Table of Contents
- Default
- Attack
- Special
- Injured
| Sothe - Zephyr |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 9 | 8 | 4 | 3 |
| Middle | 17 | 10 | 9 | 5 | 4 |
| High | 18 | 11 | 10 | 6 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 35 | 33 | 30 | 19 | 18 |
| Middle | 39 | 36 | 33 | 22 | 21 |
| High | 42 | 39 | 36 | 25 | 24 |
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: Ideal to capitalize on Sothe’s excellent attack stat, which is the highest out of all daggers.
-
+SPD: Also a solid boon, as it provides more options offensively and defensively.
Banes
-
-DEF / -RES: -DEF very slightly edges out -RES, as Sothe will typically be taking magical damage more often than physical damage. However, both can be considered optimal.
- -HP: Acceptable, but not ideal as it is a superbane (-4), resulting in more bulk lost compared to -DEF or -RES.
Skill Sets
Gambling Berserker (Utility Nuke)
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Peshkatz | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Draconic Aura | C | Spur Atk Spd 2 |
| SP | 1,425 | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -DEF or -RES
- Weapon: Peshkatz
- Assist: Reposition
- Special: Draconic Aura
- Passive A: Swift Sparrow / Fury / Life and Death
- Passive B: Desperation / Vantage
- Passive C: Spur Atk/Spd / Flexible
- Sacred Seal: Speed +3 / Attack +3
Sothe’s Prf dagger Peshkatz has an interesting effect - it’s a combination of refined Smoke Dagger and refined Light Breath. It also shares the downside of Light Breath, which is that the buff only lasts a turn, meaning that if applied during Player Phase, it will last through both the rest of Player Phase and the following Enemy Phase. If applied during Enemy Phase, however, it will only last for the rest of Enemy Phase and be gone at the start of the following Player Phase. The dagger can still have interesting applications in certain scenarios, with very high potential - particularly when supported by dancers.
This build is called the Gambling Berserker because it relies on a number of factors to fall into place in order for maximum potential. First, Sothe needs to be able to engage onto an enemy that either cannot counterattack or fails to kill him in a single hit. This action is what activates Peshkatz and primes Sothe to go on a rampage. Second, Sothe should kill this enemy in the single round of combat. Third, the dead enemy should have nearby allies that then get struck by the debuff from Peshkatz. If all three of these conditions are met, Sothe and his allies (assuming they were within range) will be capable of murdering pretty much everyone with his massive +8 to all stats as a result of the comparative differential produced by the combination of Peshkatz’s debuff and buff. Every condition that is not met results in Sothe being less effective. Fortunately, even in the worst case scenario, Sothe can still be very effective.
Swift Sparrow is chosen over Life and Death because the loss in bulk from Life and Death makes a very big difference in whether Sothe dies or not from a single counterattack. He goes from 61/60 physical/magical bulk to 56/55 physical/magical, which is now in the range that a lot of typical Distant Counter units and mages are able to hit. Fury is an acceptable alternative, as the added bulk can help particularly in scenarios where Sothe has no choice but to take a hit. Life and Death should be used only on a budget, as it hinders Sothe’s choices of targets.
Desperation pairs well for an offensive build, as Sothe will often need two hits to kill units with reasonable physical bulk, even when in full berserker mode - 62 effective attack with both of Peshkatz’s effects active and Swift Sparrow. Vantage is also an acceptable choice, as Sothe’s potentially sky high attack power enables him to one hit kill most squishier ranged units, such as mages and archers.
Speed is boosted at every possible point, including IVs and Seal, to maximize the chance that Sothe can both double enemies and avoid being doubled himself, which would be a death sentence.
Food Fight (Offensive Nuke)
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Lethal Carrot+ (+Spd) Alternate: Barb Shuriken+ (+Spd) |
A | Fury 3 Alternate: Life and Death 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Moonbow | C | Spur Atk Spd 2 |
| SP | 1,365 | S | Heavy Blade 3 |
- Preferred IV: +SPD / -DEF or -RES or -HP
- Weapon: Lethal Carrot+ (+Spd) / Barb Shuriken (+Spd) / Kagami Mochi+ (+Spd)
- Assist: Reposition / Ardent Sacrifice
- Special: Moonbow / Draconic Aura
- Passive A: Fury / Swift Sparrow / Life and Death / Brazen Atk/Spd
- Passive B: Desperation
- Passive C: Spur Atk/Spd / Flexible
- Sacred Seal: Heavy Blade / Speed +3
While Sothe has multiple good weapon choices for this offensive set, every single option is unfortunately only available on limited units. Lethal Carrot’s +10 damage on Special activations gives Sothe a significant damage boost, which allows him to make up for the lack of color advantage. Barb Shuriken and Kagami Mochi both grant -1 Special cooldown, which can grant a similar damage boost as Lethal Carrot by allowing for either a more powerful (and higher cooldown) Special or allowing Sothe to not rely on Heavy Blade.
Aside from a movement Assist, Sothe can potentially run Ardent Sacrifice in order to safely drop him into Desperation range, removing the potential danger of getting KO’d in a single enemy counterattack. -HP is the ideal bane in this scenario, as having neutral HP with a refined weapon will put Sothe at over 40 HP. Running Ardent Sacrifice also allows Sothe to run Life and Death or Brazen Atk/Spd, as entering Desperation range outside of combat allows him to almost entirely mitigate the pitfalls of those skills. Otherwise, Fury is generally the best option due to the increased bulk giving a bit more safety, or Swift Sparrow if Sothe has access to merges and/or team support (such as buffs).
The Heavy Blade seal allows Sothe to consistently activate his Special every combat even when running Lethal Carrot. It’s vitally important for Sothe to be able to activate his Special constantly due to them being the source of most of his damage. It is also worth using even if running Barb Shuriken or Kagami Mochi, as it then allows him to run a higher damage Special like Draconic Aura. Otherwise, a Speed +3 seal works just fine with Moonbow.
Sweep Support
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Peshkatz | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Windsweep 3 |
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Draconic Aura Alternate: Glimmer |
C | Spur Atk Spd 2 |
| SP | 1,325 | S | Phantom Spd 3 |
- Preferred IV: +SPD or +ATK / -DEF or -RES
- Weapon: Peshkatz
- Assist: Reposition
- Special: Draconic Aura / Glimmer
- Passive A: Life and Death
- Passive B: Windsweep / Watersweep
- Passive C: Spur Atk/Spd / Drive Spd / Savage Blow / Flexible
- Sacred Seal: Phantom Spd / Spur Atk / Savage Blow
This build focuses on Peshkatz’s buffing and debuffing ability to enable support for Sothe’s teammates. The centerpiece of this build is Windsweep/Watersweep - by disabling enemies’ ability to counterattack, Sothe can stay safe while simultaneously mass buffing and debuffing to enable another ally to become supercharged and clean up.
Sothe has 33 speed at neutral, 38 with his base Life and Death, and 41 with a +Speed IV. Phantom Spd seal can be added on top of this to deny counterattacks from anyone with less than 51 speed. If 41 is considered sufficient, you can instead run another seal as desired. Both Windsweep and Watersweep are equally viable - Sothe will struggle equally versus either unit type, as with Life and Death he will be too frail to safely take a hit from them, so the decision is up to preference.
Peshkatz’s buff synergizes incredibly well with Blade tome units, due to providing a massive +4 buff to Attack/Speed/Defense/Resistance for 1 turn. If running Sothe alongside a blade tome unit, his C slot (and possibly seal) are best relegated to support skills such as his native Spur Atk/Spd or Drive Spd, based on preference. Savage Blow is an option for Sothe’s C slot (and possibly seal) if he is being run alongside a Firesweep unit, who appreciates the extra bit of damage to secure kills. Because a Firesweep unit cannot be counterattacked, they don’t have to worry about any units getting Vantage activated due to Savage Blow’s chip damage.
Introduction
Sothe is an infantry dagger unit with very powerful offenses - 36/33 makes him completely outclass Kagero offensively, while also having more bulk than her. He has a decent kit right out of the box, but it can definitely use improvement to maximize synergy. His unique dagger, Peshkatz, can potentially be exceptionally powerful when utilized properly; being able to mass buff and debuff simultaneously can be very strong.
Despite these strengths, Sothe shares some very glaring weaknesses with similar units. As a ranged unit with poor defenses, he is susceptible to melee units with Distant Counter, and fairly bulky units that can survive his offenses and kill on the counter. Target choice and smart play are key to avoiding these. Sothe also has lower BST compared to melee range units, though 151 BST means that he has slightly higher BST than other ranged units.
Strengths
Powerful offenses
36/33 is solid for an offensive unit, and Sothe has a fair number of build options to take advantage of this.
Surprisingly decent physical and magical bulk
61 physical and 60 magical bulk means that Sothe can survive a single hit from quite a large number of units and still be able to perform. His base kit’s Life and Death takes away from that, however.
Peshkatz
Peshkatz is an interesting dagger that combines the effects of Smoke Dagger and Light Breath. In an optimal scenario, Sothe and his allies can wind up with a staggering +8 advantage to all stats over all units affected.
Weaknesses
Poor base kit synergy
Despite all being stellar picks individually, Sothe’s overall kit doesn’t really function all that well together. He’s going to want to keep pieces of it and entirely replacing others for more functional builds.
Peshkatz can be unreliable
Despite its incredible potential, Peshkatz is very difficult to work with, as it has a large number of conditions attached to its function. As a result, Sothe can wind up being less impressive than he could/should be as a result of a map or situation not allowing Peshkatz to work to its fullest.
Poor Bulk
While Sothe’s bulk is typically enough to survive a single hit in most situations, he will completely melt underneath pressure from offensive powerhouse units, particularly those with Brave weapons. For example, Reinhardt will obliterate Sothe unless Sothe specifically prepares for him with the Deflect Magic seal.
Team Options
Counters
- Tanks: A strong physical wall like Myrrh, Hector, or Xander will not only minimize his damage, but can also easily kill him on the counter.
- Raven Tomes: Bulky raven tome wielding mages such as Lyon, Sophia, Boey, and Robin (M) can both tank Sothe's damage and kill him on the counter.
- Buff/Debuff Control: Skills such as Panic Ploy, Harsh Command, and Micaiah's unique Sacrifice ability will nullify Sothe's mass buffing advantage. Some examples of users include Zelgius, Marisa, Bartre, and Fae.
- Ploys: A triple Ploy unit like Lute or Arvis can completely shut Sothe down with ease, as the mass amount of debuffs is very crippling if he can't activate Peshkatz beforehand.
- Brave Weapons: Units that can bypass Sothe's high speed with Brave weapons can easily obliterate Sothe, such as Brave Lyn, Reinhardt, Cherche, Bartre, Elincia, and Cordelia.
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Peshkatz | A | Darting Blow 3 |
|---|---|---|---|
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Rally Atk/Def | B | Poison Strike 3 |
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Reprisal | C | Savage Blow 3 |
| S | Atk Smoke 3 | ||
Whispering Zephyr:
Sothe is the best dagger unit within Heroes. Having the highest attack out of all dagger units and since he's comes at a 4-5 star rarity (as of right bow), he's an amazing unit to invest into for any mode in the game.
First thing is to find the right IVs which must be +Atk -HP.
+Atk is needed so he can hit really hard especially if he's going to take on bulky units.
+Spd is fine for balancing but +Atk is way better to have on him.
-HP has to be the bane. He needs his Defense & Resistance to be in tact if he's going to protect his beloved Micaiah from any harm.
You could go for -Res but -HP is a much better bane to have if he's gonna be dealing with mages.
Second thing is his skills.
You can go for any Rally skills but I choose Rally Atk/Def because it's more optimal and represents his role as an Oifey archetype.
Reprisal is used to mimic the animations of Lethality, a skill that all Assassins have.
Darting Blow is the best A slot skill to have on him so he can improve on his speed and hit like a bullet train. Sothe is not the best user of Life & Death because of his slightly low bulk & the fact that there is no Firesweep Dagger as of now. It's fitting for him to have Life & Death but he should be able usable in both Player & Enemy Phase.
Poison Strike & Savage Blow is needed to deal even more damage to the enemies. With that, your allies will be able to have an easy time finishing off the rest of them.
And Attack Smoke is used to represent him using smokescreens like the thief he is.
Until they make Defense Smoke a Sacred Seal, he's stuck with Attack Smoke for now.
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Peshkatz | A | Life and Death 3 |
|---|---|---|---|
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Draw Back | B | Windsweep 3 |
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Moonbow | C | Spur Atk Spd 2 |
| S | Phantom Spd 3 | ||
One of my most useful dagger units is Sothe. Wanted to build him cause I am curious about his dagger’s effects as well as because I got me a neutral Sothe. This is my build for him.
For his weapon I prefer to keep Peshkatz. It grants him and his allies within 2 spaces of him 4 to every stat and -4 to the enemy’s stats. and the enemies who are two spaces of that enemy. That is if Sothe attacked. Think of it as +8 to all stats. The buff can be difficult take advantage of cause it only lasts for a turn. Meaning even if Sothe got the buff in the enemy phase by the time it’s his phase the buff will disappear. But the thing is Sothe is mostly meant to be a player phase unit anyway.
For his assist skill draw back is preferred to avoid exposing him to damger but also giving him utility.
For his special moonbow is preferred for better piercing vs tanky units.
For his A skill life and death is preferred cause it makes his attack scarier. It’s also pretty good for his statline.
For the B skill I went for windsweep. windsweep will allow him to safely attack dc units who use a weapon that deals physical damage. I sacked a free Joshua. Never had any use for that guy anyway.
For the C skill his default spur atk/spd is preferred for budget purposes. Might switch it to a drive skill.
For the seal I went for phantom spd. Phantom spd will increase his chances of using windsweep. The extra speed does not apply outside of windsweep so it won’t help for extra doubling chances. It’s only applies for windsweep. The seal is fully upgraded.
Overall Sothe is a interesting dagger unit who has good utility with Peshkatz. His buffs makes my best and favorite units stronger.
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Peshkatz | A | Close Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Glimmer | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
Using the effects of Savage Blow (6) and Peshkatz, Sothe can cripple the enemy team with -4 to all stats and -14 health, but also give himself and nearby allies +4 to all stats. This build uses a combination of close counter, vantage, and Sothe’s large attack stat to clean up any enemies who try and initiate on him. If you are facing off against speed demons such as Karla or Mia on enemy phase, you may want to bring a character who can buff his speed so that he isn’t doubled, since at 37 after peshkatz and enemies -4 speed, he is still doubled by characters with 46 speed or higher. This is a niche scenario however.
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Peshkatz | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Luna | C | Drive Spd 2 |
| S | Spur Atk 2 | ||
Boon/Bane: ATK or SPD+ / any Bane in defenses works
Special: Glimmer or Moonbow/Luna
Assist: Movement aid or Reciprocal Aid
Seal: +Speed early, flexible later (though avoid Debuff or Hone/Fortify seals)
Edit: Now +5 merged, ATK 52 SPD 38
Moved to Reciprocal Aid since he broke 40HP through merges, and during Earth seasons sits at 44. Swapped to Drive Spd for more coverage with his buffs. Spur Atk seal is placeholder till I find something better.
A build for Sothe that wants to get below 75% HP and then let Brazen ATK/SPD and Desperation enable him tear through enemies. With enough Speed to consistently double and Desperation to get both shots before being countered, Sothe only fears enemies with extraordinary physical bulk and Distant Counter. However, any unit not carrying Distant Counter is a target for Sothe since even if he doesn't ORKO his foe, Peshkatz debuff/buff proc can enable a teammate to tank for him or finish the job with minimal effort.
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Peshkatz | A | Close Counter |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Aether | C | Spur Atk Spd 2 |
| S | Close Def 3 | ||
Wanted to go for an all arounder with my favourite character, for a dagger unit he has pretty intredible attack, sometimes I run Life and Death or Swift Sparrow with the Attack 3 seal to really bump his attack to another level.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Dagger users only.
|
50 | 2 | 3 |
| Dagger users only.
|
100 | 2 | 5 |
| Learns by default at 4 ★ Dagger users only.
|
200 | 2 | 7 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Radiant Dawn
|
|---|

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