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Analysis by Chibi_Chu
Summer Ashe - Fabled Sea Knight

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 40
ATK 37
SPD 41
DEF 32
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 10 5 4
Middle 18 9 11 6 5
High 19 10 12 7 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 34 38 29 14
Middle 40 37 41 32 18
High 43 40 45 35 21

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

An intelligent boy! A handsome boy! A boy of many talents! (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Divine Sea Spear A Atk/Spd Boosting A Slot
Alternate: AR-D Spd/Def 3
Assistless
Alternate: Rally Assist
B S/D Near Trace 3
Alternate: Lunge
Ruptured Sky
Alternate: Moonbow
C Fatal Smoke 3
Alternate: Panic Smoke 3
IVs

+ATK or +SPD / -RES

SSwift Sparrow 2
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Divine Sea Spear

Assist: No Assist / Rally Assist 

Special: Ruptured Sky / Moonbow 

Passive A: Atk/Spd Boosting A Slot / AR-D Spd/Def

Passive B: S/D Near Trace / Lunge / Lull Atk/Spd

Passive C: Fatal Smoke / Panic Smoke 

Sacred Seal: Swift Sparrow / Atk/Spd Solo / Steady Blow / Spd/Def Solo

  • 3 movement, 37 Attack, 41 Speed, and 32 Defense make Ashe an excellent Aether Raids Defense unit. In terms of frontliner vs. backliner, Ashe can actually choose between those roles!
    • If Ashe has no Assist, then he is best suited as a frontliner.
    • If Ashe has a Rally Assist, then he can be placed in the backline. The team should be structured in a way such that when an enemy ends their turn in the range of one of Ashe’s frontliner allies, Ashe rallies said ally, then receives a refresh, allowing both Ashe and his ally to attack the enemy left in what was originally only his ally’s range.
  • Divine Sea Spear grants Ashe +3 Atk/Spd/Def, inflicts -3 Atk/Spd/Def on the enemy, neutralizes the enemy’s visible Atk/Spd/Def buffs, and gives those visible Atk/Spd/Def buffs to Ashe during combat if Ashe initiates combat or the enemy’s HP is ≥ 75% at the start of combat. This punishes Offense players that use visible buffs, which is potentially most of them since Peony and Plumeria are the Mythic refreshers of Light and Astra Season respectively and their personal Assists both grant visible buffs. Offense players that have superunits using Skills such as Chaos Ragnell and Atk/Res Unity also usually use visible buffs, as these Skills become even more powerful when their users’ visible buffs are reversed by the ubiquitous Panic effect. Even if the enemy has no visible Atk/Spd/Def buffs, Ashe still effectively gains +6 Atk/Spd/Def and +3 Resistance during combat, making him difficult to defeat in one combat.
  • Since Divine Sea Spear lacks a Slaying effect (-1 Special cooldown), Ashe’s Special is not as valuable as other units’ Specials may be; as such, he can simply use a low-cooldown Special such as Ruptured Sky or Moonbow. Assuming no Guard effect is active, Ashe can activate these 2-cooldown Specials on his follow-up attack; if he fails to perform a follow-up attack but survives his first initiation, he can receive a refresh and immediately activate his Special on the next combat if the enemy he initially fought did not have a way to increase his Special cooldown after combat.
  • Any A slot that increases Ashe’s offenses is much appreciated, as they maximize his damage output and follow-up performance/avoidance consistency. Atk/Spd Push 4 is particularly valuable because it grants Ashe +7 Atk/Spd if his HP is ≥ 25% at the start of combat regardless of phase, making him a difficult frontliner to take down. AR-D Spd/Def is a strong alternative, potentially granting Ashe +10 Spd/Def during combat on both phases to ensure he will not be defeated by physical units. This same logic applies to Ashe’s Sacred Seal, making Swift Sparrow and Atk/Spd Solo his strongest options and Steady Blow and Spd/Def Solo his best alternatives.
  • Ashe’s native S/D Near Trace is excellent, as it inflicts -3 Spd/Def on the enemy during combat and allows Ashe to move a number of spaces after combat equal to any movement not already used that turn + 1. If Ashe survives an initiation, he can retreat to a preferable position to receive a refresh or allow allies to warp to the space he was previously on via Skills such as Wings of Mercy and Ground Orders. Since this Canto effect can sometimes backfire, however, Ashe can use Lunge to move enemies closer to his allies after combat by switching spaces with them or Lull Atk/Spd to ensure survival via inflicting -3 Atk/Spd on the enemy. Something to note is that the buff neutralization effect of Lull Skills is redundant because of Divine Sea Spear; however, -3 Atk/Spd is still nice.
  • Fatal Smoke and Panic Smoke are great options for Ashe’s C slot, as they inflict crippling effects on the enemy and enemies within 2 spaces that are detrimental for their survivability if Ashe survives his initiation. The former inflicts 【Deep Wounds】, preventing them from healing and giving Ashe’s allies the opportunity to overwhelm the enemy. The latter inflicts 【Panic】, converting visible buffs to “negative buffs” (different from debuffs because “negative buffs” and debuffs can stack).

Sincere Summer Spirit (General Offense)

Build by Chibi_Chu
Recommended
Divine Sea Spear
Alternate: Slaying Lance+ (+Spd)
A Atk/Spd Boosting A Slot
Positional Assist B S/D Near Trace 3
Alternate: Desperation 3
Moonbow
Alternate: Galeforce
C Savage Blow 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Divine Sea Spear / Slaying Lance+ (+Spd) 

Assist: Positional Assist 

Special: Moonbow / Galeforce 

Passive A: Atk/Spd Boosting A Slot 

Passive B: S/D Near Trace / Desperation 

Passive C: Savage Blow / Atk Smoke / Flexible 

Sacred Seal: Atk/Spd Solo / Heavy Blade 

  • Ashe’s high movement and strong offenses make him a great choice for Player Phase aggression. Divine Sea Spear amplifies Ashe’s presence as an offensive threat, as it grants him +3 Atk/Spd/Def, inflicts -3 Atk/Spd/Def on the enemy, neutralizes the enemy’s visible Atk/Spd/Def buffs, and gives those visible Atk/Spd/Def buffs to Ashe during combat if Ashe initiates combat or the enemy’s HP is ≥ 75% at the start of combat. Even if the enemy lacks visible buffs, Ashe still effectively gains +6 Atk/Spd/Def and +3 Resistance, making it a great choice for general offense sets anyways.
  • The combination of a 2-cooldown Special such as Moonbow or Ruptured Sky, Desperation, and Heavy Blade allows Ashe to activate his Special before the enemy can counterattack assuming he can perform a follow-up attack, his HP is ≤ 75% (so he can perform his follow-up attack before the enemy can counterattack via Desperation), the Heavy Blade condition of having more Attack than the enemy is fulfilled (which is very easy to do), and no Guard effect is active. Ashe can also swap Desperation for his native S/D Near Trace for additional Spd/Def debuffs during combat and the ability to move after combat, in addition to swapping Heavy Blade for Atk/Spd Solo for increased offensive potency.
  • As usual, Ashe greatly appreciates any A slot that increases his Atk/Spd to further his damage output and follow-up consistency. As for his C slot, Savage Blow deals 7 damage to enemies within 2 spaces of the target after combat, making it great for Player Phase sweeps possible via refreshes from allies. Atk Smoke can also be used to make Heavy Blade checks easier to fulfill. Ultimately, though, C slots tend to be flexible, and Ashe’s is no exception.
  • If Ashe is using Galeforce as his Special, he needs Heavy Blade in order to potentially activate it after his first initiation; assuming he performs a follow-up attack, Heavy Blade is activated, no Guard effect is active, and he receives a counterattack, Ashe will activate Galeforce after combat. Since the reliance on all of these things can make this somewhat inconsistent, Ashe can swap Divine Sea Spear for Slaying Lance, removing the condition or receiving a counterattack and allowing him to activate Galeforce after 2 attacks even if he is in Desperation range (if players choose to use it over S/D Near Trace).

Strengths

Excellent offenses

Ashe’s meticulous studying and hard work have paid off, evident by his great 37 Attack and fantastic 41 Speed that enable him to deal high amounts of damage and consistently perform and avoid follow-up attacks.

Respectable physical bulk

40 HP and 32 Defense sum to a surprisingly respectable 71 physical bulk; in tandem with his personal weapon and potential Defense investment and support, Ashe can usually survive multiple physical attacks.

Divine Sea Spear; unique and relevant niche

In order to catch fish for Caspar and their cat, Ashe went a little overboard and brought a special spear; it just so happens that this spear doubles as his powerful personal weapon and takes a page out of Freyja’s book, as its effects are nearly identical to her personal B slot, Binding Necklace.

  • Granting +3 Attack, the Divine Sea Spear effectively has 19 Might.
  • Additionally, if Ashe initiates combat or the enemy’s HP is ≥ 75% at the start of combat:
    • ...the Divine Sea Spear grants +3 Atk/Spd/Def to Ashe and inflicts -3 Atk/Spd/Def on the enemy during combat.
    • ...if the enemy has visible Atk/Spd/Def buffs, Ashe gains Atk/Spd/Def during combat and the enemy loses Atk/Spd/Def during combat equal to each individual buff. For example, if the enemy has visible buffs of +3 Attack, +4 Speed, and +5 Defense, Ashe gains +3 Attack, +4 Speed, and +5 Defense while the enemy is inflicted with -3 Attack, -4 Speed, and -5 Defense during combat.

Even if the enemy has no visible buffs, Ashe effectively gains +6 Atk/Spd/Def and +3 Resistance during combat, bolstering his offensive and defensive potencies. Since both conditions are simple to achieve, Ashe can have these in-combat bonuses during both phases, opening opportunities for him to fulfill a variety of roles effectively, including dual-phase and Aether Raids Defense frontliner roles.

Peony and Plumeria are the refreshers for Light and Astra Season respectively; their Gentle Dream and Sweet Dream Assists respectively both grant visible buffs to allies, which Ashe can take advantage of by nullifying and “stealing” during combat. While Peony and Plumeria can simply not use their Assists and the ubiquity of Panic and Lull effects makes many players hesitant to utilize visible buffs on Aether Raids Offense in the first place, many other players use visible buffs anyways, typically because they can circumvent Panic effects via Skills such as Chaos Ragnell and Atk/Res Unity. However, these Skills nullify neither Lull effects nor Ashe’s Divine Sea Spear, making him an especially great choice for fulfilling a very unique and valuable Aether Raids Defense role.

Beyond all his gameplay niches, Ashe is also just the best. :)

Cavalry benefits

After training together with Ingrid at the monastery, Ashe felt confident enough to ride his horse even at the beach! This comes with the benefits of superior mobility and access to Skills such as his native S/D Near Trace to boost his combat performance and flexibility.

Weaknesses

Low magical bulk

As with many other units, Ashe sacrifices his magical bulk for his remarkable offenses and reasonable Defense. With only 18 Resistance, Ashe is prone to being OHKO’d by magical enemies regardless of weapon triangle.

Cavalry drawbacks

While it is important to note the strengths of Cavalry status, it is equally important to note its weaknesses as well.

  • Lacking access to Null Follow-Up hurts Ashe’s consistency both damage-wise and survivability-wise, as he cannot neutralize effects that prevent his follow-up attack or guarantee the enemy’s follow-up attack. 
  • Ashe’s 3 movement can be stymied or blocked altogether by trenches, forests, and impassable terrain.
  • Common Cavalry-effective weapons such as Thani, Light of Dawn, Dawn Suzu, and Reginleif multiply their users’ Attack by 1.5 when calculating damage against Cavaliers, allowing them to quickly emerge victorious against Ashe.

These drawbacks are not meant to say that his Cavalry status is a detriment, though. On the contrary, Ashe would be significantly worse if he were any other movement type, as his 3 movement is what makes him so threatening and flexible, especially with S/D Near Trace’s Canto effect. If he were Infantry, he would face competition--and, to be frank, be outclassed by--units such as Kris (F), Duo Ephraim, and Azura; same goes for if he were Armored (Brave Hector, Forsyth, Valentine’s Rudolf, etc.) or a Flier (Young Tana, Farina, etc.).

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Divine Sea SpearGrants Atk+3. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def+3 to unit during combat and inflicts Atk/Spd/Def-3 on foe during combat, and also, if foe has Atk/Spd/Def bonuses, grants bonus to unit's Atk/Spd/Def and inflicts penalty on foe's Atk/Spd/Def during combat = current bonus on each of foe's Atk/Spd/Def. Calculates each stat bonus independently.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
B Duel Cavalry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Only inheritable by cavalry units.
Unlocks at 2 ★
70
A
B Duel Cavalry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Only inheritable by cavalry units.
Unlocks at 3 ★
150
A
B Duel Cavalry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Only inheritable by cavalry units.
Unlocks at 4 ★
300
A
B Duel Cavalry 4Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Only inheritable by cavalry units.
Unlocks at 5 ★
300
A
S/D Near Trace 1Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-1 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
Cavalry & Flying Only
Unlocks at 1 ★
60
B
S/D Near Trace 2Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-2 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
Cavalry & Flying Only
Unlocks at 2 ★
120
B
S/D Near Trace 3Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-3 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
Cavalry & Flying Only
Unlocks at 4 ★
240
B
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
100
C
Hone Spd 3Grants adjacent allies Spd+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone SpdAt start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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