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Analysis by ZeShado
Summer Ogma - Blade on Leave

4-5

Obtainable as a 4 - 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 44
ATK 38
SPD 38
DEF 35
RES 21

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 7 9 10 5
Middle 18 8 10 11 6
High 19 9 11 12 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 41 35 35 32 18
Middle 44 38 38 35 21
High 47 42 41 38 24

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

Saido Chesto! (Player Phase)

Build by ZeShado
Recommended
It's Curtains...+ (+Spd)
Alternate: Ninja Yari+
A Heavy Blade 4 / Flashing Blade 4
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Null Follow-Up 3
Alternate: Wings of Mercy 3
Galeforce C Time's Pulse 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES

SQuickened Pulse
Alternate: Heavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

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

Assist: Positional Assist

Special: Galeforce

A Passive: Heavy Blade (3 or 4) / Flashing Blade (3 or 4) / Atk/Spd Solo (3 or 4) / Swift Sparrow (2 or 3)

B Passive: Null Follow-Up / Close Call / Wings of Mercy / Hit and Run

C Passive: Time’s Pulse / Def Smoke / Atk Smoke / Odd Tempest / Even Tempest

Sacred Seal: Blade Session / Atk/Spd Solo / Heavy Blade / Flashing Blade / Quickened Pulse

  • Galeforce is going to be the main draw to this set as Ogma can start off with a Cooldown of 3 if running It’s Curtains…+. That being said, Ninja Yari+ can make for a good substitute as it not only allows him to make more secure Flashing Blade checks but due to his status as an Infantry unit, he can run skills that can replicate the Cooldown Ogma gets from It's Curtains…+. Of course, if either of these options is not available at your disposal, you can always make do with a regular Brave Lance+ as Ogma’s Atk stat is more than enough to make use of skills such as Heavy Blade with a lower MT weapon such as Brave Lance+. Moreover, the lowered Cooldown opens up a lot of breathing room for other skills, meaning Ogma isn’t necessarily forced to run one particular skill to trigger Galeforce consistently.
     
  • Depending on what is being run on the rest of the kit, Ogma is able to choose from a variety of skills. For example, Heavy/Flashing Blade are two solid options for Ogma as his Atk/Spd stats are relatively high. This can make Galeforce checks easier to trigger since he’ll more than likely achieve the accelerated Cooldown. Meanwhile, you could always bolster his already high Atk and Spd stats with skills such as Atk/Spd Solo and Swift Sparrow. These can be fine options if running other skills that accelerate his Cooldown.
     
  • Depending on the type of environment Ogma finds himself in, whether that’s Aether Raids or general PvE maps, Ogma has plenty of options at his disposal for B Passives. For Aether Raids purposes, Ogma can either run Null Follow-Up or Wings of Mercy. This will ultimately depend on whether you wish for him to be a Wings of Mercy beacon, thereby allowing units to teleport to him, or be a responder to one. For general PvE maps, Ogma can take advantage of Hit and Run skills including Close Call. This can allow him to be a relatively good Hit and Run unit, especially when combined with skills such as Odd/Even tempest. Close Call is especially nice for Ogma as it can also mitigate the amount of damage taken from a foe’s retaliation.
     
  • Ogma’s C Passive is flexible to whichever skills you may be using in the rest of the kit. This includes Atk/Def Smoke if you either wish to secure Heavy Blade checks and tank more hits or increase his damage output by lowering the foe’s Def stat. Meanwhile, you can run Time’s Pulse if you wish to lower his Galeforce Cooldown by an additional CD. This can make Galeforce almost an instant guarantee on initiation as long as there either is more lowered Cooldown or if Heavy/Flashing Blade is present. Beyond that, you can run any of the Tempest skills for Hit and Runs strategies as that allows Ogma to attack and get out of danger swiftly.
     
  • The Sacred Seal in question can either be used to increase his damage output or be used to manipulate his Cooldown. Blade Session and Atk/Spd Solo make for good bolstering options as the amount of stats that can be gained from these two Sacred Seals is high. Meanwhile, Ogma can either run Heavy/Flashing Blade or Quickened Pulse. Heavy/Flashing Blade are options if it isn’t already present in the A Passive. That being said, it’s not entirely necessary to run Heavy/Flashing Blade if running Quickened Pulse, It’s Curtains…+, and Time’s Pulse as that’ll turn Galeforce into a 1 CD Special. Regardless, there are plenty of options at your disposal, so feel free to get creative with the options presented.

Get Ogma’d (Enemy Phase)

Build by ZeShado
Flowing Lance+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Distant Counter
Alternate: Sturdy Stance (2 or 3)
Positional Assist B Spurn 3
Alternate: Null Follow-Up 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK, +SPD, or +DEF / -RES

SAtk/Spd Solo 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Flowing Lance+ (+Spd) / Slaying Lance+ (+Spd)

Assist: Positional Assist

Special: Noontime / Sol / Moonbow / Luna / Bonfire

A Passive: Distant Counter / Sturdy Stance (2 or 3)

B Passive: Spurn / Null Follow-Up

C Passive: Pulse Smoke / Atk Smoke / Spd Smoke / Def Smoke

Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Spd/Def Solo

  • As Ogma will be out and about on the frontlines, he’ll want to make sure he can manage his survivability, whether that’s with stacking more stats or better yet, running a healing Special. Depending on the weapon of choice, he can either run Noontime or Sol. Noontime can be run on both weapons. However, for consistency, unless Ogma is using Slaying Lance+, he’ll want an ally that can provide accelerated Cooldown during combat such as Brave Lucina or even the recently released Duo Hilda. The same applies when running Sol, only Slaying Lance+ will be required for consistent healing. Of course, that’s only if you want to run healing Specials. If you feel that running Flowing Lance+, which debuffs the foe’s Atk and Def as well as negates visible buffs to those two stats, gives him enough bulk, you can run damaging Specials such as Moonbow, Luna, and Bonfire instead.
     
  • Distant Counter is rather imperative to have in modes such as Aether Raids as most foes present in that mode are ranged. However, Distant Counter isn’t all that necessary in general PvE content, but it’s rather convenient to have nonetheless. As such, he can afford to run skills that bolster his already high Atk/Def such as with Sturdy Stance 3, and can be made into a Physical tank instead of a mixed tank.
     
  • Even if you choose to run Ogma as a Physical tank, Ogma’s base Spd is high enough for him to run Damage Reduction skills such as Spurn. This can allow him to tank even more against melee units whenever necessary. Likewise, because his base Spd is high, he can also afford to run Null Follow-Up and secure natural doubles on the chance that a foe he runs into has an Impact of sorts. For Aether Raids purposes, either of those skills are good options, but seeing as we have allies such as Flayn who can provide Damage Reduction, it may be in his best interest to run Null Follow-Up instead. Nevertheless, both are good options for him.
     
  • Any type of Smoke skill will work for Ogma. Pulse Smoke is rather standard for Aether Raids, but won’t serve much of a purpose anywhere else. As such, options such as Atk Smoke, Spd Smoke, and Def Smoke are all viable counterparts. Atk Smoke can be used to further bolster his tanking prowess while Spd Smoke and Def Smoke can improve upon his damage output, whether that’s by securing more doubles or dealing more damage overall.
     
  • Ogma’s Sacred Seal of choice can be chosen from the plethora of Solo seals we have in the game. If you wish to focus on Ogma’s best two stats, Atk/Spd Solo all the way. That being said, if Ogma is being run as a Spurn tank, he may want to opt for Spd/Res Solo to not only increase the effectiveness of Spurn but also patch up his lowish Res stat by a good bit. However, if you feel that it isn’t worth patching, you can either continue to run Atk/Spd Solo or even run Spd/Def Solo as both skills synergize well with his statline.

Strengths

High Offensive Prowess

    Summer Ogma boasts a fantastically high Atk and Spd stat of 38/38 respectively. Moreover, he has a superboon in Atk, which can be used to push his base Atk to a total of 42. Having such a good spread means he can focus on a variety of roles that take advantage of both of those stats, whether that’d be with Spurn tanking or having a strong Player Phase.

Solid Defense

    Ogma also comes with a relatively high Def stat of 35, making him one of the bulkier lances we have in the game. This can also be bolstered to the player’s liking if they would like to make him into a Physical tank. This, combined with his high Atk and Spd, means he’ll be able to mitigate damage taken and have a solid amount of damage output.

Weaknesses

Lowish Resistance

    Ogma’s great Atk/Spd/Def stat allocation had to come at the cost of his Res stat, which sits at a measly base of 21. His lowish Res stat makes him rather prone to many mages that have a combination of high Atk and Spd. However, Ogma can mitigate a lot of the damage taken from magical foes with a Spurn tank set, so it’s not entirely doom and gloom for him.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Trident

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

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Trident+

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

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Sol

Restores HP = 50% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 1 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 2 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Threaten Def 1

At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
50
C
Threat. Spd/Def 1

At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
100
C
Threat. Spd/Def 2

At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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