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 | Life and Death 3 |
|---|---|---|---|
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Rally Atk/Spd | B | Desperation 3 |
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Blazing Wind | C | Spur Atk Spd 2 |
| S | Heavy Blade 3 | ||
Well... He's the reason I'm out of chain challenges and Grand Hero battles to do...
The skills given are the arena set. Typically, I run him with Reposition and Breath of Life.
The stats given do not account for Summoner Support, being in Earth season, the post attack bonuses from Peshkatz or when he's next to his babe/ally Olivia. When everything is in his favor, he putters around with 46/66/47/23/22.
A 5 turn special would be cool.
But Blazing Wind hits at 99. So...
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Peshkatz | A | Close Counter |
|---|---|---|---|
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Reposition | B | Windsweep 3 |
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Luna | C | Spur Atk Spd 2 |
| S | Close Def 3 | ||
The main issue with Sothe's naturally offensive base kit is that he has an issue initiating in a Distant Counter meta, due to his frailty. This set aims to remedy that while maximizing the buffs that Peshkatz gives to himself.
For starters, I believe the optimal IVs for this set is +Spd/-HP. +Spd to maximize the effectiveness of Windsweep and to evade doubles, which is especially important when you discard his innate Life & Death, as this build does. -HP may be a Superbane, but Sothe can afford it, having 151 BST, he evades falling into a lower bracket from this. The primary reason in running -HP however, is to retain his balanced bulk, so Dragons (and Felicia) can't get extra damage on him.
His weapon of choice, Peshkatz, is the focal point of this build. Being able to steal 4 in all stats from all enemies within 2 spaces, and have Sothe and his friends have an effective +8 when both buff and debuff are active is nothing short of huge.
One overlooked point to this weapon is that Sothe himself gains +4 to all stats, including both defenses. However, the effect wears off on the next turn, so Sothe can only enjoy those stats on the enemy phase outside of being danced. If he's running L&D, then his Defenses will still be squishy, which kinda squanders what would otherwise be a surprisingly defensive, yet still offensively capable Dagger unit.
To take advantage of this massive increase in bulk, we're going to swap out Life & Death with Close Counter. That way, he can combat the many crazy melee ranged units out there (most notably, he can dodge a double from Ayra of all people if she's been debuffed).
For the B Slot, I believe that Windsweep is the best choice. Sothe is pointless if he can't apply Peshkatz, and this skill ensures it'll happen. At a base 36 Speed, he wouldn't be doubling anyways, but he will be outspeeding notable DC units such as Ike, Fjorm, and Zelgius, allowing him to do his job safely. Watersweep is also an option against Dragons (most notably Nowi and Male Grima), which will achieve the same effect against them.
To maximize his bulk, I opted for the Close Def Seal, since this Sothe is built around fighting melee units.
If all goes well, Sothe should have an effective 58 Atk, 44 Spd, 36 Def and 35 Res if attacked by a debuffed melee unit.
The Assist and C Slot are typical Sothe fare. Rallies are pointless on Sothe considering he buffs allies anyways, so a movement assist would be ideal. Sothe also comes with the best Spur in the game, so you may as well keep that.
A 3 Cooldown Special would be best for this unit, as in the ideal scenario, Sothe hits the opponent once, uninterrupted due to Windsweep. Then the opponent hits him on the following turn and he counterattacks twice, proccing Luna/Draconic Aura on the 2nd hit. You can also use Sol if you're confident in his damage, or Aether for Arena (or if you have Infantry Pulse Support), as Sothe really appreciates the sustain.
In short, this Sothe is built for enemy phase tanking while still retaining a strong ability to debilitate the enemy while buffing himself and allies.
He also has an element of unpredictability, being able to outright beat his common counters thanks to Windsweep and Close Counter.
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Peshkatz | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Savage Blow 3 |
| S | Brash Assault 3 | ||
The idea behind the Brash Assault seal is when Sothe gets nearly OHKO'd by basically any unit, he's primed for doubling and hopefully instantly killing average speed units or at least doubling and finishing off B!Lyns...so many Brave Lyns in the arena UGH was debating giving him bowbreaker but Desperation is a bit more versitile especially with Sothe fighting mages.
Savag Blow 3 is to do a little chip damage to nearby units if possible, if he in unable to KO something he's pretty much there to reposition his teammates or be a one-time shield.
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Peshkatz | A | Life and Death 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Luna | C | Spur Atk Spd 2 |
| S | Speed +3 | ||
A Nice budget build for Sothe to run even if it's a -Attack Sothe.
-Speed Sothe Should run Swordbreaker and Reposition since a speed bane makes it hard for Sothe to outspeed a ton of units. Attack +3 Seal should also be run as well.
One ardent sacrifice puts him in Desperation Range.
Luna can be swapped for Draconic Aura if you want consistent bonus Damage. Otherwise, Luna is fine against tankier enemies.
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Peshkatz | A | Life and Death 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Draconic Aura | C | Spur Atk Spd 2 |
| S | Speed +3 | ||
Sothe is the best dagger unit in the game, boasting the highest attack attack that surpasses Kagero by 1 point. With a neutral offense of 36/33 it's safe to say he's one of if not the best offensive dagger unit. Peshkatz not only is an incredibly strong debuffing weapon that acts like a refined Smoke Dagger+ but a bit weaker, it also grants +4 to all stats for allies within Sothe's 2 block radius. This makes Sothe not only a very powerful offensive unit but is also a great support hero as well.
Do not ever leave him in range of enemies however, he's practically a glass cannon with 39/22/21 neutral defense line before Life and Death 3 applies.
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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