Summer Gullveig, also known as Glittering Sunlight Gullveig, is a limited 5-Star Duo unit in Fire Emblem Heroes and the third Gullveig unit available in the game. Known as the Golden Seer, Gullveig is a vanir goddess with the ability to control time and the main antagonist of Book VII of Fire Emblem Heroes.

Summer Gullveig is a Red Tome Cavalry Hero possessing the Duo Skill with Seiðr and is currently one of the strongest units in the meta. This guide will go over the best Individual Values (IVs) and build for Summer Gullveig.

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Summer Gullveig Best IVs and Build

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Summer Gullveig is an incredibly powerful unit with the potential to perform up to four actions in a single turn due to her Weapon, Special, and Duo Skills. She boasts the highest neutral base Spd in the game, tied at 47, and an impressive base Atk of 46. Despite her strength in the meta, Gullveig's main weakness is her low defensive stats, which make her vulnerable to being one-shot when initiated.

Level 40 Base Stats (Without Skills) [Asset/Neutral/Flaw]

HP

Atk

Spd

Def

Res

43/40/36

49/46/43

51/47/44

27/24/21

20/17/13

Summer Gullveig's best Asset is +Spd, as it allows her to out-speed the majority of the meta units even after heavy investments. Additionally, her +Spd happens to be a Super Asset, providing +4 to the stat instead of the usual +3. It is preferable to have -Res as her Flaw due to it being one of the lowest in the entire game. Even with a Res Asset, Gullveig is likely to fall to any magical user when initiated. Summer Gullveig will mainly be relying on the damage reduction from her Golden Sunlight weapon to live when initiating combat.

Merging units in FEH gets rid of any Flaws.

Summer Gullveig Best Skill Build

Summer Gullveig Best Skill Build

Weapon Skill

Golden Sunlight: Accelerates Special trigger (cooldown count-1).

If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14; treated as 14 starting in unit's second combat in player phase and enemy phase), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). If unit initiates combat, reduces damage from the foe's first attack during combat by 70% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, grants another action to unit after combat and inflicts "restricts movement to 1 space" on the unit and Pair Up cohort through their next action. (Will not trigger again for 2 turns after triggering.)

Assist Skill

Reposition: Moves adjacent ally to the opposite side of unit.

Special Skill

Time and Light: Boosts Special damage by 30% of the unit's Spd when Special triggers. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

If unit initiates combat, after combat, if unit's Special is triggered and unit survives, grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (once per turn). (This effect has priority over other similar effects; in such cases, these other similar effects are treated as not having triggered.)

A Passive

Flared Sparrow: If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd+7 to unit during combat, and applies [Divine Vein (Flame)] on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat. [Divine Vein (Flame)] Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At the start of the enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replace any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)

B Passive

S/R Far Trace 4: Enables [Canto (Rem.; Min1)]. Inflicts Spd/Res-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat. [Cant (Rem.; Min1)] After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn (min 1; if unit used a movement skill that warped them, its remaining movement is 1).

C Passive

Odd Spd Wave 4: At the start of a turn, grants Spd+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit's Spd ≥ foe's Spd-5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

If it is an odd-numbered turn, grants Spd+6 to unit during combat.

Sacred Seal

Blade Session 3: If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted x 3 (min value of 3).

Source of Skills

Golden Sunlight

Summer Gullveig learnable Exclusive Skill.

Reposition

Plenty of options. Example 3-Stars: Barst, Lex, Cath, Selena (Fates), Fee, Kent, Kyle

Time and Light

Summer Gullveig learnable Exclusive Skill.

Flared Sparrow

Summer Gullveig learnable base skill.

S/R Far Trace 4

Summer Gullveig learnable base skill.

Odd Spd Wave 4

Summer Gullveig learnable base skill.

Blade Session 3

Crafted and Enhanced with 480 Great Badges (red), 1,300 Badges (red), 190 Sacred Coins

Summer Gullveig's base skill set is an excellent option straight out of the box, providing her plenty of firepower in various situations and teams. Golden Sunlight, Time and Light, and her Duo Skill give Gullveig the potential to perform up to four actions per turn. Coupled with Flared Sparrow and S/R Far Trace 4, she can initiate combat effectively without compromising her positioning. Odd Spd Wave 4 gives her the crucial Null Follow-Up (NFU) effect, ensuring she can hold her own against other meta units.

Summer Gullveig Alternative Skill Options

Summer Gullveig Alternative Skill Options

Special Skill

Blazing Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).

A Passive

Fury 4: Grants Atk/Spd/Def/Res+4.

After combat, deals 8 damage to unit.

B Passive

Occultist's Strike: If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), inflicts Spd/Res-4 on foe during combat, and deals damage = 20% of foe's Res (excluding area-of-effect Specials).

B Passive

Wings of Mercy 4: Inflicts Def/Res-3 on foe during combat. If unit is within 3 spaces of an ally and that ally's HP ≤ 99%, unit can move to a space adjacent to that ally. If an ally's HP ≤ 60%, unit can move to a space within 2 spaces of that ally.

C Passive

Incite Atk/Spd: At the start of a turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and [Incited] to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat. [Incited] If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).

Sacred Seal

Atk/Spd Catch 3: At the start of combat, if foe’s HP = 100% or if [Penalty] is active on foe, grants Atk/Spd+5 to unit during combat. [Penalty] All effects that last "on foe through its 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).

Sacred Seal

Fury 3: Grants Atk/Spd/Def/Res +3. Unit take 6 damage after combat.

Source of Skills

Blazing Wind

4-Star fodder options: Soleil, Iago, Sedgar, Matthis, Naesala, Navarre

Fury 4

Asbel, Tine, Duma, Byleth (F), Kris (F), Brave Claude, Hatari Azura, Legendary Micaiah, Valentine's Greil, Spring Est

Occultist's Strike

Gullveig, Valentine's Lyon, Spring Chloé

Wings of Mercy 4

Legendary Hinoka, Rearmed Plumeria

Incite Atk/Spd

Kvasir, Ascended Merric

Atk/Spd Catch 3

Crafted and Enhanced with 480 Great Badges (red), 1,300 Badges (red), 190 Sacred Coins

Fury 3

Crafted and Enhanced with 480 Great Badges (red), 1,300 Badges (red), 190 Sacred Coins

Outside of her base skills, Gullveig has plenty of other options she can tech into depending on the game mode and her teammates. For instance:

  • Summer Gullveig can make use of AoE Special Skills like Blazing Wind due to her ability to perform multiple actions per turn, allowing her to soften surrounding units before tackling them head-on.
  • Fury 4, Fury 3, and Incite Atk/Spd give her more direct firepower at the cost of some utility from her base kit.
  • Occultist's Strike can be used in place of S/R Far Trace 4 for slightly more damage at the cost of mobility.
  • Wings of Mercy 4 gives Summer Gullveig a more supportive damage role, allowing her to assist teammates in finishing off weakened enemies.
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Tactical
RPG
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Released
February 2, 2017
ESRB
t
Developer(s)
Intelligent Systems
Publisher(s)
Nintendo
Engine
Cocos2d
Franchise
Fire Emblem
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WHERE TO PLAY

DIGITAL
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Platform(s)
Android, iOS
Genre(s)
Tactical, RPG