Table of Contents
- Default
- Attack
- Special
- Injured
| Soleil - Adorable Adorer |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 9 | 8 | 5 | 4 |
| Middle | 18 | 10 | 9 | 6 | 5 |
| High | 19 | 11 | 10 | 7 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 35 | 32 | 24 | 21 |
| Middle | 37 | 38 | 35 | 28 | 24 |
| High | 41 | 41 | 38 | 31 | 28 |
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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
- +ATK: A wise choice given that Soleil generally wants to increase her damage output.
- +SPD: Another great option, netting Soleil follow-ups with her Firesweep sword that she may not get otherwise.
Neutral
- HP: While it’s a feasible option for a bane, Soleil prefers to not have to compromise her physical bulk.
- DEF: The same reasoning applies to her Defense. At base 28, Soleil can take a hit or two, and since she has a superbane in Defense (-4 instead of -3) it’s ideal that this stat is neutral.
Banes
-
-RES: Soleil’s Resistance is still a respectable 21 with a bane, and her high Speed helps prevent magical follow-ups.
Skill Sets
Hit ‘Em Out of the Park! (DC Enemy Phase)
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Slaying Edge+ (+Spd) Alternate: Wo Dao+ (+Spd) |
A | Distant Counter |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Wrath 3 Alternate: Vantage 3 |
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Glimmer Alternate: Moonbow |
C | Atk Smoke 3 Alternate: Threaten Atk 3 |
| SP | 1,695 | S | Quick Riposte 3 |
- Preferred IV: +SPD / -RES or -HP
- Weapon: Slaying Edge+ (+Spd) / Wo Dao (+Spd)
- Assist: Reposition / Swap / Flexible
- Special: Glimmer / Moonbow / Draconic Aura
- Passive A: Distant Counter
- Passive B: Wrath / Vantage
- Passive C: Atk Smoke / Spd Smoke / Threaten Atk / Threaten Spd
- Sacred Seal: Quick Riposte
Although perhaps not as useful as they once were given the commonality of Firesweep weapons, Dazzling Staff, and random Sweep skills coming from nowhere to ruin the day, Soleil’s considerable offensive prowess makes her a good candidate to run an enemy phase Distant Counter build, especially with the Quick Riposte seal offering unprecedented flexibility for her B slot.
+Spd (once again) along with +Spd refinement allows Soleil to avoid follow-ups being performed on her by the ever-present +Spd Mia and Fury Nino. The passive effects of these weapons along help mitigate the loss in damage output Soleil suffers by forgoing a +Atk IV and +Atk refinement. Since Soleil will be battling ranged enemies, a Resistance bane isn’t exactly ideal, but since -HP also compromises her physical bulk, it is the lesser of two evils.
Distant Counter, of course, allows Soleil to counterattack at any distance. This, when combined with her offensive spread, makes her a considerable threat to ranged and melee attackers alike.
Slaying Edge offers consistent cooldown acceleration, while Wo Dao allows Soleil to hit extremely hard when her Special activates (especially if Wrath is being used). Both are good options for this build and take advantage of her naturally high Attack.
Slaying Edge pairs effectively with Wrath, adding +10 damage when Soleil’s accelerated Special procs. Vantage, alternatively, allows Soleil to utilize the previously exclusive and incredibly potent Vantage-Quick Riposte combo. Wo Dao also works well with either of these skills, although Vantage may be the better choice if +20 damage to a Special proc proves to be overkill.
Atk Smoke and Spd Smoke allow Soleil to potentially debuff faraway enemies if attacked by a ranged foe, while Threaten Atk and Spd serves as an option to debuff the foe she is currently attacking. Since the range requirements for Threaten Spd are slightly more stringent and limited, Atk and Spd Smoke are the ideal choices.
Gunning for Home Plate (Firesweep Follow-Up)
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Firesweep Sword+ | A | Life and Death 3 Alternate: Darting Blow 3 |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Chill Spd 3 Alternate: Hit and Run |
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Moonbow Alternate: Glimmer |
C | Spd Smoke 3 Alternate: Threaten Spd 3 |
| SP | 1,845 | S | Speed +3 |
- Preferred IV: +SPD / -RES
- Weapon: Firesweep Sword+
- Assist: Swap / Pivot / Reposition / Flexible
- Special: Moonbow / Glimmer / Luna / Draconic Aura
- Passive A: Life and Death / Darting Blow
- Passive B: Chill Spd / Hit and Run / Drag Back
- Passive C: Spd Smoke / Threaten Spd
- Sacred Seal: Speed +3
The goal of this build is simple -- capitalize on Soleil’s excellent innate Speed and Attack to perform follow-ups on Player Phase and prevent counterattacks through use of her native Firesweep Sword.
With a +Spd IV, Life and Death, and the Speed +3 seal, Soleil is able to reach 46 Speed and 58 Attack (47 Speed and 53 Attack with Darting Blow). This will allow her to naturally double all but a few exceptions such as +Spd Mia, and even then it is incredibly likely Chill Spd will activate on these foes and allow Soleil to hit twice without being counterattacked. Also of note is that this Speed tier prevents most follow-ups from being performed on Soleil.
Swap and Pivot are good assists to use here. If Soleil overextends, then these assists can help her retreat behind more defensively oriented teammates. If a team is more offensively oriented, then Reposition or a Dual Rally may be a better choice as they will allow Soleil to either sling forward an ally who possesses a better matchup or provide support when she is not attacking.
Moonbow or Glimmer was used because of their low cooldown and good damage output due to Soleil’s high Attack. Luna or Draconic Aura are alternative options that can be charged relatively quickly, especially if Soleil tanks a hit on enemy phase from a mid-to-low Speed enemy.
Chill Spd is now one of the best B slot skills for most speedy Firesweep users, inflicting a devastating -7 Spd debuff to the fastest opponent on the enemy's team at the start of every turn. In particular, on Soleil Chill Spd allows her to consistently net no retaliation follow-ups against almost every unit in the game. Hit and Run and Drag Back are good alternatives for Firesweep users, however, allowing them to retreat after attacking and be swapped or repositioned to safety. If used in conjunction with units possessing Earth / Water boost, Steady / Warding Breath, Steady / Warding Stance, or the Close Defense skill / seal, Soleil is able to heavily damage foes and then hide behind her allies who will take negligible damage on enemy phase.
Spd Smoke allows Soleil to debuff the enemy team’s Speed when they’re in range, further adding to her defensive capabilities if she is forced to tank an attack by preventing doubles. Threaten Spd is a great alternative, as it directly debuffs the foe Soleil will be attacking if they are in-range, ensuring she can perform a follow-up.
Home Run Derby (Firesweep Max Attack)
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Firesweep Sword+ | A | Life and Death 3 Alternate: Death Blow 3 |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Chill Spd 3 Alternate: Swordbreaker 3 |
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Astra | C | Threaten Spd 3 Alternate: Threaten Def 3 |
| SP | 1,935 | S | Heavy Blade 3 |
- Preferred IV: +ATK / -RES
- Weapon: Firesweep Sword+
- Assist: Swap / Pivot / Reposition / Flexible
- Special: Astra / Aether
- Passive A: Life and Death / Death Blow
- Passive B: Chill Spd / Swordbreaker / Hit and Run / Draw Back
- Passive C: Threaten Spd / Threaten Def
- Sacred Seal: Heavy Blade / Speed +3
Like the build above, this build takes advantage of Soleil’s astronomical Attack, excellent Speed, and native Firesweep Sword to KO foes outright and charge her Special while doing so.
A +Atk IV allows Soleil to reach 61 Attack and 40 Speed with Life and Death. This is absurd, practically guarantees Heavy Blade procs, and is more than enough Speed to perform follow-ups on mid Speed units. Few units have more than 45 Speed, so if Soleil is initiated upon, she will likely live to fight another day.
Swap and Pivot are, once again, ideal defensive positioning assists, while Reposition and Dual Rallies offer a more offensively supportive role.
Astra offers slightly reduced cooldown over Aether and hits hard due to Soleil's high Attack. Aether, however, offers Soleil the opportunity to heal some damage once it activates.
Chill Spd or Swordbreaker are important aspects of this build. Since this build does not give Soleil enough Speed to double and KO +Spd sword units such as Ayra, Mia, and Zelgius outright, Chill Spd or Swordbreaker grants her follow-ups that skew these matchups in her favour. As with the build above, Hit and Run and Drag Back are common and customary for Firesweep users, allowing them to retreat once they’ve done their duty.
Threaten Spd is ideal because it allows Soleil to perform a few doubles that she would not be able to perform otherwise if it is active. Threaten Def is a passable alternative, however, as it directly aids Soleil in breaking through the defenses of bulkier foes such as Sigurd.
Introduction
A fan-favourite of a Dancer’s bloodline, Soleil brings to the table some impressive qualities despite the bloated nature of the red sword pool. Sporting the highest base Attack among sword units, an impressive base 35 Speed, and reasonable defensive stats, Soleil is able to exert considerable offensive pressure without completely compromising her ability to take a hit or two.
Adding to her usefulness is her availability at 4 stars and her native access to the Firesweep Sword -- a weapon that perfectly synergizes with her stat spread that can reach incredible effectiveness with some accessible skill investment. If one is yet to pull an Ayra or Mia and are looking for a high-firepower sword unit, then Soleil would be an excellent choice for a team.
Strengths
Stellar Attack
Even without a Boon, Soleil’s base Attack rests at 38 -- with her native sword equipped, that reaches 53 without skills, seals, or refinement (!!!)
She reaches this number without directly compromising any of her other stats, which is a rarity among most units.
Good Speed
With a Boon, Soleil reaches 38 Speed. Combined with skills such as Life and Death / Darting Blow / Chill Spd and seals such as Speed +3, she is able to perform follow-ups on many units and avoid being doubled herself.
Outside of Brave weapon users, most units will struggle to one-round her.
Weaknesses
Still Struggles With Magic
Although her bulk is good, Soleil is still overpowered by magic damage from blue mages and dragons who are able to survive her onslaught.
Since a Resistance bane on Soleil is ideal, this further compromises her ability to soak up magic damage.
Strongest on Player Phase
Soleil’s best kits are tailor-made for Player Phase. This is both a blessing and a curse, as this does limit her utility somewhat.
While she can run an Enemy Phase build, it requires heavy skill investment.
Team Options
Counters
- Bulky Blues: Effie, Winter Robin, Nowi, Shiro, Ephraim, Brave Lucina, and Tana do not cower before Soleil’s attack stat and are able to overpower her.
- Common Brave Users: Cordelia, Hinoka, Elincia, Chrom, Bridal Cordelia, Brave Lyn, and Reinhardt can easily KO Soleil before she even has the chance to attack if they’re toting Brave Weapons.
- Blade Tome Mages: Olwen, Summer Corrin, Winter Tharja, and Halloween Nowi are able to take advantage of class-specific buffs combined with a Blade tome to KO Soleil outright.
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Firesweep Sword+ | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Hit and Run |
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Moonbow | C | Drive Res 2 |
| S | Heavy Blade 3 | ||
Possibly one of my favorite fates child units is Soleil. Her ivs are +spd, -res. This build helps improve her usage with her default weapon.
For her weapon I prefer to keep firesweep sword. The ability to deny counterattacks from foes is awesome and beneficial. It does however come at a cost of Soleil not being able to counterattack herself in the enemy phase but that’s just a sign that you have to position carefully.
For the assist skill I prefer reposition for some basic movement utility. It unfortunately has become rare due to the flooded 3 to 4 star pool.
For the special I changed it to moonbow. The reason why is because it pairs well with seals like flashing blade or heavy blade.
For the A skill I prefer life and death. It will boost her offenses and make her deadly. The cost is -5 in defense and resistance though Soleil won’t mind getting her defenses tampered due to the fact that she’s helpless in the enemy phase due to her firesweep sword.
For the B skill I prefer hit and run. The reason is because with drag back in a case where she’s pulling a cavalry unit while standing on a forest terrain drag back has no effect. Hit and run on the other hand will work even if the cavalry unit lives. Plus with her offensive stats she should not be dragging anything back. She should he killing it.
For the C skill her default drive res is pretty fine. Useful for arena scoring as well as helping res tanks.
As for the sacred seal I went for flashing blade to ensure she’ll be having moonbow easily charged. I am still currently trying to upgrade this seal. The reason why i’m going for this build is because flashing/ heavy blade with moonbow with a firesweep weapon pair well. Learned it from a video.
Overall I think my Soleil build is pretty good. To be honest when I first summoned Soleil there’s something interesting about her that for some reason makes me want to make her one of my favorite fates characters. My Soleil is currently +2 Merged.
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Slaying Edge+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Wrath 3 |
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Aether | C | Drive Spd 2 |
| S | Heavy Blade 3 | ||
Self healing, fast, high-offence, player phase build for +spd -res summoner supported Soleil. Heavy Blade SS, Wrath, and Fury are good for charging up an Aether to wreck an enemy. Very Expensive.
My favorite unit, with Lucina Close behind
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Safeguard+ (+Def) | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Aether | C | Atk Smoke 3 |
| S | Heavy Blade 3 | ||
A mixed phase melee duelist build for Soleil. It take advantage of her hight attack and speed in the player phase, and of her good defence in conjuction with a def refined Safeguard in the enemy phase.
With this build, and without merges, she reach 56/42 offensive spread in the player phase and 46 defence in enemy phase (4 from the refine, 7 from Safeguard and 7 from Atk Smoke). If she fall under 75% of her health, Wrath will proc on Aether to keep her alive, and to blow up an enemy as well.
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Firesweep Sword+ | A | Steady Blow 2 |
|---|---|---|---|
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Rally Atk/Def | B | Chill Def 3 |
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Galeforce | C | Drive Res 2 |
| S | Flashing Blade 3 | ||
Soleil is one of the +10 arena core along with my Fae and Wendy. IV's are +atk - hp since high arena is all about Armours and Dragons that rarely outspeed. I should probably equip her a slaying edge to optimise her scoring but firesweep is so much more fun. Chill Def 3 is essential in the build to ORKO high defense green arena units. Especially Myrrh. That's why I use steady blow to add an extra 4spd/4def to be able to double Myrrh. Galeforce is a good special for firesweeps with flashing blade/heavy.
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Firesweep Sword+ | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Escape Route 3 |
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Galeforce | C | Threaten Atk 3 |
| S | Heavy Blade 3 | ||
Soleil is my main hero in Fire Emblem Heroes and this build wins me plenty of Arena, Tempest Trails and Chain Challenges with only using her team (Soleil/Azura/Felicia/Veronica).
Her high Attack stat combined with ‘Fury’ and ‘Threaten Attack’ almost guarentee the activation of ‘Heavy Blade’, allowing her to pull off ‘Galeforce’ at a reliable rate (Azura increases this chance with ‘Sing’). As she is using a ‘Firesweep’ weapon, foes cannot counter and this allows the player to easily manage her damage penalty for using ‘Fury’. Soleil can be used to aggressively rush down key units such as healers or defeat ‘Stance’ reliant tank teams with ease. Once she takes too much damage; use ‘Escape Route’ to draw her back and replenish her health. Combining this with ‘Galeforce’ will allow you to keep attacking even at low health with no risk at losing Soleil as opponents cannot counter.
Soleil’s performance can be further enhanced with Veronica; Vernoica’s original staff (if maxed) will lower all stats on opponents by four whilst also raising Soleil’s stats by 4 for one turn. This means that, for this turn, Soleil’s ‘Heavy Blade’ will almost always trigger and she has a high chance of attacking twice due to the changes in speed, making ‘Galeforce’ incredibly easy to use.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
|
300 | 1 | 15 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
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 4 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
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 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes