- Default
- Attack
- Special
- Injured




Soleil - Adorable Adorer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 8 | 5 | 4 |
Middle | 18 | 10 | 9 | 6 | 5 |
High | 19 | 11 | 10 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 35 | 32 | 24 | 21 |
Middle | 37 | 38 | 35 | 28 | 24 |
High | 41 | 41 | 38 | 31 | 28 |
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 |
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Boons
- +ATK: A wise choice given that Soleil generally wants to increase her damage output.
- +SPD: Another great option, netting Soleil follow-ups with her Firesweep sword that she may not get otherwise.
Neutral
- HP: While it’s a feasible option for a bane, Soleil prefers to not have to compromise her physical bulk.
- DEF: The same reasoning applies to her Defense. At base 28, Soleil can take a hit or two, and since she has a superbane in Defense (-4 instead of -3) it’s ideal that this stat is neutral.
Banes
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-RES: Soleil’s Resistance is still a respectable 21 with a bane, and her high Speed helps prevent magical follow-ups.
Skill Sets
Hit ‘Em Out of the Park! (DC Enemy Phase)
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Slaying Edge+ (+Spd) Alternate: Wo Dao+ (+Spd) |
A | Distant Counter |
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Reposition Alternate: Swap |
B | Wrath 3 Alternate: Vantage 3 |
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Glimmer Alternate: Moonbow |
C | Atk Smoke 3 Alternate: Threaten Atk 3 |
IVs | S | Quick Riposte 3 |
- Preferred IV: +SPD / -RES or -HP
- Weapon: Slaying Edge+ (+Spd) / Wo Dao (+Spd)
- Assist: Reposition / Swap / Flexible
- Special: Glimmer / Moonbow / Draconic Aura
- Passive A: Distant Counter
- Passive B: Wrath / Vantage
- Passive C: Atk Smoke / Spd Smoke / Threaten Atk / Threaten Spd
- Sacred Seal: Quick Riposte
Although perhaps not as useful as they once were given the commonality of Firesweep weapons, Dazzling Staff, and random Sweep skills coming from nowhere to ruin the day, Soleil’s considerable offensive prowess makes her a good candidate to run an enemy phase Distant Counter build, especially with the Quick Riposte seal offering unprecedented flexibility for her B slot.
+Spd (once again) along with +Spd refinement allows Soleil to avoid follow-ups being performed on her by the ever-present +Spd Mia and Fury Nino. The passive effects of these weapons along help mitigate the loss in damage output Soleil suffers by forgoing a +Atk IV and +Atk refinement. Since Soleil will be battling ranged enemies, a Resistance bane isn’t exactly ideal, but since -HP also compromises her physical bulk, it is the lesser of two evils.
Distant Counter, of course, allows Soleil to counterattack at any distance. This, when combined with her offensive spread, makes her a considerable threat to ranged and melee attackers alike.
Slaying Edge offers consistent cooldown acceleration, while Wo Dao allows Soleil to hit extremely hard when her Special activates (especially if Wrath is being used). Both are good options for this build and take advantage of her naturally high Attack.
Slaying Edge pairs effectively with Wrath, adding +10 damage when Soleil’s accelerated Special procs. Vantage, alternatively, allows Soleil to utilize the previously exclusive and incredibly potent Vantage-Quick Riposte combo. Wo Dao also works well with either of these skills, although Vantage may be the better choice if +20 damage to a Special proc proves to be overkill.
Atk Smoke and Spd Smoke allow Soleil to potentially debuff faraway enemies if attacked by a ranged foe, while Threaten Atk and Spd serves as an option to debuff the foe she is currently attacking. Since the range requirements for Threaten Spd are slightly more stringent and limited, Atk and Spd Smoke are the ideal choices.
Gunning for Home Plate (Firesweep Follow-Up)
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Firesweep Sword+ | A | Life and Death 3 Alternate: Darting Blow 3 |
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Swap Alternate: Pivot |
B | Chill Spd 3 Alternate: Hit and Run |
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Moonbow Alternate: Glimmer |
C | Spd Smoke 3 Alternate: Threaten Spd 3 |
IVs | S | Speed +3 |
- Preferred IV: +SPD / -RES
- Weapon: Firesweep Sword+
- Assist: Swap / Pivot / Reposition / Flexible
- Special: Moonbow / Glimmer / Luna / Draconic Aura
- Passive A: Life and Death / Darting Blow
- Passive B: Chill Spd / Hit and Run / Drag Back
- Passive C: Spd Smoke / Threaten Spd
- Sacred Seal: Speed +3
The goal of this build is simple -- capitalize on Soleil’s excellent innate Speed and Attack to perform follow-ups on Player Phase and prevent counterattacks through use of her native Firesweep Sword.
With a +Spd IV, Life and Death, and the Speed +3 seal, Soleil is able to reach 46 Speed and 58 Attack (47 Speed and 53 Attack with Darting Blow). This will allow her to naturally double all but a few exceptions such as +Spd Mia, and even then it is incredibly likely Chill Spd will activate on these foes and allow Soleil to hit twice without being counterattacked. Also of note is that this Speed tier prevents most follow-ups from being performed on Soleil.
Swap and Pivot are good assists to use here. If Soleil overextends, then these assists can help her retreat behind more defensively oriented teammates. If a team is more offensively oriented, then Reposition or a Dual Rally may be a better choice as they will allow Soleil to either sling forward an ally who possesses a better matchup or provide support when she is not attacking.
Moonbow or Glimmer was used because of their low cooldown and good damage output due to Soleil’s high Attack. Luna or Draconic Aura are alternative options that can be charged relatively quickly, especially if Soleil tanks a hit on enemy phase from a mid-to-low Speed enemy.
Chill Spd is now one of the best B slot skills for most speedy Firesweep users, inflicting a devastating -7 Spd debuff to the fastest opponent on the enemy's team at the start of every turn. In particular, on Soleil Chill Spd allows her to consistently net no retaliation follow-ups against almost every unit in the game. Hit and Run and Drag Back are good alternatives for Firesweep users, however, allowing them to retreat after attacking and be swapped or repositioned to safety. If used in conjunction with units possessing Earth / Water boost, Steady / Warding Breath, Steady / Warding Stance, or the Close Defense skill / seal, Soleil is able to heavily damage foes and then hide behind her allies who will take negligible damage on enemy phase.
Spd Smoke allows Soleil to debuff the enemy team’s Speed when they’re in range, further adding to her defensive capabilities if she is forced to tank an attack by preventing doubles. Threaten Spd is a great alternative, as it directly debuffs the foe Soleil will be attacking if they are in-range, ensuring she can perform a follow-up.
Home Run Derby (Firesweep Max Attack)
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Firesweep Sword+ | A | Life and Death 3 Alternate: Death Blow 3 |
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Swap Alternate: Pivot |
B | Chill Spd 3 Alternate: Swordbreaker 3 |
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Astra | C | Threaten Spd 3 Alternate: Threaten Def 3 |
IVs | S | Heavy Blade 3 |
- Preferred IV: +ATK / -RES
- Weapon: Firesweep Sword+
- Assist: Swap / Pivot / Reposition / Flexible
- Special: Astra / Aether
- Passive A: Life and Death / Death Blow
- Passive B: Chill Spd / Swordbreaker / Hit and Run / Draw Back
- Passive C: Threaten Spd / Threaten Def
- Sacred Seal: Heavy Blade / Speed +3
Like the build above, this build takes advantage of Soleil’s astronomical Attack, excellent Speed, and native Firesweep Sword to KO foes outright and charge her Special while doing so.
A +Atk IV allows Soleil to reach 61 Attack and 40 Speed with Life and Death. This is absurd, practically guarantees Heavy Blade procs, and is more than enough Speed to perform follow-ups on mid Speed units. Few units have more than 45 Speed, so if Soleil is initiated upon, she will likely live to fight another day.
Swap and Pivot are, once again, ideal defensive positioning assists, while Reposition and Dual Rallies offer a more offensively supportive role.
Astra offers slightly reduced cooldown over Aether and hits hard due to Soleil's high Attack. Aether, however, offers Soleil the opportunity to heal some damage once it activates.
Chill Spd or Swordbreaker are important aspects of this build. Since this build does not give Soleil enough Speed to double and KO +Spd sword units such as Ayra, Mia, and Zelgius outright, Chill Spd or Swordbreaker grants her follow-ups that skew these matchups in her favour. As with the build above, Hit and Run and Drag Back are common and customary for Firesweep users, allowing them to retreat once they’ve done their duty.
Threaten Spd is ideal because it allows Soleil to perform a few doubles that she would not be able to perform otherwise if it is active. Threaten Def is a passable alternative, however, as it directly aids Soleil in breaking through the defenses of bulkier foes such as Sigurd.
Introduction
A fan-favourite of a Dancer’s bloodline, Soleil brings to the table some impressive qualities despite the bloated nature of the red sword pool. Sporting the highest base Attack among sword units, an impressive base 35 Speed, and reasonable defensive stats, Soleil is able to exert considerable offensive pressure without completely compromising her ability to take a hit or two.
Adding to her usefulness is her availability at 4 stars and her native access to the Firesweep Sword -- a weapon that perfectly synergizes with her stat spread that can reach incredible effectiveness with some accessible skill investment. If one is yet to pull an Ayra or Mia and are looking for a high-firepower sword unit, then Soleil would be an excellent choice for a team.
Strengths
Stellar Attack
Even without a Boon, Soleil’s base Attack rests at 38 -- with her native sword equipped, that reaches 53 without skills, seals, or refinement (!!!)
She reaches this number without directly compromising any of her other stats, which is a rarity among most units.
Good Speed
With a Boon, Soleil reaches 38 Speed. Combined with skills such as Life and Death / Darting Blow / Chill Spd and seals such as Speed +3, she is able to perform follow-ups on many units and avoid being doubled herself.
Outside of Brave weapon users, most units will struggle to one-round her.
Weaknesses
Still Struggles With Magic
Although her bulk is good, Soleil is still overpowered by magic damage from blue mages and dragons who are able to survive her onslaught.
Since a Resistance bane on Soleil is ideal, this further compromises her ability to soak up magic damage.
Strongest on Player Phase
Soleil’s best kits are tailor-made for Player Phase. This is both a blessing and a curse, as this does limit her utility somewhat.
While she can run an Enemy Phase build, it requires heavy skill investment.
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Slaying Edge+ (+Spd) | A | Distant Counter |
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Reposition | B | Repel 3 |
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Aether | C | Spd Smoke 3 |
S | Flashing Blade 3 |
This is a high investment, merge project build. The objective is to be a generalist, to function in both phases. One thing to note is that while this build can be auto-suficient, it's best to have an ally to buff Soleil.
The core of the build is the synergy between Slaying Edge+, Aerher and Flashing/Heavy Blade. This makes Aether potentially activate on every round of combat.
Distan Counter is a given if you want Soleil to handle everything. Otherwise any high boosting A skill is useful.
For B skills the ideal would be to use one of the three damage reducing skills: Close Call, Repel and Spurn. Each has it's uses but it comes down to personal preference and style.
Atk or Spd Smoke are the ideal C slot because Soleil should be in the frontlines, so it's to debuff enemys.
The seal is either Flashing Blade or Heavy Blade, depending on preference. Consider an atk book if going for Heavy Blade.
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Slaying Edge+ (+Spd) | A | Distant Counter |
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Positional Assist | B | Repel 3 |
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Noontime | C | Pulse Smoke 3 |
S | Swift Stance 2 |
This approach attempts to make Soleil an all-around powerhouse. Given how easy it is to merge a Soleil to +10, her speed and bulk become respectable and repel let’s her sponge hits with relative ease. Staying Edge and Noontime let her heal off every hit when initiated upon for maximum sustain. The seal can be anything but Swift Stance 2 helps solidify her magic bulk with distant counter to let her tank hits easily. Pulse smoke is the ideal C skill as it’s all around amazing, but any smoke skill works good.
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Petal Parasol+ (+Spd) | A | Atk/Spd Solo 4 |
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Reposition | B | Close Call 3 / Repel 3 |
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Luna | C | Threat. Atk/Spd 3 |
S | Flashing Blade 3 |
Ok, so the whole point of this build is to hit 69 speed. Yeah. So, if threaten atk/spd 3 is activated, it inflicts atk/spd -5 on the enemy, and gives you atk/spd/ +5. That is technically atk/spd +10 for you. Now, Petal Parasol's effect is a penalty is active on foe, it gives atk/spd +5 during combat. Then, theres atk/spd solo 4, which gives atk/spd +7 during combat. If you add all this up, you get +22 worth of buffs on your attack and speed stat, which gets you at a total of 69 spd and 80 atk. The one problem with this build is that it is very conditional, but at least it is funny :) Oh yeah, your Soleil MUST have 47 spd to hit that sweet 69
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Melee Bouquet+ (+Spd) | A | Swift Sparrow 3 |
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Reposition | B | Lull Spd/Def 3 |
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Moonbow | C | Even Spd Wave 3 |
S | Swift Sparrow 2 |
This build is for player phase. In combat Soleil will be be getting lots of buffs but uh thats all really this works best when she is +10 merged and 10 dragonflowers. I'm not great at explaining :)
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Wo Dao+ (+Atk) | A | Fortress Res 3 |
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Reposition | B | Vantage 3 |
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Glimmer | C | Drive Res 2 |
S | Fortress Def 3 |
This Soliel is meant to take a few hits and strike back with Glimmer backed by the +10 damage boost with Wo Dao+. Since both fort. Skills cuts Atk by 6, a Atk boon is the best + IV to have when using this build and to further increase the Atk, Wo Dao with the Atk refine is also useful for increasing the damage Soliel can deal. Noontime or Sol can be used to make Soliel last longer and the res or def refine on the Wo Dao+ can furter increase the bulk on her. The C skill can be whatever is needed although I would recommend Def or Spd smoke 3.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
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300 | 1 | 15 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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