Summer Returns Wallpaper Edits!
Feel free to use! Likes & Reblogs appreciated!

seen from United States
seen from Malaysia

seen from Malaysia
seen from China
seen from Türkiye
seen from United States

seen from Singapore
seen from Malaysia
seen from United States

seen from Malta
seen from Greece

seen from Netherlands
seen from United States
seen from United States

seen from United States

seen from Canada
seen from United States
seen from Canada

seen from United States
seen from Australia
Summer Returns Wallpaper Edits!
Feel free to use! Likes & Reblogs appreciated!
Summer Ylgr: Breaking the Ice (Unit Review)
Available at 4-5★ (Tempest Trials+ Reward)
Lvl 40 Stats (Flaw/Neutral/Asset)
Note: As a Tempest Trials+ reward, Summer Ylgr does not have access to boons/assets and banes/flaws.
HP: 39/42/45
Atk: 32/35/38
Spd: 33/36/39
Def: 27/30/33
Res: 22/25/29
Neutral BST: 168
Max Dragonflowers: 5
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Skills
Weapon: Shoreline Rake+ (300 SP)
Mt: 14. Rng: 1. If bonus granted via Hone, Fortify or Rally grants unit Atk/Def +4 in combat.
Axe. Can be inherited. Can be refined.
Assist: None
Special: Luna (300 SP)
Cooldown: 3. Resolve combat as if foe suffered -50% Def/Res.
Can be inherited. Cannot use: Staff.
A: Flashing Blade 3 (240 SP)
If unit’s Spd > foe’s Spd, grants Special Cooldown charge +1 per attack. (Note: Does not stack.)
Can be inherited. Cannot use: Flying, Cavalry, and Staff units
B: None
C: Even Def Wave 3 (240 SP)
Grants +6 Def to unit and adjacent ally on start of even numbered turns. Unit receives buff on even numbered turns even when not next to an ally.
Can be inherited.
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Analysis
Arriving alongside her sister and Múspell allies comes Summer Ylgr. While her weapon is no different than those of her compatriots she boasts an impressive statline for an axe infantry unit. With great offensive stats of 35/36 Atk/Spd and decent mixed bulk at 30/25 Def/Res, Ylgr is arguably one of the most flexible green axe infantry units added to date.
Ylgr’s base kit demonstrates this flexibility. Her default weapon, Shoreline Rake+, will grant Atk/Def+4 during combat if hone, fortify, or rally buff is applied to her. This naturally meshes well with her default C skill Even Def Wave 3 which will provide her with +6 Def on even numbered turns. This will boost her Atk/Def stats from 49/32 all the way up to 53/40 making her exceptionally bulky. Flashing Blade 3 opens the opportunity for her to activate her special, Luna, more often. She will need help to make the most use out of this however as she will struggle to outspeed many units with only a base of 36 spd. This can easily be remedied with a speed seal, speed refine, or ally buffs providing her with more spd.
On her first merge, Ylgr will gain +2 HP/Spd and +1 Atk.
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Reasons to Invest in Summer Ylgr
You like Ylgr and intend to use her in a core team, whether it be for Arena, Aether Raids, or an Infantry Team
You’re interested in building Ylgr and making use of her offensive potential or decent mixed bulk
You have obtained all or most previous copies made available and do not mind the grail cost
Reasons NOT to Invest in Summer Ylgr
You don’t intend on using her as a core on any team or in any PVE game modes such as Rival Domains or Grand Conquest
You don’t play Aether Raids and have no interest in obtaining grails
You consider Ylgr’s playstyle and base kit uninteresting and would rather fodder his skills off to other heroes you use
You already have an invested axe infantry unit that you already use on your core Infantry, Arena & or Aether Raids team
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Similar Units
Note: As a Tempest Trials+ reward Summer Ylgr does not have access to boons/assets or banes/flaws and therefore is not directly comparable to any summonable units.
Kana: Dragon Princess (40/30/34/33/26)
Summer Ylgr: Breaking the Ice (+2/+5/+2/-3/-1)
Note: Kana, despite sharing the same color as Summer Ylgr, is a dragon unit and deals damage differently than Ylgr making the two indirectly comparable.
Libra: Fetching Friar (40/35/32/28/29)
Summer Ylgr: Breaking the Ice (+2/+0/+4/+2/-4)
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Builds
Budget/Low Investment:
When it comes to budget setups Ylgr is quite flexible. She can easily keep her base skills or work towards a budget enemy phase set.
The build on the left keeps the majority of her kit only adding on a seal and B skill. Because we want Flashing Blade 3 to activate as often as possible, we take a speed refine and use the Spd +3 seal to reach 42 spd unbuffed. With such a high amount of speed she’ll find it easy to double foes with minimal help and is the reason we take Desperation 3 as the B skill. With Desperation she’ll not only sweep her opponents but also charge her special faster procking it every other fight. Even Def Wave can be kept to further improve her physical bulk and grant her Atk/Def+4 in combat when combined with her default axe but can be swapped out if desired.
Ylgr also has the groundwork for a budget defensive set as showcased on the right. With Even Def Wave active, the Spd/Def 2 seal, and a Def refined rake she reaches 46 Def when initiating combat. If she finds herself attacked, this increases to 50 Def thanks to Steady Posture. She also carries a decent chunk of Spd reaching 42 if attacked. Renewal 3 is used as our default B skill to provide some sustainability allowing her to recover 10 HP every other turn. She can keep herself going and risk tanking multiple foes at a time because of this.
Ylgr’s seal options include but aren’t limited to: Atk +3, Spd +3, Atk/Spd 2, Spd/Def 2, Atk/Def 2, Spd/Res 2, Brazen seals, Bond skills and buff seals.
Offensive/Defensive Sets:
The following sets follow the same idea as the budget sets above albeit with a higher level of investment.
The first set further improves on Ylgr’s Flashing Blade setup to turn her into a better sweeper activating Galeforce on nearly every encounter. Galeforce is a 5 turn cooldown special which we lower down to 4 with the use of Slaying Axe+. With Odd Spd Wave 3 active she reaches 45 Spd allowing for her to consistently activate Flashing Blade. Ideally after her first fight she’ll find herself within both Brazen Atk/Spd and Desperation range. While Desperation will allow her to sweep her opponents before they can reply Brazen Atk/Spd provides a much needed boost to her offenses taking them from 49/39 Atk/Spd to 56/46 Atk/Spd without any further buffs. In brazen range with her speed wave she’ll reach a massive 52 Spd activating Galeforce after each fight with absolute certainty.
The build on the right in contrast sets her up to be more of a mixed tank. If Ylgr is next to an ally, she and that ally will receive a +4 Atk buff from Ardent Service. This patches up her otherwise middling Atk stat of 49 albeit slightly. Close Def 3, the Spd/Res 2 seal, Even Def Wave 3 and a Res refined axe on the other hand further boost her bulk against other close range foes. With all of her skills and weapon effects active, Ylgr reaches 53/38/42/37 Atk/Spd/Def/Res making her deceptively bulky. Renewal 3 can be swapped out for Quick Riposte 2 or 3 if guaranteed follow-up attacks on enemy phase are more desired than sustainability. Her special is relatively flexible and she can either keep Luna or utilize specials like Moonbow, Bonfire or Iceberg.
High Investment:
Ylgr’s flexible statline leaves her open to numerous possibilities when it comes to high investment. The following sets are best intended for players who plan on fully merging Summer Ylgr.
The build on the left is an arena oriented build with the intent fully on supporting her allies. Hagoita+ provides a drive buff granting allies within 2 spaces +2 Def/Res in combat. This can be further boosted with the addition of double spurs from Spur Def/Res and the new Spur Atk/Spd seal. When adjacent to an ally, Ylgr will be spurring for +5 Def/Res and +3 Atk/Spd. She can then rally an ally for +6 Spd/Def stacking their stats further and providing them with further bulk. Chill Spd is taken to weaken the fastest opponent on the enemy team and further increase her ally’s bulk. G Duel Infantry is taken to improve Arena score but can be swapped out for a different A skill if desired. Optionally G Duel Infantry may be used to allow Ylgr to run Infantry Pulse setups, run Panic Ploy and or Sudden Panic.
The build on the right on the other hand focuses on denying follow-up attacks from enemy units on both player and enemy phase on top of denying them the ability to charge their specials. The key focus here is the combination of Mirror Impact and Null Follow-Up. If Ylgr initiates combat she’ll gain +6 Atk and +10 Res and deny the enemy a follow-up attack. Null Follow-Up on the other hand will deny the enemy a follow-up attack if they initiate unless they double her. This means armor fighter skills such as Bold Fighter will not work. Desperation users will not be able to sweep her as she will be allowed to counterattack after being hit. Quick Riposte and Wary Fighter will be nullified and turn the fight into a speed contest largely in Ylgr’s favor. Hack-o’-Lantern+ is used to also deny enemies from charging their specials as it carries the Guard effect without an HP requirement. Joint Hone Spd and the Darting Blow seal are taken to improve Ylgr’s speed boosting it up to 51 Spd with both skills active.
Gunnthrá: Beaming Smile (Unit Review)
Available at 5★ (Special Hero)
Lvl 40 Stats (Flaw/Neutral/Asset)
HP: 35/39/42 Atk: 30/33/36 Spd: 34/37/40 Def: 13/17/20 Res: 21/24/28
Neutral BST: 150
Max Dragonflowers: 5
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Skills
Weapon: Tropical Treats+ (300 SP)
Mt: 12. Rng: 2. If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Res+4 during combat. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Dagger. Can be inherited. Can be refined.
Assist: Rally Def/Res+ (400 SP)
Grants Def/Res+6 to target ally for 1 turn.
Can be inherited. Cannot use: Staff.
Special: None
A: AR-O Spd/Res 3 (240 SP)
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.)
Can be inherited.
B: Disarm Trap 3 (240 SP)
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect.
Can be inherited. Dagger only.
C: None
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Analysis
As a cavalry dagger unit, S!Gunnthrá’s solid offensive stats with 33 Atk and 37 Spd serve her well with her long range and with more offensive weapon options for dagger units their power is comparable to that of bow units. However, even with her rare typing, S!Gunnthrá hardly has a unique statline compared to her competitors and as a result is not particularly groundbreaking, especially without any unique skills.
S!Gunnthrá’s default weapon, Tropical Treats+, provides extra Atk and Res while she has an active buff. This will mostly be useful in improving her damage output but also can also with dueling mages, especially with her mediocre HP pool. Her default A and B skills’ effects are both exclusive to Aether Raids and are not recommended to be kept for primary builds.
S!Gunnthrá prefers boons/assets in Spd, Atk, and Res (superboon). Her preferred banes/flaws are Def and HP (both superbanes).
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Similar Units
Elise: Bubbling Flower (34/33/37/18/22)
Gunnthrá: Beaming Smile (+5/+0/+0/-1/+2)
Linde: Summer Rays (33/34/35/16/26)
Gunnthrá: Beamin Smile (+6/-1/+2/+1/-2)
Legault: The Hurricane (39/31/38/24/19)
Gunnthrá: Beaming Smile (+0/+2/-1/-7/+5)
Camilla: Steamy Secrets (38/33/35/17/28)
Gunnthrá: Beaming Smile (+1/+0/+2/+0/-4)
Takumi: Prince of Soup (40/34/34/17/27)
Gunnthrá: Beaming Smile (-1/-1/+3/+0/-3)
━━━━━━━━━━━━━━━━━ ▼ ━━━━━━━━━━━━━━━━
Builds
Budget/Low Investment:
The first build makes use of Tropical Treats+’s mage-dueling niche, which can be used to much better effect with a Res-boon Gunnthrá. While buffed, this build provides her with an additional +4 Atk, +6 Spd, and +10 Res in the player phase, dealing 18 bonus damage upon activating Iceberg. Atk Smoke can help her cripple non-mage foes for her allies to deal with.
The second build concentrates on her offensive potential, combining Fury, Desperation, and Brazen Atk/Spd to allow her to tear through a greater variety of enemies as she will reach 59 Atk and 49 Spd with all skills active. Moonbow increases her ability to punch through bulkier opponents on a low cooldown.
Gunnthrá’s other Sacred Seal options include Wave skills, Brazen Atk/Res, Poison Strike, Savage Blow, Spd Smoke, and buff skills.
Player Phase:
With her statline, Gunnthrá isn’t able to do much outside of being a player phase powerhouse, but she does carry out the role quite efficiently.
The first build uses Red-Hot Ducks+ to further increase Gunnthrá’s damage output . With an A Skill like Swift Sparrow 3 or Atk/Spd Solo stacked with the Darting Blow Sacred Seal boosts her player phase Spd to the 50’s, allowing her to easily gain the max bonus damage from Red-Hot Ducks+ of +7 damage for 60 Atk total. This build can also utilize The Cleaner+ instead for even greater damage output potential, however it will be dependent on your opponents’ team compositions due to its damage scaling with enemy buffs, or Barb Shuriken+ for much more frequent special procs.
The second build uses Starfish+ for its built-in Desperation effect to free up Gunnthrá’s B Skill slot. With cavalry units’ limited skill options, this slot will likely be used for extra support with skills like Chill Def, which Gunnthrá herself can benefit from, or potentially Feint skills to use in conjunction with her defaut Rally Def/Res+.
Summoning Focus summary for Special Heroes - Summer Returns.
Ylgr: Breaking the Ice will be available as a Tempest Trials+ reward.
Summer Laegjarn: Burning Sun (Unit Review)
Available at 5★ (Special Hero)
Lvl 40 Stats (Flaw/Neutral/Asset)
HP: 34/37/41
Atk: 31/34/37
Spd: 34/37/40
Def: 17/20/23
Res: 18/21/24
Neutral BST: 149
Max Dragonflowers: 5
Skills
Weapon: Worldsea Wave (400 SP)
Mt: 14. Rng: 1. Grants Spd+3. If unit’s HP ≥ 50%, unit makes an automatic follow-up attack before foe can counter.
Blue tome. Cannot be inherited. Cannot be refined.
Assist: Reposition (150 SP)
Moves an adjacent ally to the opposite side of a unit.
Can be inherited. Cannot use: Staff.
Special: None
A: Swift Sparrow 3 (300 SP)
If unit initiates combat, grants Atk+6 & Spd+7 during combat.
Can be inherited. Cannot use: Staff.
B: Flier Formation 3 (240 SP)
Unit can move to any space next to a flying ally within 2 spaces.
Can be inherited. Fliers only.
C: Hone Fliers (240 SP)
Grants +6 Atk/Spd to any adjacent flying allies at the start of each turn.
Can be inherited. Fliers only.
Analysis
Laegjarn arrives to soak up the sun alongside her sister boasting a very powerful base kit and an excellent offensive spread. Laegjarn boasts 37 base speed, making her one of the fastest tome fliers in the game, second only to Nino: Pale Flower. Her speed stat is further increased to 40 by her weapon, Worldsea Wave, which when equipped gives her an additional 3 speed. Her 34 base attack, while not exceptional, is mostly on par with other tome users and is still higher than the majority of her peers. Laegjarn is meant to be a purely player phase unit, meaning that her bulk is not of that much importance to her.
Laegjarn’s base kit lends itself very well to her player phase stat distribution, coming with the new A skill Swift Sparrow 3. This skill gives her +6 attack and +7 speed when attacking. Her tome, Worldsea Wave, is a unique weapon that functions exactly the same as Lewyn’s Forseti. It gives her an additional +3 speed when equipped, and activates Desperation when her HP is above 50%. This unfortunately means that skills that deplete HP such as Fury or skills that require her to be below a certain HP threshold such as Brazens, are not practical for building her. Her B skill, Flier Formation, and her C skill, Hone Fliers, lets Laegjarn function strongly on a flier emblem team. While Flier Formation increases her mobility, Hone Fliers helps other units on her team secure more KOs.
Laegjarn’s preferred boons are in attack and speed, further increasing her exceptional offenses. Her preferred banes are in HP, defense, and resistance, as she does not need any of them in order to function well as a player phase unit. Laegjarn has a superboon in HP and no superbanes.
Similar Units
Summer Camilla: Tropical Beauty (39/33/36/23/19)
Summer Laegjarn: Burning Sun (-2/+1/+1/-3/+2)
Note: Laegjarn has access to uninheritable skills and is thus not directly comparable.
Nino: Pale Flower (36/33/38/17/25)
Summer Laegjarn: Burning Sun (+1/+1/-1/+3/-4)
Note: Both Laegjarn and Nino have access to uninheritable skills. They are also of different weapon color types and are thus not directly comparable.
Summer Tana: Noble and Nimble (35/33/36/20/25)
Summer Laegjarn: Burning Sun (+2/+1/+1/+0/-4)
Note: Both Laegjarn and Tana have access to uninheritable skills. They are also of different weapon color types and are thus not directly comparable.
Builds
Budget/Low Investment:
Laegjarn’s base kit is already outstanding so her budget builds mostly maintain the same skills with a few small changes.
For Laegjarn’s first build she maintains the majority of her base kit with the only difference being the addition of a special and seal. With her doubling capability as a fast flier and Moonbow’s short cooldown, Laegjarn will make quick work of most foes. While Glimmer has the same cooldown, she doesn’t have the damage output to hit as hard as she would with Moonbow. In her seal slot is Darting Blow, which will give Laegjarn even more speed when combined with Swift Sparrow 3 making sure her tome’s effect goes off.
Laegjarn’s second build focuses on her mobility as a flier. She maintains her A and B skills, as well as her special from the first build. With Aerobatics as her seal, she gains the ability to move adjacent to any ally within 2 spaces. She no longer needs Hone Fliers as a C skill, as she will work best on a mixed movement team.
Laegjarn’s seal options include but aren’t limited to: Atk+3, Spd+3, Atk/Spd 2, Darting Blow, Aerobatics, Savage Blow, Renewal 3 and Bond skill seals.
Offensive:
Laegjarn stat distribution really only lends her to serve as an offensive unit. However in this role she excels greatly.
The build on the left utilizes Life and Death granting her a raw stat buff of Atk/Spd +5 in exchange for Def/Res -5. Due to this massive penalty she will be rather frail and easy to knock out. With Chill Atk as her B slot, her survivability increases, reducing her foe’s attack and making it easier for both her and her allies to stand up to more hits. She also has Renewal as her sacred seal, making sure she stays above the 50% HP threshold necessary to activate her tome’s effect. Glimmer is used here due to her higher level of Atk but can be swapped with Moonbow if desired.
The build on the right ditches her default tome freeing up her skill options while serving as a flying nuke. Blarblade+ is taken due to its high mt and for added damage based on how many buffs are on Laegjarn. Since we no longer have to worry about staying above a certain amount of HP we take Desperation and the Brazen Atk/Spd seal to better boost her offenses. With her default Swift Sparrow 3 and Brazen Atk/Spd active, Laegjarn will reach 63/51 Atk/Spd unbuffed. Glimmer is used for her higher level of Atk and for its devastating increased damage especially if Laegjarn is fully buffed.
High Investment:
The following sets are best intended for players who plan on +10ing Laegjarn.
The build on the left focuses on Laegjarn being a core member of an arena team acting as a support unit for whomever the bonus unit may be. B Duel Flying will increase her score and grant her an HP boost allowing her to tank a hit or two. Chill Res 3 provides support to herself and her mage allies debuffing the enemy with the highest Res for -7 Res. This skill can be swapped out for another chill if desired. Odd Spd Wave is taken to bolster her and an adjacent ally’s Spd by +7, taking her speed up to 51. Heavy Blade is utilized so in the event she both doubles and has a higher Atk stat than her foe that Glimmer will near instantly proc due to her tome allowing an immediate followup attack.
The build on the right involves stacking both her Atk and Spd making her a formidable offensive threat. With Swift Sparrow 3, Darting Blow 3, and Vessel of Cheer+’s built in Swift Sparrow 2 effect she will have +10 Atk and +17 Spd when initiating fights. This takes her offensive stats from 50/46 Atk/Spd all the way up to 60/63 Atk/Spd. Because we no longer have to worry about staying above a certain HP level we take Desperation to allow for immediate follow-up attacks once Laegjarn is under or at 75% of her HP. Even Atk Wave is taken to boost her attack further. Her special may be swapped out for a higher cooldown special such as Luna, Blue Flame or Aether if desired.
Summer Laevatein: Bonfire’s Blaze (Unit Review)
Available at 5★ (Special Hero)
Lvl 40 Stats (Flaw/Neutral/Asset)
HP: 34/38/41
Atk: 35/38/42
Spd: 13/16/20
Def: 28/31/34
Res: 23/26/30
Neutral BST: 149
Max Dragonflowers: 5
Skills
Weapon: Buoyboard+ (300 SP)
Mt: 12. Rng: 2. If bonus granted to unit by Hone or Rally, grants Atk/Res +4 during combat.
Green tome. Can be inherited. Can be refined.
Assist: Smite (150 SP)
Push an adjacent ally 2 spaces further away.
Can be inherited. Cannot use: Staff.
Special: None
A: Mirror Impact (300 SP)
If unit initiates combat grants Atk+6, Res+10 and foe cannot make a follow-up attack.
Can be inherited. Cannot use: Armor, Cavalry, Staff.
B: Def/Res Link 3 (240 SP)
If movement assist skill (ex. Smite, Reposition) is used on unit by unit or ally, grants unit and ally Def/Res +6 for 1 turn.
Can be inherited.
C: Odd Atk Wave 3 (240 SP)
At the start of odd numbered turns, grants unit and any adjacent ally Atk+6 for 1 turn.
Can be inherited.
Analysis
Despite not knowing how to swim Laevatein makes a splash alongside her sister and allies as an interesting flying mage unit. Unlike most of her flying mage competition Laevatein is not built with just her offense in mind.
Laevatein boasts an incredibly high 38 Atk at neutral however her Spd is incredibly lacking with just 16 Spd at neutral. Her defenses are mixed at 31 Def and 26 Res. While normally such a stat distribution would be seen as a detriment Laevatein makes it work with her base kit. Her tome, Buoyboard+, B skill, Def/Res Link 3, and C skill Odd Atk Wave 3 work hand in hand together. Her tome will grant her Atk/Res+4 if a hone or rally buff is applied to her. Def/Res Link 3 will grant her +6 Def/Res if an ally or she herself uses a movement skill. Odd Atk Wave will activate on odd numbered turns for +6 additional Atk pushing her stats from 50/16/31/26 Atk/Spd/Def/Res up to 56/16/37/33 Atk/Spd/Def/Res without any further buffs. Her low speed is nothing to worry about thanks to her A skill Mirror Impact. If she initiates not only will she gain another +6 Atk and +10 Res but enemies won’t be allowed to make a follow-up attack. This means enemies that would normally double her will fail to do so. It’s with her unique stat distribution and base kit that Laevatein makes a name for herself.
Summer Laevatein prefers boons in Atk, Def and Res. She prefers banes in Spd and HP in that order.
Similar Units
Spring Camilla: Spring Princess (39/35/25/30/19)
Summer Laevatein: Bonfire’s Blaze (-1/+3/-9/+1/+7)
Builds
Budget/Low Investment:
Laevatein already comes practically built so she needs very little in terms of investment.
The build on the right focuses on her defenses making use of a defense refined tome and Iote’s Shield. Should Laevatein find herself in need of taking a hit she has very little to worry about as a simple positioning skill will boost her defenses up to 40/33 Def/Res. Iote’s shield protects her from archers denying any bonus damage they might have had beforehand.
The build on the right in contrast hones in on her Res taking a Res refine and using the latest bond seal added. When combined with Mirror Impact, Laevatein will have +11 Atk and +15 Res if she initiates combat when adjacent to another ally. This is only further increased by her B skill and A skill, adding an additional +6 to her Atk, Def and Res if their requirements are met.
Laevatein’s seal options include but aren’t limited to: Atk+3, Def+3, Res+3, Armored Blow 3, Iote’s Shield, Flier Formation 3 and Bond skill seals.
Enemy Phase:
Laevatein isn’t strictly limited to running her base kit and can be altered to serve her team’s needs.
The build on the left focuses on making her the anti-colorless unit on a team using the common raven tome setup. Gronnraven+, in exchange for its low might, grants increased damage against colorless units. In combination with Triangle Adept 3 Laevatein will have little to fear from most colorless units. Because the majority of colorless units are bows we take up Iote’s Shield to outright negate damage from them. Odd Atk Wave 3 is taken to help boost her Atk if needed.
The build on the right in contrast focuses on making her an enemy phase nuke. Working best on a flying or tactics oriented team Laevatein makes use of her sky high Atk to work her way into Vantage range to better sweep her opponents. Fierce Stance 3 and Odd Atk Wave help to boost her Atk granting her +12 Atk and +6 additional damage to her tome. Close Counter is the key component of the build allowing Laevatein to counterattack regardless of an opponent’s range. Glimmer is taken due to her sky high damage output and low cooldown.
High Investment:
The follow setups are intended for those who plan on heavily investing in Summer Laevatein.
The build on the right focuses on stacking her defensive stats on enemy phase against ranged units. With Gronnserpent+, Distant Def 4, and the Distant Def seal Laevatein gains +20 Def/Res if a ranged enemy initiates combat against her. This takes her defenses from 35/37 Def/Res to 55/57 Def/Res. On top of this she will deny any buffs applied to her ranged opponents nullifying blade tome users entirely. Quick Riposte 3 is taken to allow Laevatein to make a guaranteed follow-up attack and combos best with 3 turn cooldown specials such as Iceberg.
The build on the right uses her default A skill Mirror Impact to her advantage. Because Mirror Impact denies opponents follow-up attacks if she initiates combat she can not only dish out plenty of damage but sweep her enemy’s adjacent allies for a bit of HP and effectively their buffs and specials. After combat she will ship off an additional 10 HP on her target with the help of Poison Strike 3. Spectral Tome+ will apply the Panic effect to any foes within 2 spaces of her target after combat nullifying their buffs. We further weaken these nearby opponents by setting their special cooldowns back by 1 and chipping them for 7 hp. Such a setup makes her an interesting support unit penalizing an enemy team in more ways than one.
located a den of aggressive snakes in the beaver dam we had to cross under the tracks
Wild Woods Tale: Summer Returns When summer finally came, a lot had changed The last snow melted, and the sad land woke…





