Analysis by lordhelpme
Summer Tana - Noble and Nimble


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 35
ATK 33
SPD 36
DEF 20
RES 25

Stat Variations

Level 1 Stat Variation
Low 15 6 9 4 5
Middle 16 7 10 5 6
High 17 8 11 6 7

Level 40 Stat Variations
Low 32 30 33 17 22
Middle 35 33 36 20 25
High 39 36 39 23 29

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

♫ Summer Days Drifting Away ♫ (Mobility Support)

Build by lordhelpme
Fruit of Iðunn (+Eff) A Fury 4
Alternate: Atk/Spd Bond (3 or 4)
Positional Assist
Alternate: Rally Assist
B Aerobatics 3
Alternate: S/R Far Trace 3
Moonbow C Joint Drive Atk
Alternate: Joint Drive Spd

+SPD or +ATK / -RES or -DEF

SDrive Spd 2

Show Explanation/Analysis

Weapon: Fruit of Iðunn (+EFF)

Assist: Positional Assist / Rally Assist / Flexible

Special: Moonbow / Luna

Passive A: Fury / Atk/Spd Bond / R Duel Flying 4 / Swift Sparrow 3 / Atk/Spd Unity / AR-D Atk/Spd

Passive B: Aerobatics / S/R Far Trace / Flier Formation / Link Skills / Chill Skills 

Passive C: Joint Drive Atk / Joint Drive Spd / Orders Skills / Tactic Skills / Flexible

Sacred Seal: Drive Skills / Chill Skills / Tactic Skills / Aerobatics / Flier Formation

  • Summer Tana’s refined Fruit of Iðunn stands as a testament to the Frelian princess’s inability to have a kit that doesn’t have some form of mobility-based mechanic integrated — her base version introduced Guidance and you can just see the monstrosity that is her Young version’s PRF here — and bears standout usefulness through the ability to warp nearby allies anywhere within two spaces of her. This build emphasizes the utility of this feature with consideration to Tana’s performance in different game modes. 
  • Her Special and A skill are the least consequential aspects of her build here as anything that augments both Attack and Speed realistically works in a pinch on the chance that she needs to initiate, with special mention going to Atk/Spd Bond and Atk/Spd Unity for their synergy with Fruit of Iðunn’s effect and R Duel Flying for being Arena-optimal. 
    • However, those planning to include Summer Tana in Aether Raids Defense compositions may find it prudent to invest in her offensive capacity to add to the team’s pressure, so premium options like Swift Sparrow 3, AR-D Atk/Spd, and Ruptured Sky become more advantageous. 
      • Investing too much into her damage can lead her to preemptively engage an opponent before her team can exploit Fruit of Iðunn, though, meaning that this can actively work against you since the movement expansion she brings is the primary reason you’d be using her  — so just be careful.
  • On the flip side, Tana’s available B skill options are exceedingly more varied and nuanced:
    • Aerobatics and Flier Formation are phenomenal candidates that work universally well across game modes, as enhancing Tana’s own flexibility in positioning means that her allies simultaneously receive this same benefit by merit of how her PRF works. 
    • Alternatively, Far Trace skills offer Tana the flexibility of functioning as an active contributor to her team without sacrificing her primary supportive value. Through Canto, she can assault a given foe or aid someone with an Assist and still have the opportunity to reposition herself somewhere more favorable for her team. 
      • Although Trace skills may appear better befitting for Aether Raids Defense given the more offensive lean and unpredictability, they remain standout even in Aether Raids Offense given that Canto can trigger when destroying structures as well!
    • Tana also has the option of investing more into the stat-enhancing side of Fruit of Iðunn and equipping a Chill or Link skill of your choosing to create further stat gaps between her team and the opposing enemies. 
  • Joint Drive skills are a natural complement to Tana’s innate ability to mutually strengthen both her own stats and that of nearby teammates, stacking quite nicely on top of each other; other in-combat improving C skills like regular Drive Spd and Distant Guard work similarly, but less selfishly. Those that grant standard visible augmentations like Atk Tactic always work solidly 
    • Ground and Air Orders may seem redundant considering Fruit of Iðunn’s effect — and you’d be right to an extent, particularly since normal Guidance and Flier Guidance actually are — but they become more powerful in the presence of allied refreshers. This ensures Tana’s allies can maintain flexibility in their positioning and movement even if they stray far away from her (since Orders buffs are persistently applied for the remainder of the turn), as long as they start the turn adjacent to her.


Fruit of Iðunn

Originally an often overlooked weapon, Summer Tana finally manages to bask in the summer limelight through her Fruit of Iðunn’s refined base effect: rather than maintaining its base universal Guidance, any nearby ally can immediately warp within two spaces of Tana rather than strictly adjacent to her. This translates to a substantial expansion of her team's overall range and flexibility when wielded properly for offensive strategies, synergizing nicely with the additional Atk/Spd enhancements Tana can contribute for directly bolstered firepower as well.

Although Fruit of Iðunn by itself isn’t enough to skyrocket the Frelian princess to premium status, the weapon’s applications are quite diverse and altogether distinguish Tana among a sea of otherwise very similar offensive nukes; it's hard to replicate what she can do. Refined Fruit of Iðunn also does improve her offenses considerably through a potential +9/+9 Attack/Speed boost of her own. Tana is generally better off focusing on maximizing her support focus since it’s more valuable/standout and just raising her offenses isn’t really enough to help her offensive capacity keep pace with more modern additions — but hey, at the very least, this makes offensive play an option and rounds out her utility.

Reasonable Offensive Statline

The worth of Summer Tana’s Attack/Speed combination of 33/36 has fallen quite a bit since the time of her original introduction, but it is pretty solid nonetheless. Coupled with the built-in stat swings from refined Fruit of Iðunn, the princess can deal damage and perform follow-ups with respectable consistency when needed.


Being a ranged flier — while a bit of a death knell from an offensive viewpoint — comes quite in handy for Summer Tana where her support capabilities are concerned, as her ability to bypass most terrain means she can easily help beacon allies across maps they otherwise would have had difficulty navigating via refined Fruit of Iðunn. Access to Far Trace alongside her inherent range also means that she can actively engage in the course of battle without outright sacrificing her supportive value; for instance, Tana could initiate against a given foe and then utilize Canto to move back into a position that would best benefit her team. 


Low Overall Bulk

Summer Tana’s overall bulk has always been rather shaky — 55 physical bulk and 60 magical bulk can hardly be called anything else — and this is accentuated further by not only the sheer amount of Attack that many modern units feature, but also the fact that her Fruit of Iðunn does nothing to add to her defenses even post refinement. This leaves Tana in a difficult position of facing considerable risk of being outright OHKO’d by foes able to counterattack and disallows defensive play entirely.

Weapon Skills

Weapons SP Rng. Mt.
Red Tome Users Only
50 2 4
Red Tome Users Only
100 2 6
Red Tome Users Only
200 2 9
Fruit of Iðunn

Grants Spd+3. If unit's HP ≥ 50%, allies within 2 spaces can move to a space adjacent to unit.

Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Speed

Grants Spd+4 to target ally for 1 turn.

Learns by default at 5 ★
1 150
Rally Spd/Res

Grants Spd/Res+3 to an adjacent ally until the end of the turn.

1 300

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 5 ★
Renewal 1

At the start of every fourth turn, restores 10 HP.

Inheritable by all units.
Renewal 2

At the start of every third turn, restores 10 HP.

Inheritable by all units.
Renewal 3

At the start of every second turn, restores 10 HP.

Inheritable by all units.
Unlocks at 5 ★
Spur Def 1

Grants Def+2 to adjacent allies during combat.

Inheritable by all units.
Spur Atk/Def 1

Grants Atk/Def+2 to adjacent allies during combat.

Inheritable by all units.
Spur Atk/Def 2

Grants Atk/Def+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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