Community Posts with Keyword Summer Innes All
Analysis by raelet
Summer Innes - Flawless Form


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 33
SPD 37
DEF 30
RES 20

Stat Variations

Level 1 Stat Variation
Low 17 8 8 5 4
Middle 18 9 9 6 5
High 19 10 10 7 6

Level 40 Stat Variations
Low 39 30 34 27 17
Middle 42 33 37 30 20
High 45 36 40 33 23

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.

Summer Innes is the fastest green axe flier at the time of his release and also sports a decent Attack and Defense to boot, making him a fantastic duelist. His IVs can be further perfected to make him even better at what he does.


  • +ATK: A boon in Attack gives Innes an offensive spread of 36/37, which is easily the best offensive spread for a player phase green flier and one of the better offensive spreads for player phase green units in general.
  • +SPD: An obvious choice, and the best boon available, which brings Innes’ Speed up to a blistering 40, allowing him to compete with other Player Phase units for double attacks.


  • DEF: Innes’ Defense is very respectable at 30, and there is merit to increasing it to make him better at brawling- however, when compared to his Attack and Speed, it doesn’t have quite as high of a priority.


  • -HP: While you can keep Innes’ HP to conserve his physical bulk, it is inherently less valuable than his Defense if you plan on having him be attacked more than once.
  • -RES: Likely the ideal Bane, Innes’ poor Resistance can stand to lose a few points in order to better facilitate his engagements in other places.

Skill Sets

Ephraim's Rival (Player Phase)

Build by
Beach Banner+ (+Spd) A Swift Sparrow 2
Alternate: Fury 3
Reposition B Desperation 3
Alternate: Glimmer
C Even Spd Wave 3
IVsSSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD / -RES
  • Weapon: Beach Banner+ (+Spd)
  • Assist: Reposition
  • Special: Moonbow / Glimmer
  • Passive A: Swift Sparrow / Fury / Sturdy Blow
  • Passive B: Desperation
  • Passive C: Even Spd Wave / Threaten Spd / Panic Ploy / Fortify Fliers
  • Sacred Seal: Speed +3 / Panic Ploy / Guidance

Innes finally gets to prove his superiority to Ephraim with a powerful, Speed-focused build that can initiate with a total of 52 on odd-numbered turns, 58 on even numbered turns. This allows him to easily double even the fastest of lance users, as well as prevent doubles from any sword user who may try to initiate onto him (though be warned, during Enemy Phase, he will only have 43 Speed before Even Speed Wave).

Otherwise, the concept of this build is simple. Innes’ Beach Banner acts as a free Fury 2 on initiation, which also grants him a refine of +3 Speed and +5 HP, allowing him to catapult his Speed to become one of the fastest units in the game.

Since most axe users are quite slow, this allows Innes to carve out a niche for himself in the Player Phase metagame, where he can successfully double his opponent with a decent Moonbow proc until he gets into Desperation range. At that point, he will be able to attack twice before retaliation, which should be all he needs to be able to secure his KO.

Sturdy Blow is an alternative option if you’re worried about his 30 Defense being too fragile on Player Phase, which could be helpful if attacking into armored units or units with high Attack and Defense; however, it takes away from his Speed and could result in him failing to double.

At 47 HP, Innes wouldn’t be the best Panic Ploy user in the game, but it’s a definite option for him, particularly as most units who would utilize team buffs (such as Blade Tome users) are fragile with low HP.

Beach Dandy (Mixed Phase)

Build by
Slaying Axe+ (+Def)
Alternate: Beach Banner+ (+Def)
A Fury 3
Alternate: Sturdy Blow 2
Reposition B Axebreaker 3
Alternate: Guard 3
Bonfire C Odd Atk Wave 3
Alternate: Fortify Fliers
IVsSClose Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES or -HP
  • Weapon: Slaying Axe+ (+Def) / Beach Banner+ (+Def)
  • Assist: Reposition
  • Special: Bonfire
  • Passive A: Fury / Sturdy Blow / Atk/Def Bond
  • Passive B: Axebreaker / Guard / Quick Riposte
  • Passive C: Odd Atk Wave / Fortify Fliers / Goad Fliers
  • Sacred Seal: Close Def / Defense +3 / Quick Riposte

With a Slaying Axe equipped, Innes loses out on some of his Player Phase nuking potential and trades it in for a Special that does more damage. In doing so, it also does him well to trade in some of his Speed for Defense, as this set deals more with brawling in both Player and Enemy phase, for those times when you can’t quite make a clean getaway after initiation.

Innes with a Speed Boon still manages to hit 40 Speed, further increased to 43 with Fury. While it seems odd then to put Axebreaker as his optimal B slot since he easily outspeeds most axe units (with the exception of unique units like Raven), it’s more for insurance against axe-wielding armor units with Fighter skills or Quick Riposte (as Hector, Winter Chrom, and Winter Lissa are all pleased to utilize).

When going against an axe unit with Quick Riposte or a Fighter skill, Innes will guarantee his double and revert the enemy’s double chance into a Speed check- which Innes will generally win. This only fails to work against Hector’s ‘double QR’ build, when Hector runs Quick Riposte in his Seal slot as well- at this point, both units would attack twice. Through this, Innes can disable prominent Arena threats in his own color.

Guard is another attractive option that negates cooldown skills like Heavy Blade and even messes up Enemy Phase units who rely on Quick Riposte to proc Special attacks against him. And finally, Quick Riposte is always an option, despite his high Speed, as it will allow him to double units with Axebreaker (due to his Speed) as well as other Player Phase oriented units.

With a Defense forge on his Slaying Axe, Fury, and Close Def, Innes hits 43 Defense during the Enemy Phase as well, which is generally enough to tank a few hits. When combined with Bonfire, he can charge a big 22 damage Special to add onto his already-formidable Attack, and proc it in the same enemy combat, provided he can double with 43 Speed.

Quad Workout! (Brave Axe)

Build by
Brave Axe+ A Swift Sparrow 2
Alternate: Life and Death 3
Reposition B Desperation 3
Alternate: Hit and Run
Luna C Even Spd Wave 3
Alternate: Fortify Fliers
IVsSSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES or -HP
  • Weapon: Brave Axe+
  • Assist: Reposition
  • Special: Luna
  • Passive A: Swift Sparrow / Life and Death / Fury
  • Passive B: Desperation / Hit and Run
  • Passive C: Even Spd Wave / Fortify Fliers
  • Sacred Seal: Speed +3 / Attack +3

Despite Brave Weapons going a little out of style with the rise of Enemy Phase meta, Innes can still pack a powerful punch, provided he can double. With his Speed fully invested in, he can reach 42 Speed before Even Spd Wave activates, which can give him a total of 48- still enough to reliably quad most opponents, with an Attack value of 45.

Quad attacking an enemy guarantees a Luna proc as well, allowing Innes to rip through his opponent’s Defense. And of course, there’s always the option to reduce his Speed a little in order to help his middling Attack: Innes can flip his boon and Sacred Seal for a total of 42 Speed and 51 Attack.


Innes is back at the beach to rekindle his rivalry with Ephraim and wear weirdly mismatched-length shorts. Though he was an archer in his original appearance, Innes has ditched the bow, bulked up, and apparently found a wyvern, as he is now cruising the skies with his sister.

With a blistering Speed stat of 37, he is the fastest green flier at the time of his release, making him a very attractive unit to fill a green slot in flier emblem. Not only that, but his Attack and Defense are both relatively good, making him a fantastic duelist in his own right- a fact that’s only further emphasized by his seasonal weapon, which essentially grants him +2 to all of his stats during the Player Phase.


Speed demon

Innes has one of the highest Speed stats among green axe users in the game.

This puts him in a relatively uncontested niche, along with units like Raven and arguably Legion.

He can double easily in Player Phase and avoid them in Enemy Phase, increasing both his damage output and his defensive capabilities.

Flier synergy

If his natural Speed wasn’t enough, Innes has access to flier buffs, which could serve to increase his Speed to over 50 when combined with A slot and Boon.

His flier typing also allows him fantastic mobility for a Player Phase unit.

He can also support his allies through the use of Guidance.


Poor availability

Innes’ limited rarity means that he’ll be difficult to get many copies of, particularly for F2P.

This makes finding ideal IVs for him difficult as well.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Beach BannerIf unit initiates combat, grants Atk/Spd/Def/ Res+2 during combat.
Inheritable by Axe users only.
200 1 10
Beach Banner+If unit initiates combat, grants Atk/Spd/Def/Res +2 during combat.
Learns by default at 5 ★
Inheritable by Axe users only.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally DefenseGrants Def+4 to an adjacent ally until the end of the turn.
Learns by default at 5 ★
1 150
Rally Atk/DefGrants Atk/Def+3 to an adjacent ally until the end of the turn.
1 300

Passive Skills

Passive Skills SP Slot
Def Feint 1If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions.
Non-inheritable by Staff-wielding units.
Def Feint 2If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions.
Non-inheritable by Staff-wielding units.
Def Feint 3If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
Spur Atk 2Grants adjacent allies Atk+3 during combat.
Inheritable by all units.
Goad FliersGrants flying allies within 2 spaces Spd/Atk+4 during combat. Requires Spur Atk 2 or Spur Spd 2.
Only inheritable by flier units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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