★ Latest Banner - New Heroes: Rearmed Þjazi & Rearmed Lilina
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☆ Free Units - Zeiss
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 | |
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Rearmed Sothe
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List of Contents
New Heroes - New Heroes: Attuned Micaiah & Rearmed Sothe Featured Heroes | |||
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Edward [9.0/10] |
Attuned Micaiah [9.9/10] |
Leonardo [8.0/10] |
Rearmed Sothe [9.0/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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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. |
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. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (21) | ★★★★☆ | |
Atk (13) | ★★★★☆ | |
Spd (8) | ★★★★★ | |
Def (8) | ★★★☆☆ | |
Res (3) | ★★☆☆☆ |
◯ = 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.
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.
We recommend +Spd when merging Rearmed Sothe up to +10 to ensure he can create a follow-up attack against most foes.
HOT | |
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Bane
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:
-
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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.
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Bane
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-
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:
-
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Rearmed Sothe's base kit is good enough to perform offensively, bursting down his foes with Bane.
Neutral Stats at Lv. 40 (5★) | ||
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188 | ||
HP |
43 |
Rank: 192/1173 |
Atk |
43 |
Rank: 207/1173 |
Spd |
47 |
Rank: 7/1173 |
Def |
30 |
Rank: 501/1173 |
Res |
25 |
Rank: 668/1173 |
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 | |
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+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 |
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 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 21 | 27 | 8 | 8 | 3 | 67 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
41 | 47 | 47 | 32 | 27 | 194 | |
38 | 44 | 47 | 26 | 33 | 188 | |
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 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'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.
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'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 for this Hero? | Cannot Unlock Potential |
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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!
Skill Name | Might | Range | Effect | Learned At |
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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★ |
This Hero has no Assist skills that can be learned. |
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★ |
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★ |
Value of Skills | ★★★★★ |
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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 |
If you have feedback about this hero page, let us know in the comments section below!
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 |
---|---|
Double Mythic Heroes: Níðhöggr & Læraðr Mythic Heroes Summon |
Rearmed Sothe
Starts:11/28/2024 Ends:12/13/2024 |
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Nicolas Roye |
---|---|
Illustrator | RIZ3 |
Appears In |
Heroes from Mythic Heroes - Double Mythic Heroes: Níðhöggr & Læraðr | |||
---|---|---|---|
Kvasir [9.0/10] |
Legendary Shez (M) [9.5/10] |
Níðhöggr [9.5/10] |
Legendary Myrrh [9.0/10] |
Legendary Shez (F) [9.5/10] |
Ascended Amelia [9.0/10] |
Legendary Ninian [9.5/10] |
Legendary Alear (F) [9.5/10] |
Legendary Camilla [9.5/10] |
Mythic Loki [9.5/10] |
Rearmed Sothe [9.0/10] |
Læraðr [9.5/10] |
▶︎Return to the Colorless Heroes Page
Close-Range | Ranged |
---|---|
Colorless Breath | Colorless Dagger |
Colorless Beast | Colorless Bow |
Colorless Tome | Staff |
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.
Rearmed Sothe Builds and Best IVs
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"This makes Rearmed Sothe one of the best offensive units in the entire game capable of bursting down the sturdiest of tanks." Yet, still only rated a 9.0 (A)....