|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.|
Attack and Speed are her major boons for obvious reasons. If you have to pick between two, then Speed should always be prioritized since it opens up more build options and improves her survivability.
For bane stats, both HP and Res do not have a -4 bane, and thus can both be a viable bane for Soleil. Res is the weaker stat of the two, due to HP also helping her physical bulk.
|Firesweep Sword+||A||Life and Death 3
Budget: Darting Blow 3
Budget: Hit and Run
|Draconic Aura||C||Spd Smoke 3
Budget: Threaten Spd 3
- Weapon: Firesweep Sword+
- Support: Reposition / Draw Back / Dual Rallies
- Special: Draconic Aura / Glimmer / Moonbow / Luna / Galeforce
- Passive A: Life and Death / Swift Sparrow / Death Blow / Darting Blow / Swift Blade
- Passive B: Swordbreaker / Hit and Run / Drag Back / Axebreaker
- Passive C: Speed Smoke / Threaten Speed / Varies on Team
- Sacred Seals: Speed +3 / Attack +3
- Boon/Bane: +Speed/Attack -Resistance
It is hard to justify not running Firesweep on Soleil due to her potent Attack and Speed. The idea behind it is ever so simple: Hit hard, retreat through Hit and Run/Drag Back while also debuff the enemies with Speed Smoke.
Most of the skill choices are also fairly straightforward. For a Firesweep user, Speed is the best stat to go for as it guarantees a double attack for Soleil, thus if there is a choice between which stat to invest in in terms of Boon/Bane choices, Speed should be the recommended one. However, If the team can provide enough Speed for Soleil to double most relevant high Speed units like Amelia, Ayra, Mia, Siegbert, etc ... without heavy investments in Speed, then go for Attack instead. Swordbreaker/Axebreaker can be a good choice for her B slot if the team can reposition her out of danger whenever she attacks and also provide her better reliability against units like Ayra or Mia.
|Slaying Edge+||A||Distant Counter|
Budget: Quick Riposte 2
|C||Atk Smoke 3|
|SP||2,145||S||Distant Def 3|
- Weapon: Slaying Edge / Wo Dao / Zanbato / Armorslayer
- Weapon Refinery:
- +Speed or Attack for Wo Dao / Slaying Edge.
- Buffs nullification for Zanbato / Armorslayer
- Assist: Reposition / Draw Back / Swap / Dual Rally
- Special: Glimmer / Moonbow / Draconic Aura
- Passive A:
- For anti range: Distant Counter
- For anti melee: Steady Breath / Steady Stance / Fierce Stance / Close Defense
- Passive B: Wrath / Quick Riposte / Vantage / Breaker skills / Renewal
- Passive C: Speed Smoke / Attack Smoke / Varies on Team
- Sacred Seals:
- For anti range: Distant Defense
- For anti melee: Close Defense / Phantom Speed
- Boon/Bane: +Atk/Speed - Res/HP
It can be argued that Enemy's Phase build for infantry sword users is not as influential as before, due to presence of Firesweep weapons, Wind/Watersweep, Sacae's Blessing, Dazzling Staffs as well as the fierce competition from the Manaketes. Nonetheless, a powerful Enemy's Phase unit is still nothing to scoff at, and Soleil is definitely an unit that can run Enemy's Phase builds well to warrant the investments.
Wo Dao and Slaying Edge are the two best weapons for general use. Wo Dao will have much better burst potential but the lack of cooldown acceleration will force the players into using more limited skill choices such as Steady Breath, having a teammate with Infantry Pulse, or using Quickened Pulse Seal to facilitate turn 1 burst. Slaying Edge, on the other hand, gives players more freedom in term of specials and skills, and can combo with Wrath to make her a pseudo-Player's Phase unit with Moonbow/Glimmer ready every turn once her HP drops below 75%. Nonetheless both are amazing on Soleil.
Zanbato / Armorslayer are more specialized weapons for specific teams. Zanbato is more relevant at the under-730-Arena points range due to the prevalence of cavalry defense team. Armorslayer will be better at much higher score ranges to counter full armored teams. Buff nullification is the best effect for Weapon Refinery for these weapons, as armored teams tend to have dual Rallies while cavalry team will always have strong cavalry buffs.
Most of the other skills choices are quite self-explanatory. Distant Counter is the best for anti-mages/archers. If ranged units aren't a particular issue for player's team, then skills like Close Defense, Steady Breath, Steady Stance or Fierce Stance will prove valuable in duels against most melee units.
B slot can heavily change matchups and for Soleil it really depends on which type of units she wants to check. Wrath and Quick Riposte are best for general use. Wrath is better with Wo Dao/Slaying's Edge to facilitate high burst while Quick Riposte synergizes well with her Speed, allowing her to double even high-speed threats like Ayra, Mia or Amelia.
Other potential B slot options include Breaker skills to check specific matchups (like Red Tomebreaker for units like Celica or Swordbreaker for Ayra).
Be wary against Windsweep users as they can bypass Soleil if they are faster than her. A Phantom Speed seal can negate this problem assuming player's score range have a lot of Windsweep users.
| Rising WindBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 5 ★
| Blazing WindBefore combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
Unlocks at 5 ★
|Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.||50||
|Darting Blow 2Grants Spd+4 during combat if unit initiates the attack.||100||
Darting Blow 3Grants Spd+6 during combat if unit initiates the attack.
Unlocks at 5 ★
|Spur Res 1Grants adjacent allies Res+2 during combat||50||
|Drive Res 1Grants allies within 2 spaces Res+2 during combat.||120||
Drive Res 2Grants allies within 2 spaces
Res+3 during combat.
Unlocks at 5 ★
Inheriting all the best qualities from both her father and her grandmother, Soleil is a great red sword infantry with an incredible offensive firepower.
Despite being in an overly bloated niche, Soleil still manages to standout with the highest base Attack among sword users and a base 35 Speed with a respectable bulk against both types of damage. As a result, Soleil is a great competitor against other speedy high damage output Player Phase monsters like Ayra or Mia, and can also be a decent Enemy's Phase unit if the players decide to gear her toward that route.
Overall, Soleil is a great unit to have on any player's roster, and though her investment requirements might be a bit steep, she will do a great job regardless of what she runs.
- Incredible base Attack: Soleil possess 38 Attack at base, the highest among all sword users
- Good base Speed: Though not on the level of Mia and Ayra, 35 base Speed is a great start. Combined with her incredible Attack, she has a wide array of options in terms of skill choices
- Decent mixed bulk due to: A combination of 37 HP / 28 Defense / 24 Resistance might not seem too impressive on paper, but once factoring in her Speed and the HP buff from a forged weapon, Soleil will be quite tough to one round unless against Brave weapons users
- Require steep investments to be optimal: Outside of Firesweep Sword, her other default skills leave a lot to be desired. All of her Player's Phase builds and Enemy's Phase builds require expensive skills to reach her highest potential.
- Physically bulky blue units with a good Attack stat can take Soleil's attack and kill her with their counterattacks. Notable examples are units like Effie, Nowi, Shiro, Brave Lucina, or Tana
- Soleil does not fare well against Brave weapons due to her middling Defense and Resistance. Reinhardt is her biggest counter due to his oppressive Player's Phase offense. Other notable examples include units like Brave Lyn, Bridal Cordelia, Cordelia, Hinoka, Elincia.
- If Soleil goes with Enemy's Phase build, Firesweep users can be a major threat to her.