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Table of Contents

Tier Rating

Analysis by Naz
Summer Ylgr - Breaking the Ice

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 42
ATK 35
SPD 36
DEF 30
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low
Middle 16 9 12 6 6
High

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low
Middle 42 35 36 30 25
High

This unit has no access to IVs

Skill Sets

Boss of this beach (Mixed Tank)

Recommended
Slaying Axe+ (+Res)
Alternate: Hack-o'-Lantern+ (+Res)
A Distant Counter
Reposition B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Aether
Alternate: Luna
C Pulse Smoke 3
Alternate: Atk Smoke 3
SP2070SQuick Riposte 3
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Slaying Axe (+Res) / Hack-o'-Lantern+ (+Res) / Faithful Axe (+Res)

  • This set aims to turn Ylgr into a strong mixed tank by adding sustainability to her well-rounded statline. 

  • Slaying Axe makes for a great overall choice, as it allows Ylgr to activate her Special more frequently. 

  • In exchange for Special cooldown reduction, one can also choose to run Hack-o'-Lantern for the build-in Guard effect. This is a particularly good choice when fighting opponents that rely on activating their Special. 

  • With a strong focus on combat during the Enemy Phase, Faithful Axe makes for another strong choice by granting a +4 boost to all stats when adjacent to an ally.

  • A Res refinement is chosen for all of the aforementioned weapons in order to even out Ylgr’s overall bulk. 

Assist: Reposition

Special: Aether / Luna

  • Aether makes for the strongest overall choice of Special, as it allows Ylgr to deal more damage to her opponent as well as recover her own HP. 

  • Trading self-healing for a shorter cooldown, Luna is a great choice of Special for simply dealing damage.

Passive A: Distant Counter

  • A staple of this set; Distant Counter is a necessity, as it grants Ylgr much greater coverage by allowing her to retaliate against ranged opponents. 

Passive B: Null C-Disrupt / Null Follow-Up / Guard

  • Null C-Disrupt is a highly coveted skill for infantry tanks, as it allows them to retaliate against opponents that would otherwise disable any form of counterattack such as Firesweep weapon users and Dazzling Staff healers. 

  • Null Follow-up is another incredibly strong option that one can take in order to disable any form of foe’s automatic follow-up attacks as well as anything that may prevent them. This includes skills such as Bold Fighter, Wary Fighter, Quick Riposte, as well as many unique weapons. This makes any form of doubling rely solely on the Speed stat. 

  • If the former skills are unavailable and you are not already running the Hack-o'-Lantern weapon, Guard makes for a solid choice of B skill to prevent opponents from activating their Special. 

Passive C: Pulse Smoke / Atk Smoke / Flexible

  • Smoke skills such as Pulse Smoke are very effective when taking on multiple opponents. Pulse Smoke is particularly effective in reducing the damage of opponents around the target after combat by slowing down the activation of their Special. However, a simple stat debuffer such as Atk Smoke also does well to accomplish this. 

  • The C slot is otherwise mostly flexible and can be replaced as needed to suit the team. 

Sacred Seal: Quick Riposte / Distant Defense / Close Defense / Atk Smoke

  • Quick Riposte is very important in securing kills against opponents that Ylgr cannot outspeed, as it guarantees her follow-up attack during the Enemy Phase. 

  • Both Distant Defense and Close Defense also make for great Sacred Seal options as they reduce the damage taken from ranged and melee opponents respectively when initiated on. 

  • If not already being utilized in the C slot, Atk Smoke can also be run in the Sacred Seal slot. 

Four Scoops (Offense Focus)

Brave Axe+ A Swift Sparrow 2
Alternate: Fury 3
Reposition B Desperation 3
Alternate: Chill Def 3
Luna
Alternate: Moonbow
C Def Smoke 3
SP1995SDarting Blow 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Brave Axe+

  • This set aims to make Ylgr a powerful offensive unit while only using skills that are relatively easy to obtain. As such, Brave Axe is her choice of weapon. 

Assist: Reposition

Special: Luna / Moonbow 

  • Luna is a very effective choice of Special when utilizing a Brave Axe, as the weapon can let Ylgr attack her opponent 4 times if she outspeeds them. This allows her to potentially activate Luna every single round of combat.

  • Moonbow makes for a particularly great alternative when using Flashing/Heavy Blade. This combination allows Ylgr to activate her Special on every other hit, making it possible to activate her Special twice in a single round of combat. 

Passive A: Swift Sparrow / Life and Death / Fury

  • Swift Sparrow is the A skill for Ylgr to take, as it provides a strong boost to her offensive stats on initiation without the need to forego anything else.

  • At a heavy cost of overall bulk, one can also choose to run Life and Death for a static +5 boost to Ylgr’s Attack and Speed. 

  • Once again, Fury makes for another good option thanks to the overall stat boost it provides. Additionally, the damage taken after combat can help with getting into the range of Desperation. 

Passive B: Desperation / Chill Skills

  • Desperation is the bread and butter of most offense-oriented sets; once a unit is under 50% HP, it allows them to double their opponent without the need to take a counterattack. 

  • While Desperation itself is the centerpiece of many offense-oriented builds, Ylgr’s solid physical bulk opens the door to additional options. Both Chill Spd and Chill Def provide strong debuff support for both Ylgr and her teammates.

Passive C: Def Smoke / Flexible

Sacred Seal: Darting Blow / Flashing/Heavy Blade 

  • In order to mitigate the Speed penalty from the Brave Axe as much as possible, Darting Blow once against makes for a great choice of Sacred Seal thanks to the significant Speed boost it provides. 

  • Flashing/Heavy Blade are also great choices of Sacred Seals with this set thanks to the Special cooldown acceleration they provide, particularly when using Specials with a cooldown of 2 such as Moonbow. 

Ride the wave (Galeforce)

Slaying Axe+ (+Spd) A Flashing Blade 4
Alternate: Sturdy Impact
Reposition B Wings of Mercy 3
Alternate: Null Follow-Up 3
Galeforce C Odd Spd Wave 3
Alternate: Def Smoke 3
SP2145SDarting Blow 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Slaying Axe+ (+Spd)

  • When it comes to making an effective Galeforce set, a Slaying weapon is essential. By dropping the cooldown of the Special to 4, Ylgr will be able to activate it against ranged opponents that cannot counterattack. 

Assist: Reposition

Special: Galeforce

Passive A: Flashing Blade 4 / Sturdy Impact / Swift Sparrow 4 / Fury

  • Flashing Blade 4 makes for a particularly strong choice when running Galeforce. In addition to accelerating her Special cooldown, it also grants a boost of up to 5 true damage per hit depending on how much Speed she has over her opponent. 

  • Sturdy Impact also makes for a fantastic option. Not only does it grant Ylgr a significant boost to Attack and Defense on initiation, it also prevents her opponent from making a follow-up attack. This makes it much more safe to initiate against opponents with skills such as Quick Riposte. 

  • For a purely offensive option to break through the bulkiest opponents, Swift Sparrow 4 grants Ylgr the greatest possible boost to her offensive stats on initiation. 

  • If the aforementioned skills are unavailable, Fury makes for a perfectly serviceable budget option by granting a solid boost to all of Ylgr’s stats at the cost of damage taken after combat. 

Passive B: Null Follow-Up / Wings of Mercy / Desperation

  • Null Follow-Up allows Ylgr to bypass any skills that might prevent her from doubling such as Wary Fighter and Fell Breath. 

  • Wings is Mercy is extremely useful for moving around the map, as it allows you to move adjacent to any ally under 50% HP. This is especially effective when running Ylgr alongside other Galeforce units in order to out as many opponents in one turn as possible. 

Passive C: Odd Spd Wave / Def Smoke / Flexible

  • Odd Speed Wave is a great choice of C skill, as it grants Ylgr an automatic +6 Speed buff at the start of odd-numbered turns.

  • Def Smoke makes for another fantastic option when utilizing Galeforce. By reducing the Defense of opponents around her target after combat, Ylgr will hit even harder after the activation of Galeforce. 

Sacred Seal: Darting Blow / Flashing/Heavy Blade 

  • Darting Blow is a great choice of Sacred Seal only if you are already utilizing Flashing Blade in your A slot thanks to the significant Speed boost is gives on initiation. Otherwise, Flashing Blade or Heavy Blade are absolutely essential for Ylgr to activate Galeforce in a single round of combat.

Introduction

Ylgr’s summer iteration packs a greater punch than you might expect from a little girl with a plastic shovel. Sporting an exceptional 35/36 Attack/Speed, Ylgr has no shortage of offensive power. In addition to this, her survivability is no joke. With 72/67 physical/magical bulk at base, Ylgr has no problem taking a few hits in combat. 

Since Ylgr’s statline is very well-rounded, she is very flexible in how she can be used as a unit. She can take a purely offensive approach or build on her defensive stats to become a reliable tank. This is further helped by her status as an infantry unit, as she has access to powerful class exclusives skills such as Null Follow-Up and Null C-Disrupt. 

Overall Summer Ylgr is a very impressive unit among axe infantry and can perform well taking on a variety of roles.

Strengths

Fantastic Offenses 

Ylgr’s high-end 35/36 offensive spread make her an incredible offensive nuker and a choice Galeforce user.

Solid Mixed Bulk

Despite neither being particularly high, Ylgr’s decent Defense and Resistance allow her to take more than a hit if needed and can even be built up to make her a reliable tank. 

Infantry

Ylgr’s status as an infantry unit grants her access to powerful class-exclusive skills such as Null Follow-Up and Null C-Disrupt as well as being able to benefit from support skills such as Infantry Pulse and Infantry Breath. 

Weaknesses

No Access to IVs

Although she will still receive an extra 3 points distributed among different stats with merges, Ylgr is unable to capitalize on any particularly strong stat due to her status as an event unit. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Shoreline RakeIf a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 10
Shoreline Rake+If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Flashing Blade 1If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 3 ★
60
A
Flashing Blade 2If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 4 ★
120
A
Flashing Blade 3If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
240
A
Even Def Wave 1At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 1 ★
60
C
Even Def Wave 2At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 2 ★
120
C
Even Def Wave 3At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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