Table of Contents

Tier Rating

Analysis by SirOxorsid
Sully - Crimson Knight

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
154
HP 42
ATK 26
SPD 34
DEF 24
RES 28

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 6 7 6 5
Middle 18 7 8 7 6
High 19 8 9 8 7

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 39 23 31 21 24
Middle 42 26 34 24 28
High 45 30 37 27 31

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.
HPATKSPDDEFRES

Sully will greatly appreciate a boon in her Attack to increase it to a more acceptable state. Her offensive capabilities are extremely poor by default and with Attack being a superboon, it is generally the best choice of boon. A Speed boon will also help her avoid double attacks from more enemies while increasing her own double attack potential. Thanks to her availability as a 3* unit, obtaining a Sully with optimal IVs is not particularly difficult.

As Defense and Resistance are both important to her, HP is the preferred dump stat as Sully already has plenty of HP to spare.

Boons

  • +ATK: Sully has a superboon in Attack, making this her best choice for a boon as this will allow her to deal a measurable amount of damage. This will increase her incredibly low 26 base Attack to a workable 30.

  • +SPD: Although Attack is still preferred, a Speed boon will be decent to help allow Sully to avoid double attacks, particularly from speedy sword units that are very common in the meta. Speed is less important if Swordbreaker is being used on Sully.

Neutral

  • DEF: It is preferred to not lower Sully’s already below-average Defense as this will hinder her survivability.

  • RES: Sully has a respectable 28 Resistance that allows her to tank red mages fairly comfortably, especially if she is using her default Sapphire Lance. Resistance also has a superbane, which one should consider if maximizing arena score is a concern. It is preferred to not lower Sully’s Resistance because of this.

Banes

  • -HP: Because Resistance and Defense are both important to Sully, HP is the choice of bane. Sully will not suffer too much if she lowers her fairly high 42 HP to 39 HP.

Skill Sets

Red Killer Knight (Anti-Red Unit Fighter)

Recommended
Sapphire Lance+ A Fury 3
Reposition
Alternate: Draw Back
B Swordbreaker 3
Alternate: Quick Riposte 3
Luna
Alternate: Moonbow
C Hone Cavalry
Alternate: Hone Atk 3
SP1,625SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or SPD / -HP

  • Weapon: Sapphire Lance+

  • Assist: Reposition / Draw Back

  • Special: Luna / Moonbow

  • Passive A: Fury

  • Passive B: Swordbreaker / Lancebreaker / Quick Riposte

  • Passive C: Hone Cavalry / Hone Atk / Flexible

  • Sacred Seal: Attack +3 / Speed +3

Sully’s optimal set also happens to be quite budget. This set focuses on using Sully’s default kit to help improve her niche as a solid red unit counter.

Attack is the preferred boon as Sully’s base Attack is very low, and she may have issues eliminating red units even with Sapphire Lance otherwise. If Attack is not available, Speed is a decent alternative as this will allow her to avoid more follow up attacks while allowing her to double enemies more often herself.

The default Sapphire Lance is taken to allow Sully to shut down near all red unit threats while allowing her to take very little damage from red units herself. This weapon is the bread and butter of helping Sully fulfill her niche of being a red unit check, and as thus generally should not be swapped out.

Reposition is the preferred choice of Assist skill for overall map control. However, her default Draw Back is a solid option that can work well too.

Luna and Moonbow are the best options for Sully’s Special as either will allow her to more easily break through tankier units. As Sully has low Attack, Luna is generally more preferred, although Moonbow is still a decent option if quicker Special activations are more important to the user. It should be noted that with Swordbreaker, Sully will be able to activate Moonbow on any sword unit she fights while meeting the HP requirement, which in some cases may make it the better option over Luna.

Fury is a widely available skill that just so happens to work very well as Sully’s A slot. She will greatly appreciate the boost in Attack and Speed, and the increased Defense and Resistance will also allow her to more easily absorb attacks from red units with ease. The after-combat damage is overall quite negligible unless Sully is forced to take on multiple red units at once.

Swordbreaker is a great B slot that is already available on Sully. This will allow Sully to shut down fast sword units that would otherwise be able to easily double her. Lancebreaker and Quick Riposte are decent options if one wishes to improve Sully’s dueling capabilities with other units, but this comes at the cost of reducing her capability to deal with swords. As such, it is generally preferred to keep Swordbreaker to capitalize on Sully’s niche.

If running Sully in a cavalry-based team, a stat boosting C skill such as Hone Cavalry or Fortify Cavalry will work very well. If using Sully in a mixed team, any team-supporting skill such as Hone Atk or Spur Atk will function fine. At 28 base Resistance, Sully isn’t quite capable of comfortably activating Ploy skills on a wide variety of enemies, and as such it is not recommended to run one on her.

Sully will benefit from either an Attack or Speed seal, mainly depending on user preference. Sully will always appreciate more Attack due to it being low even with a boon, although a Speed seal will push her to a respectable 40 Speed with Fury equipped.

Crimson Star (General Dueler)

Harmonic Lance+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Brazen Atk/Spd 3
Alternate: Fury 3
Reposition
Alternate: Draw Back
B Desperation 3
Alternate: Swordbreaker 3
Moonbow
Alternate: Luna
C Def Smoke 3
Alternate: Spd Smoke 3
SP1,545SSpeed +3

Show Explanation/Analysis
  • Preferred IV: +ATK or SPD / -HP

  • Weapon: Harmonic Lance+ (+Spd) / Slaying Lance+ (+Spd)

  • Assist: Reposition / Draw Back

  • Special: Moonbow / Luna

  • Passive A: Brazen Atk/Spd / Fury

  • Passive B: Desperation / Swordbreaker / Quick Riposte

  • Passive C: Def Smoke 3 / Spd Smoke / Flexible

  • Sacred Seal: Attack +3 / Speed +3 / Atk Smoke

This set allows for Sully to be a more versatile unit as opposed to strictly an anti-red unit.

Sully will still prefer an Attack boon in order for her to deal a somewhat measurable amount of damage to enemy units.

Harmonic Lance is a great weapon for Sully as it will help offset her low Attack. Slaying Lance can also be taken instead to allow Sully to quickly activate Luna, but this will generally not deal as much damage as the Harmonic Lance and Moonbow combo. The increase in Speed as well as the extra points in HP from the refinery will be significant in adding to Sully's overall survivability.

Moonbow is the preferred choice of Special when Harmonic Lance is chosen as the weapon, allowing Sully to quickly deal a respectable amount of damage. If Slaying Lance is the weapon being used, Luna should be taken instead.

Brazen Atk/Spd is taken as the A slot to both bring Sully’s Attack to a respectable amount while also increasing her odds of doubling enemy units. Fury is still a solid option that will increase her bulk and synergize well with Desperation. With her extremely low base Attack and fairly unimpressive bulk, Sully just isn’t very capable of effectively running Distant Counter as she will often have trouble eliminating even units she has a color advantage over in one round.

With an HP bane and her fairly low defenses, Sully will usually be able to get into both Desperation and Brazen Atk/Spd range within her first fight. As Sully’s Luna/Moonbow cooldown will already usually be lowered by then, she is capable of activating both Desperation and Luna/Moonbow when she then initiates, dealing a respectable amount of damage. Quick Riposte is still an option that can be taken to guarantee Sully a follow up attack when she is initiated on. However, due to Sully’s low defensive stats (and Fury recoil, if that A skill is taken), she will likely only be able to activate Quick Riposte once per match. Swordbreaker is still a solid option that Sully can use to good effect.

A Smoke skill such as Def Smoke or Spd Smoke for her C slot will allow Sully to debuff an enemy team after ideally fighting a unit she has an advantage over. Either option works well and is mainly dependent on both what the user desires and what the user is already using on the rest of their team.

The choice of seal largely remains the same. However, if running a Smoke skill in the C slot, Attack Smoke might be an interesting seal to run as well. Attack +3 and Speed +3 are useful too as usual. Sully’s Speed will be high enough that running Brash Assault will generally not be particularly useful, and the HP requirement for Brash Assault can be difficult to meet.

Introduction

Sully, Crimson Knight is a unit with a very unfortunate stat distribution. Compared to Peri who has far more Attack or Mathilda who has considerably more Attack and Resistance, Sully’s statline is just in a very awkward place. Sully has more unneeded HP compared to her lance cavalry competitors at the cost of having an extremely low base Attack of 26. Compared to other lance units, she is not capable of effectively running a Distant Counter build as her offensive power is not enough to finish most fights.

Despite having a mediocre statline, Sully comes with a base kit that works wonderfully for taking care of nearly all red units in the game. Unfortunately, this is Sully’s one claim to glory. Although Sully is capable of running a different weapon than Sapphire Lance, her combat performance will generally not be up to par with other lance cavalier units.

Although Sully has fairly poor stats, she is still a solid low-investment choice if one wishes to use her as an anti-red unit, particularly for Arena Assault where many units are needed and those that require limited investment are particularly appealing. She is capable of checking common meta sword units such as Ayra with her base kit.

Strengths

Great Anti-Red Unit

Sully comes with the necessary skills to shut down red units. Her default Sapphire Lance and Swordbreaker B slot make her a great check for all but the bulkiest of red units in the game.

Decent Resistance

At 28 base Resistance, Sully can generally tank red mages with ease, especially if she is using her default Sapphire Lance. She is still susceptible to blue mages that can double her via outspeeding her or Lancebreaker, which is a common B slot for blue mages.

Easy Availability

Being a base 3* and 4* summonable unit, getting a decent IV Sully is usually just a matter of time. This makes it quite simple to obtain duplicate copies to merge Sully should one desire to do so, vastly improving her combat potential.

Weaknesses

Low Attack

Sully has the second lowest Attack stat among lance cavalier units, with only Spring Xander having a lower stat at 25. Although Sully does have a superboon in Attack that pushes it to 30, this is still quite low compared to her competition.

Low Defense

Sully has a below average Defense stat of 24, making it possible for even red units with very high Attack to pierce through her low bulk. This is slightly offset by her decent HP pool, but not by much.

Team Options

In general, Sully will want to be paired with other cavalry units in order to receive cavalry buffs to both improve her survivability and increase her offensive power. Aside from that, Sully absolutely will need to be paired with a solid sword or red mage unit in order to take care of the green units that would completely obliterate her otherwise. 

  • Cavalry Units: With her low statline, Sully will benefit greatly from receiving Hone Cavalry and Fortify Cavalry buffs from other cavalry units. In particular, red cavalry units that cover her weakness to green units such as Sigurd, Brave Roy, and Siegbert will work well.

  • Green Units: Sully can take care of red units that would give trouble to green teammates that would be particularly susceptible to damage. This allows her teammates some more breathing room. She works particularly well to cover color disadvantages for popular units such as Hector and Fallen Robin.

  • Red Units: As Sully cannot duel with virtually any green unit she is likely to come across, she will need the assistance of powerful red checks such as Ayra, Zelgius, Soleil, and Winter Tharja.

Counters

With her fairly low bulk and low Attack, Sully has a hard time dealing with most non-red units.

  • Most Green Units: Virtually every green unit will completely shut down Sully, especially if she is running Sapphire Lance. It is required that Sully be kept out of range of these units at all times, including common threats such as Fallen Robin, Amelia, and Fae.

  • Lance Tanks: Sully will have a tough time dealing measurable damage to lance units with high Defense such as Lukas, Ephraim, or Effie without the use of a Special activation.

  • Strong Blue Mages: Strong blue mages such as Reinhardt, Linde, Delthea, or Micaiah will usually be able to eliminate Sully in one round. This will very likely happen if any of these mages are running Lancebreaker, which is very often the case in many blue mage builds.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Sapphire LanceGives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantge.
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 8
Sapphire Lance+Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantge.
Unlocks at 5 ★
Lance Users Only
300 1 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Draw BackUnit moves 1 space away from target ally, who moves to unit's former position.
Learns by default at 4 ★
Unlocks at 3 ★
1 150

Passive Skills

Passive Skills SP Slot
Swordbreaker 1If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Non-Inheritable by green units.
50
B
Swordbreaker 2If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Unlocks at 4 ★
Non-Inheritable by green units.
100
B
Swordbreaker 3If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Unlocks at 5 ★
Non-Inheritable by green units.
200
B
Spur Def 1Grants adjacent allies Def+2 during combat.
Inheritable by all units.
50
C
Spur Def 2Grants adjacent allies Def+3 during combat.
Inheritable by all units.
100
C
Spur Def 3Grants adjacent allies Def+4 during combat.
Unlocks at 4 ★
Inheritable by all units.
200
C

Other Info

Origin
Fire Emblem: Awakening

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Official Hero Artwork

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