
Summer Ingrid
Blue LanceB tier
Introduction
Summer Ingrid is a character in Fire Emblem Heroes. Summer Ingrid's weapon type is Blue Lance and role is Flying. Faction: Fire Emblem: Three Houses.
On our Fire Emblem Heroes tier list Summer Ingrid is B tier, 326th of the 907 characters ranked, from where 6 current tier lists put Summer Ingrid.
Is Summer Ingrid good?
Flying lance user whose refined Starpoint Lance is mostly about moving her team. Each turn it gives her and nearby armored, melee infantry and melee flying allies an extra space of movement, Atk/Spd+6, Canto (1) and faster Special charging in combat, effects no other exclusive lance offers.
For her own fights it adds Null Follow-Up, Spd-based true damage and heavy damage reduction piercing, strongest in her first combat of each phase. Much of that (and Guard Bearing 3) fades after the first fight, so she's weaker when she has to take on several foes.
Strengths
- Extra movement and Canto (1) for melee and armored allies
- Special charge support for the team
- Null Follow-Up and Spd-based true damage
- Very strong first combat each phase
Weaknesses
- Falls off after her first fight in a phase
- Bows and flier-effective weapons deal 1.5x
Profile
Summer Ingrid carries the title "Solstice Knight".
Stats
- HP39
- Atk34
- Spd42
- Def25
- Res26
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Starpoint Lance
Weapon · Might 16 · Range 1Grants 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.
Moonbow
Special · Cooldown 2Treats foe's Def/Res as if reduced by 30% during combat.
Sturdy Impact
A skillIf unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Guard Bearing 3
B skillDuring unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%.
Odd Spd Wave 3
C skillAt 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.)



