexible

  • Norne’s great Atk and Spd allow her to effectively use a player phase build, particularly for the purpose of Galeforce. If a stronger player phase is desired over the additional action Galeforce provides, another Special such as Moonbow or Luna can be used. 
  • There are many good choices of weapon, but the best two for Galeforce are Ninja Yari+ and It’s Curtains…+. Ninja Yari+ strikes twice on initiation and boosts Spd by 4, allowing Norne to potentially activate Galeforce after her first two hits with Flashing Blade, so long as she receives a Special charge of 1 from some other source like Time’s Pulse or Infantry Pulse on an allied unit. It’s Curtains…+ does not strike twice, making it potentially weaker for damage, but also more reliable, as it reduces Norne’s Special cooldown by 2 at the start of turn 1. In combination with the aforementioned Pulse, she could start the map with Galeforce at 2 cooldown and activate it in a single attack with Flashing Blade. Slaying Lance+ is a sidegrade to Curtains, reducing her Special’s cooldown by 1 instead of providing a one-time Pulse on turn 1. This is weaker for that first initiation, but stronger if she needs to activate multiple Specials in one map. Instant Lance+ is generally not ideal for Galeforce compared to the other options, but its follow-up denial effect can be highly useful if using Norne as a more general player-phase threat. 
  • The A skill and seal should be chosen together. Generally, Norne wants to use Flashing Blade in order to gain more Special charge whenever her Spd is greater than her opponent’s, in either the A or S slot. The optimal choice for the other is a skill that boosts Atk and Spd under the context she’ll be engaging in combat, so Atk/Spd Solo is great if she will be initiating when not adjacent to any ally, Blade Session is great if she will initiate after at least one other unit on the team has moved, and so on. 
  • The B skill is flexible. Null Follow-Up can be useful to allow Norne to follow-up against foes she otherwise could not, such as those using Wary Fighter. Lull Spd/Def is another option that debuffs her foe’s Spd and Def by 3 while also removing the effects of any buffs they might have in those stats, effectively increasing Norne’s relative Spd and allowing her to deal more damage. Wings of Mercy is a staple on Galeforce teams that allows Norne to teleport to any ally that is below 50% HP, which is highly useful against teams with a large threat range if one of Norne’s allies can attack and drop below that 50% threshold. 
  • The C skill is also flexible. Options like Odd Tempest and Even Tempest improve Norne’s mov on Odd and Even turns, respectively, allowing her to initiate on foes more easily. Time’s Pulse is a great option that activates whenever Norne’s Special cooldown is at maximum at the beginning of her turn, and reduces it by 1, allowing her to charge it up more quickly. This stacks with other similar effects that activate at the same time, such as It’s Curtains…+. Infantry Pulse could also be a good option if Norne is used on a team with an infantry ally with less HP than her who also needs to activate a Special, such as another Infantry using Galeforce. 
  • The ideal choice of boon is +Spd, as Norne relies on her Spd to follow-up and activate Flashing Blade. +Atk is also usable for extra damage, but is generally a weaker choice. Norne’s defensive stats do not matter as much for this kind of build, so a bane in any of them is acceptable, with -Res perhaps being the best choice of the three since most foes that can counter in melee hit Def. 


Great Spd

Norne’s base 39 Spd is great, especially if taking the superboon in it to boost up to 43. 

Great Atk

Norne’s base 37 Atk allows her to deal solid damage to many foes. 

Good Physical Bulk

Norne’s 42 HP and 31 Def are solid, allowing her to take physical hits reasonably well, especially if using a damage reduction skill such as Close Call.  

Lance Infantry

Norne’s status as a lance-wielding infantry gives her access to great skills such as Spurn, Odd Tempest, Ninja Yari+, Flashing Blade, and many more. 

Grail Unit

Norne is currently available from a Tempest Trial, and will be eventually added to the grail shop, allowing players to merge her without spending any orbs. 

180 Merged BST (with superboon)

Norne has high stats that allow her to hit 180 BST when merged with a superboon (she has two, Spd and Res), which allows her to score well in modes like Arena and Arena Assault. Combined with the fact that she is summonable with grails, costing no orbs, she is a great option for a core unit. 


Mediocre Res

Norne’s base 27 Res cannot truly be called low, but it is her weakest stat, and renders her vulnerable to strong foes that target Res. 


Norne competes with several other lance infantry with similar statlines, including Summer Ogma from the very same event she debuted in. If a player has already invested in one of these other options, Norne does not have any unique skills that might set her apart, just her statline and perhaps greater availability. She also faces competition from broader unit types for various roles she might play; as a tank she has to compete with armored units and their access to great skills like A/R Far Save, while as a player phase or Galeforce unit she competes with some cavalry and flying units that can use skills like S/D Near Trace to do things Norne cannot. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Shellpoint Lance

At start of turn, if unit is within 3 spaces of an ally, grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.

Lance Users Only
200 1 10
Shellpoint Lance+

At start of turn, if unit is within 3 spaces of an ally, grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.

Lance Users Only
300 1 14
Available Rearmed Weapons
Arcane Qiang
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Reciprocal Aid

Swap HP with adjacent ally (neither unit can go above their max HP).

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Spd/Def Bond 1

Grants Spd/Def+3 to unit during combat if adjacent to an ally.

Inheritable by all units.
Unlocks at 1 ★
Spd/Def Bond 2

Grants Spd/Def+4 to unit during combat if adjacent to an ally.

Inheritable by all units.
Unlocks at 2 ★
Spd/Def Bond 3

Grants Spd/Def+5 to unit during combat if adjacent to an ally.

Inheritable by all units.
Unlocks at 4 ★
Spur Spd 1

Grants Spd+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 3 ★
Drive Spd 1

Grants Spd+2 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
Drive Spd 2

Grants Spd+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 5 ★

Other Info

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