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Summer Ingrid

Analysis by raelet
Summer Ingrid - Solstice Knight

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 39
ATK 34
SPD 42
DEF 25
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 5 11 5 8
Middle 17 6 12 6 9
High 18 7 13 7 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 31 39 22 23
Middle 39 34 42 25 26
High 42 37 46 29 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.
HPATKSPDDEFRES

Skill Sets

Capable Lioness (Generalist)

Build by raelet
Recommended
Starpoint Lance A Fury 4
Alternate: Atk/Spd Push 4
Reposition B Guard Bearing 3
Alternate: Chill Atk/Spd 2
Moonbow
Alternate: Luna
C Def Smoke 3
Alternate: Pulse Smoke 3
IVs

+ATK or +SPD / -HP

SSwift Sparrow 2
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Starpoint Lance

Assist: Reposition

Special: Moonbow / Luna

Passive A: Fury 4 / Sturdy Impact / Atk/Spd Push 4

Passive B: Guard Bearing / Chill Atk/Spd

Passive C: Def Smoke / Pulse Smoke

Seal: Swift Sparrow / Death Blow

  • This build aims to shift Ingrid into more of a generalist than her base kit.
  • Her Starpoint Lance enables her to heal back the damage she takes from Fury and Atk/Spd Push in both phases, resulting in a net heal of 2 or 5 HP while keeping her topped up and within range for Atk/Spd Push to activate. If you do not have the tier 4 level of either skill, then keeping Sturdy Impact is likely a better choice.
  • Unlike Sturdy Impact, Fury and Push skills are active in both phases, just like Starpoint Lance, which allows Ingrid to be more flexible with her engagements. Atk/Def Push is also an option to boost her tanking potential.
  • Sturdy Impact should be kept if you are utilizing Ingrid in Aether Raids or Arena Defense, due to the difficulty that players have countering it.
  • Ingrid's Guard Bearing is only active in the Enemy Phase - still, it's an impactful skill and her Starpoint Lance healing makes it difficult for her to run more typical B slots, such as Vantage or Desperation. She can run a Chill skill, such as Chill Atk/Spd, but Guard Bearing will likely grant Ingrid more durability and mileage if she plans on tanking at all in the Enemy Phase.
  • Because Ingrid can brawl in both phases, she can utilize a Smoke skill, such as Def Smoke to weaken her opponents who may attack her during the Enemy Phase.

Fairy Tale Knight (Defensive Tank)

Build by raelet
Starpoint Lance A Distant Counter
Alternate: Distant Ward
Reposition B Guard Bearing 3
Moonbow
Alternate: Luna
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD / -HP

SIote's Shield
Alternate: Atk Smoke 3

Show Explanation/Analysis

Weapon: Starpoint Lance

Assist: Reposition

Special: Moonbow

Passive A: Distant Counter / Distant Ward

Passive B: Guard Bearing

Passive C: Pulse Smoke / Atk Smoke

Seal: Iote's Shield / Atk Smoke

  • This build takes on a more defensive angle by utilizing Guard Bearing to its fullest potential and combining it with Distant Counter for an Enemy Phase build.
  • Distant Ward can also be used to counter mages only, if you would like to not run Iote's Shield in the seal slot.
  • Pulse Smoke and Atk Smoke are both incredibly useful - since Ingrid's Starpoint Lance is only active for her first combat, debuffing her foes to ease subsequent combats in the same turn becomes crucial. Atk Smoke can also be run on a seal slot, granting Ingrid room for double debuffing.
  • Like almost every flier who runs Distant Counter, Ingrid is stuck with Iote's Shield in her seal slot, unless she wants to become vulnerable to archers or neutralize Guard Bearing's damage mitigation.

Strengths

Strong Statline

Summer Ingrid has a very strong statline, even amid harsh competition from fellow Blue Lance Fliers. Her Speed is a blistering 42, while her Attack is a serviceable 34. She additionally has a mixed bulk, which can be important in high tier modes, and is fast enough that very few units in the game could naturally double her.

Excellent Generalist

While many units have to choose between Offensive or Defensive capabilities, Ingrid's dual-phase Starpoint Lance allows her to be flexible for your team, while her native B slot, Guard Bearing, further increases her tanking capability to make up for her lower defensive stats.

The combination of her Speed and her defensive skills and healing makes it very difficult to defeat Ingrid in a single combat, which can make her lethal on Defense teams.

Weaknesses

Flier Inheritance

While Guard Bearing is an excellent skill, Ingrid suffers from not being able to utilize a skill like Null Follow Up, which would guarantee her own doubles and shut down her opponents' skill-granted doubles - which are particularly lethal to her, given Guard Bearing's bonus stats are only in play for her initial hit. Despite all of her stat investment into Speed, Ingrid cannot protect herself against an opponent who runs a skill like Quick Riposte or Bold Fighter.

One and Done

Ingrid's base kit is designed to be used for a single combat per phase - Starpoint Lance only grants her additional stats and healing for her first combat in any given phase, while Guard Bearing only mitigates damage in the first hit in the Enemy Phase. Therefore, she is ill suited for a task such as omnitanking or Vantage tanking in Aether Raids, and loses effectiveness during Player Phase when she is refreshed via a Dancer or Galeforce.

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
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Starpoint Lance

Grants Spd+3. During unit's first combat in player phase or enemy phase, grants Atk/Spd/Def/Res+5 to unit and restores 10 HP to unit after combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 30% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Armored Blow 1

If unit initiates combat, grants Def+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Sturdy Impact

If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.

Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★
300
A
Guard Bearing 1

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%.

Flying Sword, Lance & Axe Only
Unlocks at 3 ★
60
B
Guard Bearing 2

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%.

Flying Sword, Lance & Axe Only
Unlocks at 4 ★
120
B
Guard Bearing 3

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%.

Flying Sword, Lance & Axe Only
Unlocks at 5 ★
240
B
Odd Spd Wave 1

At start of odd-numbered turns, grants Spd+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
Odd Spd Wave 2

At start of odd-numbered turns, grants Spd+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
Odd Spd Wave 3

At start of odd-numbered turns, grants Spd+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: Three Houses

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