- Default
- Attack
- Special
- Injured




Summer Robin (F) - Seaside Tactician |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 7 | 5 | 6 |
Middle | 18 | 8 | 8 | 6 | 7 |
High | 19 | 9 | 9 | 7 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 32 | 29 | 31 | 24 | 25 |
Middle | 35 | 32 | 34 | 28 | 29 |
High | 38 | 35 | 37 | 31 | 32 |
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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Assets
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+ATK: An Attack asset will increase Summer Robin’s Attack from 32 to 35. More Attack is rarely not useful, and Summer Robin will appreciate the extra offensive power. Pairs great with pretty much any set, especially a Brave set where power is key.
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+SPD: A Speed asset will take Summer Robin’s already good Speed from 34 to 37. This helps to increase her doubling potential while also giving her good protection from being doubled herself. Much like with Attack, this asset benefits every possible build.
Neutral
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DEF: With 28 neutral Defense, Summer Robin possesses fairly decent Defense. Maintaining this Defense will help her to perform better as a melee duelist as the majority of enemies she’ll be fighting at close range will deal physical damage. A Defense asset, while not her best choice, is still a good choice for a duelist role.
Flaws
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-RES: Summer Robin has pretty good resistance at 29, which is on the higher end for lance fighters. That being said, however, it is overall less beneficial to Summer Robin in the majority of her sets compared to the other defensive stats, making it a good choice for flaw.
- -HP: At 35 neutral, Summer Robin already has very low HP. A HP flaw will hurt her defensively on both ends by reducing her overall bulk, but it can be compensated for by refining her weapon. A good choice of flaw overall.
Skill Sets
Brawl at the Beach (Melee Generalist)
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Slaying Lance+ (+Spd) Alternate: Harmonic Lance+ (+Spd) |
A | Fury 3 |
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Reposition | B | Wrath 3 Alternate: Renewal 3 |
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Bonfire Alternate: Moonbow |
C | Drive Spd 2 |
IVs | S | Close Def 3 Alternate: Speed +3 |
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Preferred IV: +ATK or +SPD / -RES
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Weapon: Slaying Lance+ (+Spd) / Harmonic Lance+ (+Spd) / Deft Harpoon+ (+Spd)
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Assist: Reposition / Flexible
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Special: Bonfire / Moonbow
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Passive A: Fury / HP/Def 2
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Passive B: Wrath / Renewal / Vantage
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Passive C: Drive Spd / Flexible
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Sacred Seal: Close Def / Speed +3 / HP +5
This build capitalizes on Robin’s versatility and makes her into a generalist who’s well suited for dueling with melee units.
Both an Attack and Speed asset will help with her overall offensive presence. A Defense asset is also a good choice, helping her to defend better against physical units. While she has decent Resistance, it is the least important of her defensive stats. Summer Robin has a wide variety of weapons to choose from. The Slaying Lance reduces her Special cooldown by one, allowing her to utilize her Special more often. Meanwhile, the Harmonic Lance will give her +10 damage whenever her Special activates for even more damage. If on a budget, her default Deft Harpoon is also an alright option, giving her a stat boost when starting combat at full HP. In the case of all three, a Speed or Defense refine will help her tremendously to either help avoid doubles or reduce incoming damage.
For Assist, she comes with Reposition by default and there isn’t much reason to switch it out given how effective Reposition can be in assisting your team with unit positioning. Still, it can be swapped out for an Assist of your choice if desired. Her preferred Special is a mix up between Bonfire and Moonbow, with both being strong options. Bonfire will use Summer Robin’s good Defense for strong damage while Moonbow will activate more consistently due to the lower cooldown.
Fury serves as an excellent choice for the A slot. The boost to all stats helps greatly with Summer Robin’s overall combat performance, and the recoil damage can help lower her into the range of skills such as Wrath and Vantage. Her default HP/Def is an alright budget alternative, helping Summer Robin out defensively. Wrath, while expensive, is fantastic for increasing Summer Robin’s effectiveness with her Special and allows her to deal massive burst damage whenever her Special activates. Renewal is a strong alternative, granting Summer Robin with some much appreciated self-sustainability by healing herself for 10 HP every other turn. Vantage allows Summer Robin to attack first on Enemy Phase when she’s below 75% HP, potentially allowing her to save herself from a KO, or just allow her to potentially not take any damage if she can KO in one hit. Her C slot is entirely open, with many different options being available. Skills such as Drive Spd and Hone Atk are safe general choices, but one should consider what support their team would benefit from the most.
Much like the C slot, Summer Robin also has many options for the Sacred Seal. Close Def is a solid choice that grants her bonus defenses when attacked at close range. A Speed boost is another good choice which helps with her doubling potential. Even an HP boost can be effective to help circumvent Summer Robin’s low HP issue. There isn’t a definite choice for the best Sacred Seal for this set, so feel free to test out different Sacred Seals and find the one that suits you best.
Heated Tactician (Brave)
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Brave Lance+ | A | Atk/Spd Solo 3 Alternate: Life and Death 3 |
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Reposition Alternate: Reciprocal Aid |
B | Desperation 3 |
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Luna | C | Threaten Def 3 |
IVs | S | Speed +3 Alternate: Attack +3 |
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Preferred IV: +ATK or +SPD / -RES
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Weapon: Brave Lance+
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Assist: Reposition / Reciprocal Aid / Flexible
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Special: Luna
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Passive A: Atk/Spd Solo / Swift Sparrow / Life and Death
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Passive B: Desperation
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Passive C: Threaten Def / Flexible
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Sacred Seal: Speed +3 / Attack +3
With her good offensive stats, Summer Robin is a good candidate for a Brave Lance and can also run it in a quad set.
The Brave Lance is the pivotal part of this build. The Brave Lance is a powerful weapon that grants the user with a follow-up attack immediately after their first attack when they initiate combat. If the user naturally doubles, they’ll then perform four attacks in total. Either an Attack or Speed asset will greatly help Summer Robin. Attack helps her to deal more damage per attack while Speed will increase her potential for quad attacks. While any of the defensive stats will work for a flaw, Resistance is the most desirable flaw as it is the least important of the three. Summer Robin’s default Reposition is a fine choice for an Assist, but one might also consider Reciprocal Aid which allows her to put herself immediately into Desperation range through using it once. For her Special, Luna is a fantastic choice for helping Summer Robin against higher Defense foes, not to mention that it’ll activate on her last attack if she naturally doubles and does not KO before then.
In the A slot, Atk/Spd Solo is a fantastic fit, granting Summer Robin with a huge offensive boost whenever she has no adjacent allies. Swift Sparrow and Life and Death also both make for excellent choices. Swift Sparrow grants Summer Robin with a boost to Attack and Speed whenever she initiates combat, while Life and Death grants a slightly larger Attack and Speed boost on both phases, though at the cost of Summer Robin’s defenses. Desperation allows Summer Robin to perform any follow-up attacks immediately after her first attack, which potentially means she can perform four attacks before the opponent even has a chance to retaliate. Threaten Def in the C slot allows Summer Robin to debuff nearby enemies by five Defense, allowing for increased damage. However, the C slot is still very much open and a variety of skills can work. Finally, either an Attack or Speed Sacred Seal will increase Summer Robin’s offensive potential, through either extra damage or extra doubling potential.
Seaside Sweep (Firesweep)
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Firesweep Lance+ | A | Atk/Spd Solo 3 Alternate: Life and Death 3 |
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Reposition | B | Chill Spd 3 Alternate: Hit and Run |
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Luna Alternate: Moonbow |
C | Hone Atk 3 |
IVs | S | Speed +3 Alternate: Attack +3 |
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Preferred IV: +ATK or +SPD / -HP or -DEF or -RES
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Weapon: Firesweep Lance+
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Assist: Reposition / Flexible
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Special: Luna / Moonbow
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Passive A: Atk/Spd Solo / Life and Death
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Passive B: Chill Spd / Chill Def / Hit and Run
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Passive C: Hone Atk / Flexible
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Sacred Seal: Speed +3 / Attack +3 / Heavy Blade
Summer Robin’s good offenses also makes her well suited for using a Firesweep Lance.
Firesweep Lance is a powerful weapon that entirely prevents enemy counterattacks, though at the cost of the wielder not being able to counterattack. This is incredible when used on the offense as the user needs not worry about enemy skills such as Quick Riposte or Vengeful Fighter. Summer Robin will want either a Attack or Speed asset to aid her offensive potential. As the enemy won’t be countering anyway, any of the defenses works as a flaw. Her Assist slot is open to player preference, so sticking with her default Reposition is recommended as this is a powerful Assist for unit positioning. For Special, both Luna and Moonbow are great choices that help Summer Robin against high Defense targets. Either one works, so you should choose which one to use based on if you value the extra damage of Luna or the lower cooldown of Moonbow more.
Atk/Spd Solo is an amazing choice with a Firesweep Lance, granting a huge boost to Attack and Speed whenever Summer Robin has no adjacent allies. Life and Death is also fantastic with Firesweep Lance. As the opponent can’t counter, the lost defenses are not a big hindrance as long as you play carefully and avoid leaving Summer Robin in danger. Chill Spd makes for an expensive but powerful B slot skill which debuffs the fastest opponent by seven Speed, greatly increasing Summer Robin’s chance to double whoever was debuffed. Chill Def is another powerful choice for similar reasons, debuffing the opponent with the highest Defense by seven Defense, thus allowing Summer Robin to deal greatly increased damage to them. On the cheaper side, Hit and Run makes for a great option, making Summer Robin move back one space after attacking assuming that the space behind her is accessible. The C slot is up to player preference and should be used to provide buffs that your team might need. Skills such as Hone Atk are safe general choices, but one should consider what buffs their team needs and choose accordingly.
For the Sacred Seal, choosing either an Attack or Speed Seal will help with Summer Robin’s offensive potential. The Heavy Blade Seal is also a strong choice, allowing Summer Robin to get two Special cooldown charge on each of her attacks as long as she has more Attack than her opponent.
Introduction
Robin has come for a fun day on the beach, and as can be expected from the Ylissean tactician, she has everything all planned out in advance. Summer Robin joins Heroes as a infantry lance fighter with an overall balanced statline, giving her great versatility and flexibility.
Across the board, Summer Robin possesses good stats. 32 Attack and 34 Speed give her a strong offensive presence, while her 28 Defense and 29 Resistance also makes her good defensively. Her weakest point is her 35 HP, which does somewhat hinder her ability to put her defenses to good use.
Her balanced stats are a curse as well as a blessing. Due to simply being good in all areas, there isn’t one particular area in which she stands out from the crowd. She will unfortunately pale in comparison in many potential roles to units more specialized for that role.
That’s not to say Summer Robin is bad though. In fact, she is quite good, and her balanced stats do give her flexibility in her build options. She can run both offensive and defensive sets quite well, even if she may be outclassed by more specialized units. While she will face competition from such units, Summer Robin remains a strong choice overall.
Strengths
Good offenses
With 32 Attack and 34 Speed, Summer Robin possesses overall good offensive potential. 32 Attack allows her to deal good damage when equipped with weapons such as a Slaying Lance and even a Brave Lance. 34 Speed, while not fantastic, is enough to deny double attacks from some of the faster opponents while granting Robin herself with decent doubling potential.
Good defenses
At 28 Defense and 29 Resistance, Summer Robin possesses decent defenses. While not necessarily high on either side, her mixed bulk does give her good survivability overall and allows her to more easily survive attacks from both physical and magical threats. Unfortunately, her HP does damper her defensive capabilities by quite a bit, but that can be compensated for.
Weaknesses
Lack of standout stats
While all of Summer Robin’s stats bar HP are good, that’s all they are: good. She lacks the offensive presence of units such as Tana and Shigure, while also lacking the defensive presence of units such as Fjorm and Nowi. Summer Robin’s lack of specialization results in her being a less desirable choice when compared to these more specialized units.
Low HP
Summer Robin has the lowest possible HP for any lance fighter at 35 HP. This really hinders her defensive capabilities and means that she cannot put her good mixed bulk to as good use as she potentially could. Fortunately, she can fix her low HP somewhat through forging her weapon which will grant her with 5 additional HP.
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Vanguard+ (+Def) | A | Steady Posture 2 |
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Smite | B | Atk/Def Link 3 |
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Bonfire | C | Rouse Spd/Def 3 |
S | Close Def 3 |
Currently at 40+1.
With her well-balanced stats, you can focus wherever you like. I had a spare Rouse Spd/Def kicking about, so I started there.
The Vanguard+ (+Def), Steady Posture, Atk/Def Link, and Close Def all combine to make her a pretty amazing physical wall on enemy phase. And her Bonfire is pretty spectacular when it fires up.
The Link and the Rouse together might seem counter-intuitive, but that's why I chose Smite, to keep allies at a distance.
Some might argue that other units could run a similar set much better, but you could set against that the fact that those units aren't Robin in a bikini.
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Candy Cane+ | A | Atk/Spd Solo 4 |
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Reposition | B | Close Call 3 |
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Bonfire | C | Time's Pulse 3 |
S | Flashing Blade 3 |
Build focuses on increasing Summer Robin's offensive output by the use of Candy Cane, Atk/Spd Solo 4, and Time Pulse 3 + Flashing Blade Seal.
Candy Cane+ (Spd+) and Atk Spd Solo help Robin build her Gen 1 ATK Stat and her Speed Stat to her former glory to compete with new speed demons.
Time Pulse 3 with a Flashing Blade seal will usually allow Summer Robin to proc Bonfire during every fight noticeably increasing her damage output. The use of both of these skills allows her to kill ranged units that somehow manage to survive her without the use of her special.
Slot B can be exchanged with any damage reducing skill based on speed.
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Deft Harpoon+ (+Spd) | A | HP/Def 2 |
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Reposition | B | Escape Route 3 |
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Iceberg | C | Spur Spd 3 |
S | Drive Atk 2 |
~Supportive Hunter~
+HP/-Def is weird but lets Robin get into Escape Route range pretty handily. Another hero that wants Fury but will make do with teleporting Iceberg bursts for now.
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Ridersbane+ (+Atk) | A | Fury 3 |
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Reposition | B | Renewal 3 |
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Iceberg | C | Threaten Spd 3 |
S | Close Def 3 |
I really love her because she tank everything, I think is weird that she has that high atk thinking that she's -atk, but she's just perfect, Fury gives she that "push" she needs to kill and tank at the same time, renewal it's perfect because she looses 6 hp after combat and this keeps her alive to tank, finally threaten spd makes her doble more
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Berkut’s Lance+ (+Res) | A | Distant Counter |
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Reposition | B | Vantage 3 |
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Iceberg | C | Threaten Def 3 |
S | Quick Riposte 3 |
The set is for a Resistance tank Summer Robin.
Berkut's Lance+ (+Res): Helps her gain even more Res when defending, putting her up to a clean 40 Res when defending.
Reposition: Self explanatory, the best assist skill in the game that can be inherited. Swap/Draw Back/Pivot whatever you prefer.
Iceberg: Easily better than Glacies in terms of defending, due to it's lower Cooldown at only 3. With 40 Res her attacks are going to be boosted by 20 damage.
Distant Counter: She can't naturally counter attack mages, so this is here to make sure she can.
Vantage 3: Right when Quick Riposte runs out, she can begin to attack first during defending turns. Her Iceberg should be charged up by the time it's her turn to attack, so you can easily secure a free kill.
Threaten Def 3: Seriously, just use anything that works for your team. I just put this here because if she doesn't kill someone on the defending turn, they will die to her on her attacking turn.
Quick Riposte 3: Works out well as she can keep her +Atk boon while still doubling her enemies. You could get lucky and get the rare HP threshold where she happens to be in Quick Riposte and Vantage range at the same time. Distant Defense works out well just in case you want to mix things up.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Lance Users Only
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100 | 1 | 8 |
![]() Lance Users Only
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Lance Users Only
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300 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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30 | A |
![]() Inheritable by all units.
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100 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
![]() Lance Users Only
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30 | C |
![]() Lance Users Only
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60 | C |
![]() Lance Users Only
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem Heroes
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