- Default
- Attack
- Special
- Injured




Summer Thórr - Sun-Kissed Gods |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 12 | 2 | 5 | 7 |
Middle | 18 | 13 | 3 | 6 | 8 |
High | 19 | 14 | 4 | 7 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 40 | 12 | 27 | 35 |
Middle | 40 | 43 | 16 | 30 | 38 |
High | 43 | 47 | 19 | 33 | 42 |
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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Skill Sets
Busty and Busted on the Beach (Magical Nuke and Utility)
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Divine Whimsy | A | Still Water 4 Alternate: Atk/Res Catch 4 |
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Positional Assist | B | A/R Far Trace 3 Alternate: Flier Formation 3 |
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Blazing Thunder Alternate: Glimmer |
C | Worldbreaker |
IVs | +ATK / -SPD | S | Life and Death 3 Alternate: Hardy Bearing 3 |
Weapon: Divine Whimsy
Assist: Positional Assist
Special: Blazing Thunder / Glimmer / Iceberg
Passive A: Still Water / Atk/Res Catch 4
Passive B: A/R Far Trace / Flier Formation / Aerobatics
Passive C: Worldbreaker
Sacred Seal: Life and Death / Hardy Bearing / Flier Formation / Aerobatics
- Summer Thórr blends powerful damage alongside high utility with her combined benefits of Divine Whimsy, her access to Worldbreaker, and her Duo Skill to nullify enemy buffs and inflict Gravity. The best part about Summer Thórr is that she avoids the typical trap most hybrid units face with investing into their support side, limiting their offense by the fact that her support effects still benefit her offense as well. No other statistic benefits Thórr other than an Attack Asset for this build, though the second best Asset would be in Resistance. Dropping Thórr’s poor Speed with a Flaw is recommended, though as long as the Flaw is not Attack, any Flaw is serviceable.
- The choice of Special to run will determine Summer Thórr’s potential power as well as her prep time. A Blazing AoE Special such as her innate Blazing Thunder provides a huge spike in damage and works best in tandem with her Worldbreaker C Passive, but requires three turns of prep time before she is able to utilize her Special if she does not partake in combat. Glimmer can become available instantly one time each turn, but only provides so much of an increase in output, especially against opponents with high Resistance values. Glimmer also does not take much advantage out of Worldbreaker, leaving the C Passive to serve more as a support tool. Iceberg is a decent inbetween choice, taking advantage of Thórr’s high Resistance stat while taking one less turn to prepare.
- Summer Thórr’s default Still Water is an excellent A Passive to keep and the displayed Attack value it gives works well for her if she is using a Blazing AoE Special, though Atk/Res Catch 4 can be considered for some easy to achieve extra stats during combat considering how many debuffs Summer Thórr is capable of spreading, and can be a good choice for retaining a decent physical defense value if desiring to keep her bulky on both sides of the spectrum.
- A/R Far Trace is an excellent B Passive to start off with for some extra debuffs applied on the opponent during combat as well as some post combat or Assist Skill repositioning, while Flier Formation or Aerobatics can be considered to give Summer Thórr warping capabilities for increased mobility.
- The Life and Death Sacred Seal is recommended when using an AoE Special. While the Speed increase does not provide anything beneficial to Thórr, the Attack increase will directly increase the damage of an AoE Special. The Hardy Bearing Sacred Seal is another choice when running an AoE Special, allowing Summer Thórr to not have to fear a Vantage counterattack. In the event of not running an AoE Special, the Flier Formation or Aerobatics Sacred Seal can be used here instead of the B Passive, allowing Thórr to return to using A/R Far Trace.
Strengths
Powerful Offensive Nuke Potential
Summer Thórr brings many powerful traits that help her be an excellent magical damage dealer, and most of these traits are found in her special weapon Divine Whimsy. Divine Whimsy possesses many effects, with the first being that her Special cooldown is reduced by a value of one at all times, giving her access to more frequent higher cooldown Special activations. At the start of a turn, Summer Thórr will inflict an Exposure debuff on foes on the enemy team with the lowest speed, as well as the enemies two spaces within range of the lowest speed targets. This Exposure debuff is absurdly powerful as it gives a practically free source of +10 True Damage whenever the debuffed enemy is hit. Not only can Thórr utilize this for her own damage, but it even can be utilized by allies. Also at the start of the turn, Thórr will charge her Special by one if she is within two spaces or less from an ally. Combined with Thórr’s innate slaying effect, this gives her the opportunity to easily prepare powerful Specials for frequent use. Divine Whimsy will also grant Thórr +6 Attack during combat and inflict foes with -6 Attack during combat if her HP is greater than or equal to 25%. If that wasn’t enough, Thórr possesses her normal version’s Worldbreaker C Passive, giving her +1 Special cooldown charge per attack during combat to her and her allies. As an example of how powerful Thórr’s Special consistency is with these combined effects with her innate Blazing Thunder Special, Thórr just needs to wait three turns being close to an ally to fully charge Blazing Thunder, then she can initiate combat and trigger her Special, gain an extra Special cooldown charge from Worldbreaker, and on the next turn if she was near an ally Blazing Thunder will be ready to use again. Combine this with her massive base attack of 43 which even has an Attack Super Asset available to push this value to 47 and Summer Thórr possesses no trouble at all with demolishing foes with immense strength.
Combines Strong Offense with Great Utility
Taking a page from Loki’s usual focus on utility, Summer Thórr takes advantage of her Duo Hero status with Loki by carrying some extra utility alongside her offense. First returning to Divine Whimsy’s effects, on top of the aforementioned effects this weapon possesses, a Stall debuff is also applied on foes that are debuffed by the same condition her Exposure debuff utilizes. If the debuffed unit can move one extra space, Stall will punish that effect and make it so the debuffed units can only move one space through their next action. Bringing even more utility through their Duo Skill, Summer Thórr’s Duo Skill inflicts Gravity on foes in the cardinal directions of her and reduces their movement to one space, in a similar fashion to Loki’s Thókk’s effect. Finally, the Duo Skill will also neutralize any form of Rally or Hone type bonus, or positive status effects such as Dominance or extra movement that are active on foes within five rows and five columns centered on Thórr. With both great power and high utility, Summer Thórr brings the best of both her and Loki into one mighty package.
Weaknesses
Extremely Slow
In exchange for Summer Thórr being incredibly strong and bulky, her Speed lags behind immensely at a value of 16. While in practice this isn’t much of an issue as she is based so much around single hit nuke damage, it does mean that Summer Thórr will not be landing follow-up attacks while almost every opponent will gain follow-up attacks against her.
Requires Prep Time Before Nuking
Once Summer Thórr gets going with her Special activations, she is extremely hard to stop. With that said, she does require a bit of prep time before she gets going due to the fact that Divine Whimsy only grants one charge of Special cooldown at the start of each turn near an ally means that if running a higher cooldown Special, Thórr will need to wait a bit for her true power to start to shine. While this can be mitigated somewhat by running a low Cooldown Special like Glimmer which will be ready each turn, it will greatly limit Thórr’s damage compared to a Blazing AoE Special.
Duo Skill
Inflicts【Gravity】on foes in cardinal directions of unit. Neutralizes any【Bonus】active on foes within 5 rows or 5 columns centered on unit. (Does not neutralize stat bonuses of foes inflicted with Panic.) 【Gravity】 Restricts target's movement to 1 space through its next action. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Blue Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★
Blue Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Blue Tome Users Only
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). At start of turn, inflicts【Exposure】and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes through their next actions, and also, if unit is within 2 spaces of an ally, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat. 【Exposure】 Foe's attacks deal +10 damage. 【Stall】 If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Before combat this unit initiates, foes in an area near target Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Before combat this unit initiates, foes in an area near target Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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Still Water 1 Grants Atk/Res+3. Inflicts Def-3.
Inheritable by all units.
Unlocks at 2 ★ |
50 | A |
Still Water 2 Grants Atk/Res+4. Inflicts Def-4.
Inheritable by all units.
Unlocks at 3 ★ |
100 | A |
Still Water 3 Grants Atk/Res+5. Inflicts Def-5.
Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
Still Water 4 Grants Atk/Res+7. Inflicts Def-5.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
A/R Far Trace 1 Enables【Canto (Rem.)】. Inflicts Atk/Res-1 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 1 ★ |
60 | B |
A/R Far Trace 2 Enables【Canto (Rem.)】. Inflicts Atk/Res-2 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 2 ★ |
120 | B |
A/R Far Trace 3 Enables【Canto (Rem.)】. Inflicts Atk/Res-3 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 4 ★ |
240 | B |
Worldbreaker Grants Special cooldown charge +1 per attack during combat to unit and allies within 2 spaces. (Only highest value applied. Does not stack.)
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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