Table of Contents
- Default
- Attack
- Special
- Injured
| Soren - Shrewd Strategist |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 6 | 8 | 3 | 6 |
| Middle | 17 | 7 | 9 | 4 | 7 |
| High | 18 | 8 | 10 | 5 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 33 | 30 | 30 | 13 | 25 |
| Middle | 36 | 33 | 33 | 17 | 29 |
| High | 40 | 36 | 36 | 20 | 32 |
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
-
+SPD: The safest and most consistently good boon, +SPD will directly benefit all of Soren’s builds by allowing him to double more enemies as well as avoid being doubled himself.
-
+ATK: Decent, but not as consistent as +SPD. However, if Soren has access to Speed buffs from his team, then +ATK gets a lot better.
Neutral
-
RES: Soren’s Resistance gives him good magical bulk, as well as opening up his potential to run Ploy skills; it’s best to avoid a bane here, and a +SPD or +ATK boon would be more useful than +RES.
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DEF: Soren has pitifully low Defense, making it a clear choice of bane for a Blade tome setup. However, if running his new unique tome, Wind’s Brand, with its unique Owl tome effect refine, then Soren’s physical bulk can get high enough that he can potentially survive a single hit.
Banes
- -HP: While hitting both physical and magical bulk isn’t ideal, taking a -HP bane avoids having to take a superbane with -DEF; this is more relevant when running a non-Blade tome setup.
Skill Sets
Social Savant (Defensive Utility)
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Wind's Brand (+Eff) | A | Atk/Spd Bond 3 Alternate: Fury 3 |
|---|---|---|---|
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Swap | B | Chill Spd 3 Alternate: Vantage 3 |
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Moonbow | C | Res Ploy 3 |
| SP | 1,605 | S | Distant Def 3 |
- Preferred IV: +SPD / -HP
- Weapon: Wind’s Brand (+Eff)
- Assist: Swap
- Special: Moonbow / Iceberg / Glacies
- Passive A: Atk/Spd Bond / Fury / Distant Def
- Passive B: Chill Spd / Chill Def / Vantage / Quick Riposte
- Passive C: Res Ploy / Spd Ploy / Varies on Team
- Sacred Seal: Distant Def / Speed +3 / Heavy Blade
Soren’s new unique tome, Wind’s Brand, offers him exceptional utility to his team in the form of a devastating, unavoidable Attack debuff. With its refine, he can also function as a defensive mage counter, thanks to the big boost in stats from the refine’s Owl tome effect.
The primary function of this build is to utilize the powerful debuffing capabilities of Wind’s Brand. Combining the Chill Atk effect with the Chill Spd B skill results in Soren completely crippling what are likely the two biggest threats on a given enemy team, which would be the units with the highest Attack and Speed - this may even be a single unit running something like Life and Death. Chill Def can work in place of Chill Spd, particularly if he plans on supporting a powerhouse physical attacker like a Brave Bow archer. For budget, Vantage doesn’t help Soren’s ability to debuff, but it does work well in improving his Enemy Phase fighting ability with the Owl effect refine. Without a refined Wind’s Brand, Quick Riposte is useful to secure doubles against speedier mages that Soren may otherwise be unable to double due to lacking the bonus stats from his refined tome.
The choice of Special is entirely up to preference and level of support that Soren has. The main thing to consider is the desired timing of Special activation: a lower cooldown will result in being able to fire off the special during each combat, while higher cooldown can allow Soren to save his special after one combat to wipe out the next enemy. However, if running Heavy Blade, then Iceberg is the best choice.
Due to the Owl effect of the refined tome, Bond skills like Atk/Spd Bond work fantastically. Alternatively, Distant Def can be taken to maximize Soren’s defensive capabilities versus ranged enemies. Fury is a good budget option that can allow Soren to shine on both phases, though the Owl effect can be difficult to utilize on Player Phase.
C slot is mostly personal preference, but running a Ploy skill like Res Ploy works great with the debuffing nature of this build. Ploys are an even better option if running Fury due to the extra Resistance resulting in increased chance of landing them. Otherwise, any skill can be used as needed to suit the team; Spur or Drive skills work great in Owl tome-centric team compositions.
For seals, Distant Def boosts Soren’s defensive capabilities further. Combining this with the Owl tome effect of Wind’s Brand and any of the recommended A slots will result in Soren becoming quite powerful on Enemy Phase. Alternatively, Speed +3 is a good option all-around. Finally, Heavy Blade can be worth considering as despite Soren’s relatively unimpressive Attack stat, all of the Attack boosting from the build combined with the -7 debuff from Wind’s Brand can actually make it quite easy for Soren to activate it.
Cutting Wind (Offensive Blade Tome)
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Gronnblade+ Alternate: Gronnblade |
A | Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Spd Ploy 3 |
| SP | 1,935 | S | Speed +3 |
- Preferred IV: +SPD / -DEF
- Weapon: Gronnblade+ / Gronnblade
- Assist: Reposition / Ardent Sacrifice
- Special: Glimmer / Draconic Aura
- Passive A: Fury / Swift Sparrow / Life and Death
- Passive B: Desperation / G Tomebreaker
- Passive C: Spd Ploy / Res Ploy / Varies on Team
- Sacred Seal: Speed +3 / Heavy Blade
Standard Blade tome setup for Soren. Nino runs this blade better in terms of raw offensive power, but Soren has the advantage of having a higher Resistance stat, allowing him to run a Ploy skill to bolster not only his own capabilities, but also provide a bit of team support.
The choice between Glimmer and Draconic Aura is mostly up to preference. Both scale exceptionally well with the boosted damage from a Blade tome. If running the Heavy Blade seal, then Draconic Aura is the better option with Desperation, while Glimmer will work well without Desperation.
Fury is easily the best choice for the A skill, as while it gives less offensive stats than Life and Death or Swift Sparrow, it also provides additional Resistance which allows Soren to be more effective with Ploys. If not running Ploys, then Swift Sparrow and Life and Death are both viable options. Soren’s bulk will drop so low with Life and Death that it’s worth considering running Ardent Sacrifice to give him a safe way to enter the Desperation HP threshold without risking his survival.
For the B slot, Desperation is generally the best option to allow Soren the ability to take out entire teams with proper team support. However, G Tomebreaker is a viable option to secure his matchups against other green mages if that is a concern, such as if the team lacks an answer to them (usually if the red is a melee without Distant Counter).
Landing Spd Ploy maximizes the chance that Soren will be able to double enemies, but Res Ploy is also a good option to simply increase his damage. Being able to run Ploys is the primary advantage that Soren has over Nino, so it’s best to run them if at all possible.
For seals, Speed +3 is always a good option to help Soren land more doubles. Alternatively, the Heavy Blade seal can help him activate his Specials faster; this is useful due to the slowed activation rate as a result of wielding a Blade tome. Activating a strong special like Draconic Aura can allow Soren to win matchups he otherwise wouldn’t be able to.
Introduction
On his initial release, Soren was relatively unimpressive due to his stat spread being arguably worse than that of Nino. However, thanks to his new unique tome, Wind’s Brand, he now has an incredibly potent niche in the form of an unavoidable -7 Attack debuff. The potential Owl effect refine is just an added bonus on top of that.
Soren can now fulfill a variety of roles, often all at once - debuffing, damage dealing, tanking (against ranged, usually magical). Wind’s Brand even helps patch up his awful physical bulk - to the point that he can actually consider taking on physical threats now. However, he will still get blown apart by focused offensive physical threats like Brave Bows.
Overall, Soren has exceptional potential with his new tome. It is still possible for him to run a good Blade tome set, since he still does have his own niche there as well, but he really shines with his debuffing capabilities. Due to the entirely unavoidable nature of the debuff, he can fit into any team and produce spectacular results.
Strengths
Wind’s Brand
This tome comes with a powerful Chill Atk effect - an unavoidable -7 Attack debuff to the enemy with the highest Attack. With this, Soren can effortlessly cripple even the strongest enemies.
Superior Tome Refine
While the Owl effect refine of Wind’s Brand may not seem particularly impressive when looking at Soren’s Defense stat, it is important to consider that the effect is an additional bonus on top of the existing Chill Atk effect. The combination of the two result in Soren having an incredibly powerful and versatile weapon.
Decent Offenses
On top of having exceptional support capabilities, Soren can also deftly handle combat thanks to a good 33/33 offensive spread. The Owl effect refine in his unique tome only makes him better.
Highly Versatile
Due to his tome, Soren can fulfill a variety of roles - debuffer, damage dealer, magical ranged tank. Not only that, but he can do them all at once!
Weaknesses
Horrible Physical Bulk
With 53 physical bulk at neutral, Soren is already in extreme danger when facing any physical threat. With either a -DEF or -HP bane, this only gets worse. Fortunately, the Owl tome effect from his refined tome can help alleviate this.
Infantry
Soren lacks the superior mobility and buffs that other movement types (like cavalry and fliers) have access to, which does put a hamper on his potential. This is even more noticeable if running a Blade tome set.
Team Options
Counters
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Strong Reds: While Soren can occasionally win against red mages thanks to his boosted stats with a refined Wind’s Brand, he will seriously struggle against red swords and dragons like Ryoma, Tiki (Young), and Sigurd.
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Physical Threats: Soren’s weakness to physical threats extends beyond color - green and colorless physical damage threats like Hector, Dorcas, Brave Lyn, and Halloween Jakob can easily take him out.
- Harsh Command: While Harsh Command is an incredibly uncommon assist skill to run, the fact remains that it will completely nullify any advantages gained from Soren’s debuffing capabilities. In particular, Micaiah has this effect as part of her unique Sacrifice assist.
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Wind's Brand (+Eff) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Iceberg | C | Drive Spd 2 |
| S | Brazen Atk/Res 3 | ||
Soren is a quick tanky mage that can hit hard back, with fury 3 he only needs to get hit for 4 to get in desperation range and with brazen seal he gets a big boost aswell, when iceberg procs it does a bonus 10 than if he was at full with the bonus of a instant follow up. He has destroyed several horse emblem and armor emblem teams I've fought in ather raids with only a dancer for support.
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Wind's Brand | A | Darting Blow 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Growing Wind | C | Fortify Res 3 |
| S | Def Tactic 3 | ||
~Budget Tactician~ (merged +1) [WIP]
Despite personal apathy to shipping, Ike x Soren synergy actually some of the best in the game for how little investment it is. Wind's Brand lets Heavy Blade proc more, Fortify Res helps Ike tank more, etc. Soren is therefore built for support and clean up, dealing with blue mages on enemy phase and any other blues on player phase.
More modern skills for Soren are planned. Blazing Wind/Drive Res as concise SI from Soleil has the lowest cost, and Owl refine should help tank Reinhardt without Deflect Magic to free seal up for Res Tactic or another Drive. If the opportuntity arise, the ideal A skill would be either Atk/Res or Spd/Res Bond, or G Duel Infantry in case transition to arena is desired.
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Wind's Brand (+Spd) | A | Fury 2 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Iceberg | C | Odd Res Wave 3 |
| S | HP/Res 2 | ||
Dumb Dan's Guide To Making Soren A Useful Unit: see above. Merged, +4. Fury is a good thing for Soren but his mediocre HP wouldn't go good with Fury 3 if you want him to attack, thus I kept it at 2. Wind's Brand is Owltome refined which is fricking awesome and will have Soren be a strong unit as well as aid nearby allies. Desperation 3 helps him, well, not die. Odd Res Wave is good if your other units on the team aren't particularly good with Res. HP/Res+2 helps Soren not be that much od a weakling, and with Iceberg his dmg will be quite strong. Recommended to use when other units on the team are at least somewhat bulky so that Soren can attack and they can survive. My Soren's teammates: Hríd, 40+1 B!Hector, 40+1B!Veronica
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Wind's Brand (+Eff) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Chill Def 3 |
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Moonbow | C | Res Tactic 3 |
| S | Def Tactic 3 | ||
With the advent of Heroic Grails, there is little reason to hesitate giving Soren as much premium fodder as you can. Maybe this is the entire argument of this short guide, but the massive utility that is achieved on one unit who, for all intents and purposes, can basically contribute everything by doing absolutely nothing is invaluable.
The way to build Soren operates like a flowchart. First, you must determine whether or not you want to use Ploys. If so, you should opt for a resistance refinement instead of his special refinement. Considering the opposition and the terrain you are fighting is most important at this stage.
A-slot skills are generally all-selfish and not support-oriented, so the worst you can do is equip Fury, which is certainly not terrible at all.
For a B-slot skill, your choices are between the options not already covered by Wind's Brand. Generally, this depends on your team composition. Chill Speed obviously is indiscriminate on your enemies, but it can be meaningless if you are facing many enemies with Quick Riposte or Bold Fighter. Otherwise, the choice between Chill Def or Chill Res depends on which units you are trying to support. In the case of high-scoring Arena, the choice is trivially binary, as you want to take the skill that assists your bonus unit. It goes without saying, it can immensely aid your ability to pick off enemies, especially when only one foe remains.
When it comes to your C-Slot skill, you usually want to double down on the archetype of skill you want to use. Obviously, if you took resistance refined Wind's Brand, you should be using two ploys. As is the case with Chills, equip whichever Ploys you need to succeed. Don't be afraid, for instance, to take Def Ploy even if you already equipped Chill Def.
If not using Ploys, consider either Drives or Tactics. As of the moment, you can absolutely build these skills or cover them with seals. The most ideal is double Drive ATK, or equipping two Tactics skills. Once again, the choice is not only preferential, but situational.
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Wind's Brand (+Eff) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Watersweep 3 |
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Growing Wind | C | Spd Ploy 3 |
Wind's Brand (+Eff): Staple choice on Soren
Reposition: Obviously pretty useful
Growing Wind: Budget and 55 is pretty high for a mage. Lots of damage, may replace with Draconic Aura or something sometime
Fury: Budget choice and to inflate his stats a bit. If I was able, I would put a Brazen Skill or a Bond skill on him. Maybe G Duel Infantry
Watersweep: Budget. Plus it's fun to do huge single hits of damage with no retaliation
Spd Ploy: Gotta go fast, get Watersweeps more often
Seal: I actually have Brazen Atk/Res on him now, but Gamepress hasn't updated that ¯\_(ツ)_/¯
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Green Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
|
200 | 2 | 9 |
| Learns by default at 5 ★ Unlocks at 5 ★ Green Tome Users Only
|
300 | 2 | 13 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
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 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Growing WindBefore combat this unit initiates, foes in a wide area around the target take damage equal to (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 |
|---|---|---|
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
60 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
120 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | B |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
|
|---|

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