Fire Emblem Heroes: Summer Gullveig (Glittering Sunlight) Best IVs and Build Guide

Fire Emblem Heroes: Summer Gullveig (Glittering Sunlight) Best IVs and Build Guide

As a long-time Fire Emblem player with countless hours spent strategizing and building my dream team, I can’t help but be utterly captivated by the versatility and depth of skills that Summer Gullveig brings to the table. Her unique base kit, coupled with her ability to tech into various other options, makes her an invaluable asset to any roster, especially for those seeking a powerful and adaptable mage.


Summer Gullveig, often referred to as Glittering Sunlight Gullveig, is a unique, top-tier Duo character in Fire Emblem Heroes. This goddess from the Vanir pantheon, famously titled the Golden Seer, holds the power to manipulate time. In the storyline of Fire Emblem Heroes, she serves as the primary adversary in Book VII.

In simple terms, Summer Gullveig is a powerful Red Tome Cavalier hero with the unique skills Seiðr as her Duo Skill. She’s currently among the strongest heroes in the game. This guide will provide information on the optimal Individual Values (IVs) and build for Summer Gullveig.

Summer Gullveig Best IVs and Build

Fire Emblem Heroes: Summer Gullveig (Glittering Sunlight) Best IVs and Build Guide

Summer Gullveig possesses a remarkable ability to execute up to four actions in a single turn, thanks to her weapon, special, and duo skills. With the highest neutral base Speed in the game, at 47, and a formidable base Attack of 46, she is a force to be reckoned with in the strategic meta. However, her primary vulnerability lies in her relatively low defensive stats, leaving her susceptible to being quickly defeated when engaged by an opponent.

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 fundamental abilities make her a versatile and powerful choice right from the start. Her skills, such as Golden Sunlight, Time and Light, and Duo Skill, allow her to execute up to four actions in one turn. With Flared Sparrow and S/R Far Trace 4, she can initiate battles confidently without putting herself at risk. Moreover, Odd Spd Wave 4 equips her with the essential Null Follow-Up effect, enabling her to stand firm against other prominent units within the meta.

Players can
further enhance units with Dragonflowers.

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

In addition to her fundamental abilities, Gullveig offers various techniques based on the game situation and team composition. Examples include:

  • 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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2024-07-22 15:03