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Winter Sothis

Analysis by Wecondo12
Winter Sothis - Silver Specter

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
185
HP 44
ATK 35
SPD 41
DEF 30
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 4 7 7 8
Middle 18 5 8 8 9
High 19 6 9 9 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 41 32 37 26 32
Middle 44 35 41 30 35
High 47 39 44 33 38

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

Skill Sets

Merry Swissmas Everybody! (Enemy Phase)

Build by Wecondo12
Recommended
Snow's Grace A Distant Counter
Positional Assist B Slick Fighter 3
Alternate: Special Fighter 3
Sirius C Pulse Smoke 3
IVs

+SPD or +ATK or +RES

SMystic Boost 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Snow’s Grace

Assist: Positional Assist

Special: Sirius

Passive A: Distant Counter

Passive B: Crafty Fighter / Slick Fighter / Special Fighter

Passive C: Pulse Smoke / Preference

Sacred Seal: Mystic Boost / Spd/Res Solo / Swift Stance / Distant Def

  • Winter Sothis is an excellent Superunit in Aether Raids thanks to her solid statline and great exclusive skills, although she must be wary of the many powerful/irritating red units that litter AR-D teams(In particular Legendary Sigurd gives her nightmares)
  • Sothis’s weapon of choice is her exclusive Snow’s Grace, giving her a hefty stat bonus for existing above 50% HP and nullifying dragon effective weaponry. A bit basic, but still a decent weapon overall.
  • Sirius is essentially a Noontime that does decent damage on top of the healing while retaining Noontime’s low cooldown, giving her good damage output on top of the added staying power.
  • Distant Counter is a no-brainer for most superunits, since nobody wants to become target practice for the glut of ranged nukes that plague Aether Raids.
  • Sothis can make excellent use of Crafty Fighter to negate Impact effects thanks to her high Speed, and the Guard effect is also very useful to prevent foes from triggering their specials. Special Fighter trades the benefit of negating Impact effects for being able to instantly retaliate with Sirius when hit. Slick Fighter allows Winter Sothis to cosplay as Idunn and completely ignore debuffs, which can come in handy when dealing with Panic and Sabotage skills.
  • Pulse Smoke gives Sothis another layer of protection against enemy specials, but this can be swapped as needed(or as budget demands)
  • Mystic Boost gives Winter Sothis another healing source while negating adaptive damage and Wrathful Staff, although Mystic Boost’s main perk is it’s added healing. Otherwise, typical stat seals like Spd/Res Solo and Swift Stance will get the job done.

Santa Sothis Saves The Earth (Far Save)

Build by Wecondo12
Snow's Grace A Distant Counter
Positional Assist B Special Fighter 3
Sirius C A/R Far Save 3
IVs

+ATK or +SPD

SMirror Stance 2
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Snow’s Grace

Assist: Positional Assist

Special: Sirius

Passive A: Distant Counter

Passive B: Special Fighter

Passive C: A/R Far Save

Sacred Seal: Mirror Stance / Mystic Boost

  • Sothis’s decent Resistance lends itself well to a Far Save build, especially since Sothis can activate Sirius instantly after being attacked with the aid of Special Fighter, letting her KO many ranged units in a single hit while keeping herself healthy.
  • Snow’s Grace remains Sothis’s weapon of choice as it greatly improves her matchup against Dragon effective weaponry while giving her a hefty stat bonus.
  • A/R Far Save is the basis for this build as it lets Sothis take on Ranged foes in the place of allies within 2 spaces, and gives her a bonus to Attack and Resistance when this effect triggers(As if she needs it). This means that Sothis can effectively shield her allies from all ranged enemies until she’s KO’d which makes her a great compliment to units who otherwise struggle to fight mages.
  • The usual defensive seals(Mystic Boost, Mirror Stance, Etc) are all a good fit for Sothis’s seal slot, be it for extra stats or additional healing.

Strengths

Great exclusive skills

While not outstanding compared to the insanity of some more recent units(Fallen Edel says hi) Snow’s Grace is still a respectable weapon, giving Sothis a hefty bonus to her statline for existing above 50% HP while negating her weakness to dragon effective weaponry, improving her thrasir matchup greatly when combined with her high Speed(a common thorn in the side for many other dragons). Sirius is also a great Special, giving her the added staying power of a healing special without hampering her damage output or saddling her with an incredibly long cooldown.
 

Statline

Winter Sothis’s statline is quite solid, and in particular her high Speed and high Resistance give her decent matchups against many commonplace mages in AR.

Weaknesses

Middling Defense

Sothis’s Middle of the road Defense combined with her Green color make her extremely vulnerable to Legendary Sigurd and other sword cavaliers, which hamper her effectiveness as a superunit due to how commonly these units are seen on AR Defense teams.
 

Armor effective weaponry

Units with effective weapons will almost certainly dish out heavy damage to Sothis even if they don’t KO her outright, although armor effectiveness is relatively uncommon in AR outside of exclusive weapons.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Snow's Grace

Neutralizes "effective against dragons" bonuses. Grants Spd+3. At start of combat, if unit's HP >= 50%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Noontime

Restores HP = 30% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2
Sirius

Boost damage by 30% of unit's Spd. Restores HP = 30% Of damage dealt.

Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 5 ★
300
A
Special Fighter 1

At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Only inheritable by armor units.
Unlocks at 1 ★
60
B
Special Fighter 2

At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Only inheritable by armor units.
Unlocks at 2 ★
120
B
Special Fighter 3

At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Only inheritable by armor units.
Unlocks at 4 ★
240
B
Threaten Atk 1

At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Res 1

At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Res 2

At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Threat. Atk/Res 3

At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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