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Summer Gullveig, also known as Glittering Sunlight Gullveig, is a limited 5-Star Duo unit inFire Emblem Heroesand the third Gullveig unit available in the game. Known as the Golden Seer, Gullveig is a vanir goddess with theability to control timeand the main antagonist of Book VII ofFire Emblem Heroes.
Summer Gullveig is a Red Tome Cavalry Hero possessing the Duo Skill with Seiðr and is currently one ofthe strongest unitsin the meta. This guide will go over the best Individual Values (IVs) and build for Summer Gullveig.

Summer Gullveig Best IVs and Build
Summer Gullveig isan incredibly powerful unitwith 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.
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.
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.)
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).
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 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
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).
After combat, deals 8 damage to unit.
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).
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.
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).
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).
Fury 3: Grants Atk/Spd/Def/Res +3. Unit take 6 damage after combat.
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
Wings of Mercy 4
Kvasir, Ascended Merric
Atk/Spd Catch 3
Fury 3
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: