Overall Rating
Analysis by Adonyx
Sothe - Zephyr


Obtainable as a 4 - 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 39
ATK 36
SPD 33
DEF 22
RES 21
Stat Variations
Level 1 Stat Variation
Low 16 9 8 4 3
Middle 17 10 9 5 4
High 18 11 10 6 5

Level 40 Stat Variations
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.
  • +Attack is ideal to capitalize on his excellent attack stat, which is the highest out of all daggers.
  • +Speed is also a solid boon, as it provides more options offensively and defensively.
  • -Defense very slightly edges out –Resistance, as Sothe will typically be taking magical damage more often than physical damage. However, both are acceptable and ideal.
  • -HP is 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)
Peshkatz A Swift Sparrow 2
Budget: Fury 3
Reposition B Desperation 3
Draconic Aura C Spur Atk Spd 2
SP1,425SSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF or -RES
  • Weapon: Peshkatz
  • Assist: Reposition
  • Special: Draconic Aura
  • Passive A: Swift Sparrow 2 / Fury 3 / Life and Death 3
  • Passive B: Desperation 3 / Vantage 3
  • Passive C: Spur Atk/Spd 2 / Varies
  • 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.

Fighting for Survival (Offensive Nuke)
Poison Dagger+ A Fury 3
Budget: Life and Death 3
Reposition B Vantage 3
Glimmer C Spur Atk Spd 2
SP1,715SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -DEF
  • Weapon: Poison Dagger+ / Kitty Paddle+
  • Assist: Reposition
  • Special: Glimmer
  • Passive A: Fury 3 / Death Blow 3 / Life and Death 3
  • Passive B: Vantage 3 / Cancel Affinity 3
  • Passive C: Spur Atk/Spd 2 / Varies
  • Sacred Seal: Attack+3 / Deflect Magic 3

Sothe’s offensive spread of 36/33 causes him to overshadow Kagero, who sports a 35/32 offensive spread. As a result, he can run very much the same set that she normally would, but to slightly better effect. His high innate attack allows him to deal massive amounts of damage thanks to the effective damage bonuses granted by Poison Dagger and Kitty Paddle. With Poison Dagger, +Attack IV, Fury, and Attack+3 seal, Sothe will be able to kill all infantry units with 70 or less physical bulk in a single hit. That same kit with Kitty Paddle instead of Poison Dagger will allow him to kill all mages with 75 or less bulk.

Fury is picked over Life and Death because it offers him just enough bulk to survive a single hit from most threats. With a –Defense bane and fury, Sothe has 61 physical bulk and 63 magical bulk, which is enough to survive a single hit from all but the units with absurdly high attack stats. Life and Death is still available as a budget option, as it gives more offenses at the cost of reducing his bulk to 53 physical and 55 magical, respectively, which are low enough to semi-frequently get killed in a single hit if he doesn’t kill them first (easily doable with the added offenses from Life and Death). Death Blow trades the speed and lost bulk of Life and Death for slightly more killing power in Player Phase, but the downside is that he becomes comparatively weaker on Enemy Phase.

Vantage is the B slot of choice, as Sothe’s bulk allows him to easily enter range by tanking a single hit from most units. It also synergizes well with his weapon choice, as most units that he can activate Vantage on will die from a single hit of Poison Dagger or Kitty Paddle, assuming that the effective damage applies. This can allow Sothe to easily single-handedly wipe out entire teams of infantry and/or mages. Cancel Affinity is an option that allows Sothe to heavily punish mages running Triangle Adept/Raven tome sets, but is generally not useful quite as often as Vantage. Watersweep/Windsweep are both options to take advantage of Sothe’s semi-middling speed.

Attack+3 is the obvious choice for seal, as this entire build revolves around maximizing Sothe’s attack stat. Deflect Magic is worth consideration if looking to have Sothe tank Reinhardt. Assuming a standard Reinhardt with Death Blow, +Attack IV, Quickened Pulse, and Moonbow, Sothe will survive with Deflect Magic, and barely dies if Reinhardt gets Hone Cavalry buffed. However, Sothe can survive even this version of Reinhardt if he receives even a little support - he only needs 2 more magical bulk to survive, so this can mean a Resistance buff or Summoner Support for extra HP. This is only possible if Sothe is running Fury, and doesn’t have a -HP or -Res bane.

Sweep Support
Peshkatz A Life and Death 3
Reposition B Windsweep 3
Draconic Aura
Budget: Glimmer
C Spur Atk Spd 2
SP1,325SPhantom Spd 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF or -RES
  • Weapon: Peshkatz
  • Assist: Reposition
  • Special: Draconic Aura / Glimmer
  • Passive A: Life and Death 3
  • Passive B: Windsweep 3 / Watersweep 3
  • Passive C: Spur Atk/Spd 2 / Drive Spd 2 / Savage Blow 3 / Varies
  • Sacred Seal: Phantom Spd 3 / Spur Atk 3 / Savage Blow 3

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.


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. As a dagger unit, he has access to the powerful Poison Dagger and Kitty Paddle, which work very well with his high attack stat to allow him to land one hit kills on a large number of units.

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 clocking in at 151 BST means that he is very high compared to other ranged units.


Powerful offenses

36/33 is no joke, and the high attack stat synergizes incredibly well with Poison Dagger and Kitty Paddle to allow him to one hit kill many, many units.

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.

Unique Peshkatz Effect

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 to all stats advantage over all units affected.


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 is very 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

Sothe desperately wants dancer support when running a build with his prf Peshkatz. Even with a Poison Dagger or Kitty Paddle build, he benefits greatly from dancers, as more dead enemies means less enemies that could potentially kill him. Although he has enough bulk to usually survive a single hit, he cannot handle sustained damage pressure. He greatly appreciates allies who are capable of bailing him out (such as with Reposition) and taking the hits that he wouldn’t be able to. While conventional buffs such as Hone Atk and Fortify Def aren’t as useful on Sothe when he’s running Peshkatz due to the buffs he can receive, they are very useful if he is running a Poison Dagger or Kitty Paddle build. No matter what the build, Sothe highly appreciates being supported by a unit that runs combat buff skills such as Drive Atk and Spur Spd. Sothe’s unique dagger Peshkatz offers him the ability to simultaneously mass buff and debuff with a single combat, making him an excellent teammate for hyper offensive units.

  • Dancers: Refresher units such as Olivia, Azura, Inigo, Performing Azura, and New Year Azura can all provide excellent versatility for Sothe. In particular, Performing Azura and New Year Azura are standout choices due to the former's ability to buff while singing, and the latter's ability to run Guidance to grant Sothe additional mobility.
  • Tanks: Bulky allies that can tank hits (mostly physical, but magical is also appreciated) are an important consideration for building a team with Sothe. Some examples of these units are Lukas, Eldigan, Sheena, Hector, Winter Tharja, Zelgius, Nowi, and Myrrh.
  • Buffers: Units that can buff via Spur and Drive skills can make Sothe very powerful, particularly if he can get his Peshkatz to activate. In particular, Brave Lucina and Sanaki are an incredible units to run alongside Sothe due to the massive combat buffs they bring with the Drive buffs in their weapons.
  • Hyper-Offense: Blade tome mages and Firesweep weapon users particularly benefit from Sothe's ability to simultaneously mass buff and debuff, such as Linde, Nino, Cordelia, Tana, New Year Camilla, and Katarina.

Strong tanks can present brick walls to Sothe, no matter what build he uses. As a colorless unit, he is vulnerable to Raven tome units, particularly if they are pairing it with Triangle Adept (unless he runs Cancel Affinity). Buff/Debuff control units will heavily damage Sothe’s capabilities. His low resistance makes him vulnerable to getting hit by Ploys. Finally, units that can bypass Sothe's speed via brave weapons will obliterate him.

  • 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 murder Sothe, such as Brave Lyn, Reinhardt, Cherche, Bartre, Elincia, and Cordelia.
Weapon Skills
Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Learns by default at 4 ★
Dagger users only.
200 2 7
PeshkatzAfter combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd/Def/Res+4 to unit and allies within 2 spaces for 1 turn.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Night SkyGrant +50% to damage dealt
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerGrants 50% to damage dealt.
Learns by default at 4 ★
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2
Passive Skills
Passive Skills SP Slot
Life and Death 1Grants Atk/Spd+3. Inflicts Def/Res-3.
Non-inheritable by Staff-wielding units.
Life and Death 2Grants Atk/Spd+4. Inflicts Def/Res-4.
Non-inheritable by Staff-wielding units.
Life and Death 3Grants Atk/Spd+5. Inflicts Def/Res-5.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
Spur Atk Spd 1Grants adjacent allies Atk/Spd +2 during combat.
Unlocks at 4 ★
Inheritable by all units.
Spur Atk Spd 2Grants adjacent allies Atk/Spd +3 during combat.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem: Radiant Dawn

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