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This is a ranking page for the hero Hilda - Deer's Two Piece from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Summer Hilda.
Heroes With the Same Name | |
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Summer Hilda
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List of Contents
Focus - Double Special Heroes January 2022 Featured Heroes | |||
---|---|---|---|
Bridal Shanna [8.5/10] |
Summer Mercedes [7.5/10] |
Bridal Juno [8.0/10] |
Summer Ogma [8.5/10] |
Pirate Hinoka [9.0/10] |
Scion Larcei [9.0/10] |
Summer Hilda [9.0/10] |
Summer Freyja [9.0/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Brings in massive offensive value to the team through Sunshade Staff ・Can be a last resort offensive option thanks to a great base kit ・Great support capability from Nudge+, a mix of a heal and movement-assist. ・C skill cleanses debuffs on allies while Duo Skill inflcits debuffs and Isolation on foes. |
Might: 14 Range: 2 Calculates damage from staff like other weapons. Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe's attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat. |
Range: 1 Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) |
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. |
The enemy cannot counterattack. |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 20 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Duo Skill |
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Inflicts Atk-7 on foes within 2 columns or 3 rows centered on unit through their next actions and inflicts 【Isolation】 on them. Once used, Duo skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
Duel |
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If unit is 5★ and level 40 and unit's stats total less than 190, treats unit's stats as 190 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (9) | ★★★★☆ | |
Spd (10) | ★★★★★ | |
Def (4) | ★★☆☆☆ | |
Res (6) | ★★☆☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Summer Hilda are +Spd and -Def. Her Atk is already high and increasing her Spd will allow her more potential to double units.
Her Def is already pretty low, so it would be safe as a bane. You can also opt to take her Res as a bane instead, as she won't be used to tank any hits due to how low her defensive stats are.
We recommend a +Spd IV when merging Hilda to 10.
This is for the same reasons as above, though you can also opt for +Atk if you would like to increase her firepower.
HOT | |
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Nudge+
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Miracle
:
-
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:
-
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This build provides movement to Hilda and her teammates in order to apply her weapon's buffs and keep them healed up using Nudge+. Miracle is used to ensure Hilda's survivability.
HOT | |
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Nudge+
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-
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:
-
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This build maximizes Hilda's support options through her weapon's attack and special cooldown buffs. Nudge+ keeps your tank in range of all of Hilda's buffs while healing their HP after your tank has taken a round of attacks. Double Distant Guard 3 is used to combat the prevailing presence of offensive cavalry in Aether Raids.
HOT | |
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:
Nudge+
:
-
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:
-
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This build swaps out the usual supportive Seals in exchange for a more offensive Blade Session 3 Sacred Seal. Get this if you need more firepower from Summer Hilda.
Neutral Stats at Lv. 40 (5★) | ||
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161 | ||
HP |
39 |
Rank: 778/1184 |
Atk |
37 |
Rank: 584/1184 |
Spd |
40 |
Rank: 309/1184 |
Def |
20 |
Rank: 955/1184 |
Res |
25 |
Rank: 668/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 44 | 56 | 45 | 24 | 29 | 198 | Lv.40 +10 | 44 | 42 | 45 | 24 | 29 | 184 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 46 | 41 | 44 | 24 | 29 | 184 |
+Atk Lv.40 +10 | 43 | 44 | 44 | 24 | 29 | 184 |
+Spd Lv.40 +10 | 43 | 41 | 48 | 24 | 29 | 185 |
+Def Lv.40 +10 | 43 | 41 | 44 | 27 | 29 | 184 |
+Res Lv.40 +10 | 43 | 41 | 44 | 24 | 33 | 185 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 39 | 51 | 40 | 20 | 25 | 175 |
5★ Lv.40 | 39 | 37 | 40 | 20 | 25 | 161 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 18 | 23 | 10 | 4 | 6 | 61 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
39 | 47 | 30 | 16 | 47 | 179 | |
36 | 44 | 47 | 16 | 34 | 177 | |
38 | 44 | 45 | 18 | 28 | 173 | |
37 | 46 | 44 | 16 | 30 | 173 | |
36 | 34 | 40 | 16 | 41 | 167 | |
40 | 35 | 41 | 23 | 28 | 167 | |
40 | 39 | 27 | 21 | 35 | 162 | |
Summer Hilda
|
39 | 37 | 40 | 20 | 25 | 161 |
39 | 33 | 37 | 21 | 25 | 155 | |
36 | 35 | 32 | 26 | 21 | 150 | |
36 | 30 | 34 | 22 | 28 | 150 | |
42 | 34 | 34 | 17 | 23 | 150 |
Note: Stats bonuses from skills are not taken into account.
Summer Hilda is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Res stat.
The Duo Skill's large AoE shown above!
Hilda and Marianne's Duo Skill not only inflicts an Atk debuff to enemies, but it inflicts the very powerful 【Isolation】 effect too! This Duo Skill can be used multiple times and a map, and thanks to its large AoE plus Hilda and Marianne's flying movement, it can be easily landed in vital areas to turn around the tides of combat.
Enemies affected by Isolation are unable to use, or receive any kind of assist skill whether it would be movement-assist, refresher-assist, heals, and cleanses.
While the highlight of Hilda's kit is her overall ability to support with her skills and Duo Skill, you cannot ignore her potential as a secondary offensive unit. First off, Sunshade Staff possesses a built-in effect identical to Wrathful Staff 3 this takes off the damage penalty units would normally get when using a staff. The staff also grants her +6 Atk/Spd if she does not have adjacent allies upon entering battle!
The native Dazzling Staff in her B slot which blocks counterattacks. This allows her to safely shave-off HP from opponents.
Finally, the nail to the coffin is her native access to the powerful Atk/Spd Push 4 which takes her attacks to the next level. With all these, she can definitely score some one-sided matchups where she can take out foes unscathed.
Hilda and Marianne scoring a follow-up attack on an unlucky mage! Expect lots of follow-up attacks from Marianne as she has decent Spd levels.
When Summer Hilda uses Nudge+ on an ally, it restores HP equal to 50% of Hilda's attack and an effect similar to Shove occurs. This is unique in the sense that it is both a heal and a movement-assist skill. Its clear use is to help allies engage towards battle zones allowing them to initiate more effectively while healing them. Though you can defnitely be more creative with such a versatile skill. This significantly reduces the chance of that ally getting taken out in battle.
The only obvious drawback to this is it does not lead to Specials like Deluge Balm+ or any other special from activating. Survey the needs of the map, attack or heal accordingly to lead your team to victory.
Even Recovery 3 provides heals and neutralizes any 【Penalty】 on allies within 2 spaces of Summer Hilda every start of even-numbered turns. This way of neutralizing penalties makes Summer Hilda a decent unit in Aether Raids as debuffs are very common in that game mode. Having a way to heal allies without using up an action makes room for her decent attack power to shine in most situations.
Her flaw in Aether Raids is discussed in her weaknesses portion!
Summer Hilda's main gimmick is her Duo Skill, which on paper, is an excellent weapon in Aether Raids. However, Duo's Hindrance is rampant in Aether Keeps making it hard for her to utilize it in the game mode she is potentially good for.
As a flying unit, Summer Hilda takes 1.5x damage from bows and weapons effective on flying units. Be sure to keep them out of the range of archers and leave them to other units.
Aversa | Summer Byleth (F) | Brave Hector | Legendary Azura |
New Year Peony | Pirate Tibarn | Flayn | Ninja Lyn |
Due to being a flying unit, Summer Hilda will naturally fit into all-flier teams, gaining access to buffs such as Hone Fliers or Goad Fliers.
This also means that she and her allies can take advantage of mobility skills like Flier Formation 3, or keep units like Pirate Tibarn healthy so they can keep using Dive-Bomb 3.
With another support unit like Flayn, Summer Hilda can work fairly well if she's supporting bulky units that take advantage of the Mystic Boost 3 seal.
Examples of these are Brave Hector and Fallen Edelgard.
Lyon | Winter Altina | Robin (M) | Nailah |
Cecilia | Fallen Lyon | Ninja Lyn | Young Innes |
Although Summer Hilda comes with Dazzling Staff 3, units that utilize Null C-Disrupt 3 will disable it.
This means that even though she attacks these types of units, they will be able to counterattack and possibly defeat her.
Summer Hilda has low Def, which means that she'll be an easy target of bow units, as she doesn't come with a skill like Iote's Shield.
Units that have effectiveness against colorless units can also make quick work of Summer Hilda, as her Res is also pretty low.
Cecilia and Robin (M) are some that come to mind, as well as Fallen Lyon.
Fallen Lyon seems to be the best counter for Summer Hilda as not only does he have a colorless-effective weapon, but also has Null C-Disrupt.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Hilda - Deer's Two Piece only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Hilda - Deer's Two Piece if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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10 | 2 | Restricted to units that use a Staff. | 5★ | |
14 | 2 | Calculates damage from staff like other weapons. Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe's attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat. | 5★ |
Skill Name | Range | Effect | Learned At |
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1 | Restores 5 HP. | 5★ | |
1 | Restores 7 HP each to target and this unit. | 5★ | |
1 | Restores 8 HP to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) |
5★ | |
1 | Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) |
5★ |
This Hero has no Special skills that can be learned. |
Skill Name | Effect | Learned At |
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At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat. | 5★ | |
At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat. | 5★ | |
At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat. | 5★ | |
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. | 5★ | |
If unit has 100% HP at the start of combat, the enemy cannot counterattack. | 5★ | |
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. | 5★ | |
The enemy cannot counterattack. | 5★ | |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 5 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 10 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 20 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ |
Value of Skills | ★★★★☆ |
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The following skills have inheritance value:
Though we do not recommend fodderring off Summer Hilda unless you have multiple copies, the best way to make good use of a copy is get Atk/Spd Push 3 from another unit so that you can get Atk/Spd Push 4 and another skill line of choice from one copy of Hilda.
Summer Hilda is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Celeste Henderson with Xanthe Hunyh |
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Illustrator | Niji Hayashi |
Appears In |
Heroes from Focus - Double Special Heroes January 2022 | |||
---|---|---|---|
Bridal Shanna [8.5/10] |
Summer Mercedes [7.5/10] |
Bridal Juno [8.0/10] |
Summer Ogma [8.5/10] |
Pirate Hinoka [9.0/10] |
Scion Larcei [9.0/10] |
Summer Hilda [9.0/10] |
Summer Freyja [9.0/10] |
▶︎Return to the Colorless Heroes Page
Close-Range | Ranged |
---|---|
Colorless Breath | Colorless Dagger |
Colorless Beast | Colorless Bow |
Colorless Tome | Staff |
Summer Hilda Builds and Best IVs
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