Fire Emblem Heroes (FEH)

Rearmed Sothe Builds and Best IVs

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This is a ranking page for the hero Sothe - Dawning Zephyr from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Rearmed Sothe.

Heroes With the Same Name
Sothe - Dawning Zephyr Icon Rearmed Sothe

New Heroes - New Heroes: Attuned Micaiah & Rearmed Sothe Featured Heroes
Edward IconEdward
[9.0/10]
Attuned Micaiah IconAttuned Micaiah
[9.5/10]
Leonardo IconLeonardo
[8.0/10]
Rearmed Sothe IconRearmed Sothe
[9.5/10]

Rearmed Sothe Rating and Basic Information

FEH Rearmed Sothe Banner

Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Sothe - Dawning Zephyr: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill grants a Time's Pulse effect, grants bonus stats, damage reduction on foe's first attack, and a Null Follow-Up effect.
・Exclusive Special skill grants damage reduction to unit, neutralizes foe's non-Special percentage-based damage reduction skills, and deals damage equal to foe's HP -1.

Rearmed Sothe Skills at 5★


Might: 14  Range: 2
Accelerates Special trigger (cooldown count-1).
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】

Cooldown Count = 2
Treats foe's Def/Res stats as if reduced by 40% when Special triggers.
When Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills, and also, if damage dealt prior to damage reduction calculation < foe's HP - 1, sets damage before damage reduction as foe's HP - 1 (excluding certain foes, such as Røkkr).
If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 30% (once per combat; excluding area-of-effect Specials).

If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Inflicts Spd/Def-4 on foe during combat.
If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP.
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat.

Rearmed Sothe Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (21) HP Superbane ★★★★☆
Atk (13) Attack Boon ★★★★☆
Spd (8) Spd Boon ★★★★★
Def (8) Def Bane ★★★☆☆
Res (3) Res Bane ★★☆☆☆

◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws

See the IV Checker for All Units Trait Fruits—How to Change IVs

When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.

+Spd / -Res

The best IVs for Rearmed Sothe are +Spd and -Res. Sothe's Spd is among the highest in the game at base 47, and boosting it with a superboon increases it to base 51. Improving Sothe's Spd through his superboon and equipped skills maximizes the chances of him creating a follow-up attack against his foes.

Rearmed Sothe's Res is his least important stat and can be safely taken as a bane.

+Spd for a +10 merge

We recommend +Spd when merging Rearmed Sothe up to +10 to ensure he can create a follow-up attack against most foes.

Rearmed Sothe Best Builds

Desperation Rearmed Sothe

HOT
Assist Skill IconDraw Back
Special Skill IconBane
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

This build uses Desperation to attack consecutively, having Bane reduce Sothe's foe's HP to 1, and then immediately attacking again to defeat his foe before they can counterattack.

General Use / Budget Rearmed Sothe

Assist Skill IconDraw Back
Special Skill IconBane
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Rearmed Sothe's base kit is good enough to perform offensively, bursting down his foes with Bane.

Source Heroes for All Skills

Rearmed Sothe Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
188
HP
HP 43 43
Rank: 177/1111
Atk
Atk 43 43
Rank: 157/1111
Spd
Spd 47 47
Rank: 1/1111
Def
Def 30 30
Rank: 461/1111
Res
Res 25 25
Rank: 631/1111

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 48 62 52 34 29 225
Lv.40 +10 48 48 52 34 29 211

HP Atk Spd Def Res Total
+HP
Lv.40 +10
50 47 51 34 29 211
+Atk
Lv.40 +10
47 51 51 34 29 212
+Spd
Lv.40 +10
47 47 55 34 29 212
+Def
Lv.40 +10
47 47 51 37 29 211
+Res
Lv.40 +10
47 47 51 34 32 211

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 43 57 47 30 25 202
5★ Lv.40 43 43 47 30 25 188

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 21 27 8 8 3 67

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
38 44 47 26 33 188
Rearmed Sothe Icon Rearmed Sothe
43 43 47 30 25 188
41 42 47 27 30 187
40 43 44 31 25 183
41 44 47 24 26 182
40 39 43 26 29 177
40 41 43 28 25 177
39 37 42 34 25 177
41 39 43 29 25 177
41 36 43 27 30 177
40 38 38 33 18 167
40 36 41 23 26 166
38 33 38 22 20 151
39 36 33 22 21 151
41 26 33 25 22 147

Note: Stats bonuses from skills are not taken into account.

Rearmed Sothe Roles, Strengths, and Weaknesses

Rearmed Sothe Roles

Sothe - Dawning Zephyr Roles
Close Physical AttackClose-Physical Ranged Physical Attack ImageRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill No All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Rearmed Sothe is a ranged physical attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.

Rearmed Sothe Strengths

Arcane Tempest has built-in Time's Pulse and other useful effects

Rearmed Sothe Attack Fire Emblem Heroes FEH

Rearmed Sothe's inheritable Arcane weapon Arcane Tempest has an accelerated Special trigger and built-in Time's Pulse 3, ensuring Bane is ready to fire at the start of each turn.

In combat, Arcane Tempest grants Rearmed Sothe bonus Atk/Spd/Def/Res up to +14, 30% damage reduction on his foe's first attack, and a Null Follow-Up effect if he wins a Spd check against his foe.

While the in-combat effects are nothing Special compared to modern weapons, the built-in Time's Pulse 3 effect is key as it pre-charges Bane, which is the most important part of Rearmed Sothe's kit.

Bane heavily damages foe and grants damage reduction

Rearmed Sothe's exclusive Special skill Bane has a base cooldown of 2, reduced to 1 with Arcane Tempest's slaying effect, and pre-charged with Arcane Tempest's Time's Pulse 3 effect.

Bane reduces his foe's Def/Res stats by 40% and neutralizes his foe's non-Special percentage-based damage reduction effects. Bane also grants Sothe 30% damage reduction on his foe's attack if either Sothe's or his foe's Special is ready or triggered before or during this combat.

More importantly, Bane sets the damage dealt by Rearmed Sothe's attack as (foe's HP - 1), essentially dropping his foe down to 1 HP if they do not have true damage reduction on their kit. This effect is activated whenever the damage Sothe would normally deal prior to damage reduction calculation is less than (foe's HP - 1).

If Rearmed Sothe's attack can kill his foe in one hit, then Bane's set damage effect does not trigger and his foe is defeated instead.

Due to Bane being pre-charged at the start of each turn, Rearmed Sothe's first attack either kills his foe or lowers their HP to 1 (or a low enough number if his foe has true damage reduction), and then his follow-up attack finishes them off. This makes Rearmed Sothe one of the best offensive units in the entire game capable of bursting down the sturdiest of tanks.

Rearmed Sothe Weaknesses

Average Bulk

Rearmed Sothe's defensive stats are quite average at base 43 HP, 30 Def, and 25 Res.

While Sothe's offensive potential is amazing, he is vulnerable to a counterattack if he cannot burst his foe down on his first attack.

Be careful when attacking foes with high Atk, as they can potentially defeat Sothe in one hit.

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Sothe - Dawning Zephyr Only Appears as a 5 Star Hero!

Sothe - Dawning Zephyr only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Sothe - Dawning Zephyr if a 4 Star version is released!

Unlock Potential Tier List

Rearmed Sothe - List of Skills

Weapons

Skill Name Might Range Effect Learned At
3 2 After combat, inflicts Def/Res -3 on foe through its next action. 5★
5 2 After combat, inflicts Def/Res -3 on foe through its next action. 5★
7 2 After combat, inflicts Def/Res -5 on foe through its next action. 5★
14 2 Accelerates Special trigger (cooldown count-1).
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】
5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. 5★
(Cooldown Count = 2) Treats foe's Def/Res as if reduced by 30% during combat. 5★
(Cooldown Count = 2) Treats foe's Def/Res stats as if reduced by 40% when Special triggers.
When Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills, and also, if damage dealt prior to damage reduction calculation < foe's HP - 1, sets damage before damage reduction as foe's HP - 1 (excluding certain foes, such as Røkkr).
If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 30% (once per combat; excluding area-of-effect Specials).
5★

Passives

Skill Name Effect Learned At
If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 5★
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. 5★
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. 5★
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap’s effect. 5★
Inflicts Spd/Def-4 on foe during combat.
If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP.
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
5★
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 for 1 turn. 5★
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 for 1 turn. 5★
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 for 1 turn. 5★
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. 5★

Rearmed Sothe as a Source Hero

Rearmed Sothe Avatar

Value of Skills ★★★★★

Rearmed Sothe has Arcane Tempest, Atk/Spd Finish 4, Potent Disarm, and Atk/Spd Pledge as inheritable options.

All of these skills are quite powerful and worth inheriting onto your favorite units.

Additionally, as a Rearmed Hero, Rearmed Sothe does not disappear from your barracks upon using him as inheritance fodder.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Rearmed Sothe?

Top tier hero. Must summon. 3
Votes
Summon if you need his/her hero archetype. 0
Votes
Summon if you like this hero. 0
Votes
Summon for his/her Skill Inheritance options. 1
Votes
Pass on this hero. 0
Votes

If you have feedback about this hero page, let us know in the comments section below!

How to Get Rearmed Sothe / Illustrations / Voice Actor / Quotes

How to Get Rearmed Sothe

Obtain Through Regular Summon

Rearmed Sothe is a limited time Rearmed Hero who can be pulled from their debut banner or focus banners. They do not appear in regular summons.

Event Name Focus
New Heroes: Attuned Micaiah & Rearmed Sothe Banner
New Heroes: Attuned Micaiah & Rearmed Sothe
New Heroes Summon
Sothe - Dawning Zephyr Icon Rearmed Sothe

Starts:06/07/2024
Ends:06/29/2024

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Nicolas Roye
Illustrator RIZ3
Appears In

Illustration

FEH: Related Guides

New Heroes: New Heroes: Attuned Micaiah & Rearmed Sothe

New Heroes: Attuned Micaiah & Rearmed Sothe Banner

Heroes from New Heroes - New Heroes: Attuned Micaiah & Rearmed Sothe
Edward IconEdward
[9.0/10]
Attuned Micaiah IconAttuned Micaiah
[9.5/10]
Leonardo IconLeonardo
[8.0/10]
Rearmed Sothe IconRearmed Sothe
[9.5/10]

See All Colorless Heroes

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All Types of Colorless Weapons

Close-Range Ranged
Colorless BreathColorless Breath Colorless DaggerColorless Dagger
Colorless BeastColorless Beast Colorless BowColorless Bow
Colorless Tome.pngColorless Tome StaffStaff

Comment

1 twztid1314 days

I feel like he needs a canto. If he already has the special pre charged, I'm not understanding why he needs pledge. I must be missing something, as usual. Something with movement seems like it would serve him better, IMO. If he can use the canto X skill, that would be useful.

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