GamePress
Analysis by Chibi_Chu
Soleil - Adorable Adorer

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 37
ATK 38
SPD 35
DEF 28
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 9 8 5 4
Middle 18 10 9 6 5
High 19 11 10 7 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

Outshining all beneath! (General Offense)

Build by Chibi_Chu
Recommended
Soleil's Shine (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Moonbow
Alternate: Ruptured Sky
C Atk/Spd Menace
Alternate: Spd Smoke 3
IVs

+Atk or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Soleil’s Shine (+Eff) 

Assist: Positional Assist 

Special: Moonbow / Ruptured Sky / Glimmer

Passive A: Atk/Spd Boosting A Slot 

Passive B: Null Follow-Up 

Passive C: Atk/Spd Menace / Spd Smoke 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • With Soleil’s Shine’s +5 Atk/Spd and +1 Special charge per Soleil’s attack during combat on initiation and counterattack prevention for both Soleil and the enemy, Soleil heavily leans towards Player Phase sets. This set focuses on increasing her offensive capabilities as much as possible to make her a consistently powerful and stress-free initiator.
  • 2-cooldown Specials such as Moonbow, Glimmer, and Ruptured Sky synergize well with Soleil’s Shine. Assuming no Guard effect is active, Soleil will be able to activate these Specials on her follow-up attack, dealing additional damage. Moonbow is generally preferred to punch through enemies with high Defense, but Glimmer can uniquely score KOs on high-HP enemies, and the same applies for Ruptured Sky against high-Attack enemies.
  • Atk/Spd Boosting A slots are vital for any Player Phase build to increase damage and follow-up consistency. Notable choices include:
    • Surge Sparrow, which grants +7 Atk/Spd on initiation. The healing on Special activation is generally worthless because Soleil prevents counterattacks (so she should rarely take damage to begin with), but unlike the other A Slots listed below, there is no condition, drawback, or caveat aside from simply initiating. Swift Sparrow 2 and 3, which grant +4 Atk/Spd and +6 Attack / +7 Speed respectively, are good replacements with the same condition.
    • Atk/Spd Solo 3 or 4, which grants +6 Atk/Spd or +7 Atk/Spd respectively if Soleil is not adjacent to an ally. Since Player Phase units typically stray from their allies, this is a great choice, but completely useless if Soleil finds herself needing to initiate adjacent to an ally.
    • Atk/Spd Push 4, which grants +7 Atk/Spd if Soleil’s HP is ≥ 25% in exchange for 5 recoil damage after combat. This recoil damage may accumulate over time, however, and eventually, Soleil may fall below 25% HP and thus no longer gain +7 Atk/Spd during combat.
  • Null Follow-Up neutralizes effects that prevent Soleil’s follow-up or guarantee the enemy’s follow-up, making it a fantastic B Slot that significantly increases Soleil’s consistency. While the latter is only beneficial against Null C-Disrupt enemies that can counterattack with guaranteed follow-up attacks, the former is frequently capable of making the difference between KOing or failing to KO, as an additional attack doubles Soleil’s damage output and allows her to activate Specials more frequently.
  • Atk/Spd Menace inflicts -6 Atk/Spd on the closest enemies within 4 spaces and grants Soleil +6 Atk/Spd at the start of the turn, effectively giving Soleil a 12 Speed swing in addition to +6 damage (+12 if she performs a follow-up attack). A much cheaper, but still effective alternative is Spd Smoke, which increases Soleil’s follow-up consistency on subsequent combats by inflicting -7 Speed on enemies within 2 spaces after combat.
  • Atk/Spd Solo and Blade Session are great Sacred Seals for Player Phase sets in general. The former grants +6 Atk/Spd during combat if Soleil is not adjacent to an ally, while the latter grants Soleil +X Atk/Spd during combat, with X being 3 + the number of allies who have already acted * 3. While Soleil will have a better first combat with Atk/Spd Solo (assuming the condition is met), she will have an equal second combat and better combats after that.

Soleil shines eternal! (Galeforce)

Build by Chibi_Chu
Recommended
Soleil's Shine (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B Wings of Mercy 3
Galeforce C Time's Pulse 3
IVs

+Atk or +Spd / -HP or -Def or -Res

SBlade Session 3
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Weapon: Soleil’s Shine (+Eff)

Assist: Positional Assist 

Special: Galeforce 

Passive A: Atk/Spd Boosting A Slot

Passive B: Wings of Mercy 

Passive C: Time’s Pulse 

Sacred Seal: Blade Session / Atk/Spd Bond 

  • Soleil’s Shine grants Soleil +5 Atk/Spd and +1 Special charge for every attack she performs on initiation, making her a strong choice for Galeforce teams. Galeforce is a 5-cooldown Special that allows the user to move again when activated; because of this, a popular strategy in both PvP and PvE modes is to defeat several, if not all enemies in one turn. These teams often include at least 1 refresher (a unit with Sing, Dance, or some variant of either) and at least 2 Galeforce units, and Soleil is a great choice as one of them.
    • Note that Soleil’s Shine’s counterattack prevention is a double-edged sword: beyond preventing her from counterattacking (which is irrelevant for a Player Phase strategy anyway), it also prevents her from receiving damage to become a Wings of Mercy beacon for other allies to Galeforce or refresh. Wings of Mercy allows users to teleport to spaces adjacent to allies with ≤ 50% HP, which is absolutely essential for Galeforce strategies. Of course, on the other hand, counterattack prevention is beneficial in that it ensures she will not be KO’d, making her much more consistent than many of her peers in that regard.
  • Atk/Spd Boosting A slots are key for any Player Phase build. Notable choices include:
    • Surge Sparrow, which grants +7 Atk/Spd on initiation. The healing on Special activation is worthless because Soleil does not activate her Special during combat, but unlike the other A Slots listed below, there is no condition, drawback, or caveat aside from simply initiating. Swift Sparrow 2 and 3, which grant +4 Atk/Spd and +6 Attack / +7 Speed respectively, are fine replacements with the same condition.
    • Atk/Spd Push 4, which grants +7 Atk/Spd if Soleil’s HP is ≥ 25% in exchange for 5 recoil damage after combat. This recoil damage is not enough to consistently drop her to ≤ 50% HP after multiple combats.
    • Atk/Spd Bond 4, which grants +7 Atk/Spd and neutralizes Soleil’s visible Atk/Spd debuffs during combat if she is adjacent to an ally. Given that Wings of Mercy requires her to teleport to a space adjacent to an ally with ≤ 50% HP, this is essentially free. However, Soleil may find herself in a sticky situation after she activates Galeforce, as she may be unable to attack her next target while being adjacent to an ally.
  • Because Galeforce has 5 cooldown and Soleil prevents enemy counterattacks, Galeforce’s cooldown will be at 1 rather than 0 after two attacks from Soleil’s initiation. In order to decrease this to 0, Soleil needs Time’s Pulse, a C Slot that decreases her Special cooldown by 1 (from 5 to 4) if her Special is at its maximum cooldown at the start of the turn. Alternatives via support from allies include Velouria’s Wolfpup Fang, Groom Rafiel’s Groom’s Wings, and Infantry Pulse; stacking multiple of these to decrease Soleil’s Galeforce cooldown to 2 will allow her to activate it after 2 attacks even if the enemy has Guard, making it a valuable consideration.
  • While Atk/Spd Bond is one of Soleil’s strongest Sacred Seals (granting +5 Atk/Spd during combat if she is adjacent to an ally), Blade Session will almost always be stronger. Blade Session grants Soleil +X Atk/Spd during combat, with X being 3 + the number of allies who have already acted * 3. Given that Soleil cannot begin a Galeforce chain because she cannot serve as a Wings of Mercy beacon, she will never move first, meaning she will always gain a minimum of +6 Atk/Spd during combat. In addition, Blade Session does not have an adjacency requirement like Atk/Spd Bond does.

Strengths

Solid offenses

While 38 Attack and 35 Speed fail to reach the top echelon of offenses nowadays, that does not mean they are unviable; far from it, as with some Skill investment and support from allies, Soleil can still easily deal high damage and consistently perform follow-up attacks.

Soleil’s Shine

Bestowed upon her in update 5.10, Soleil has received a long-awaited personal weapon! Fitting for its wielder’s bright personality and name, Soleil’s Shine has the following effects:

  • Neither Soleil nor the enemy can counterattack. This is identical to her base Firesweep Sword, although Soleil’s Shine has a +1 Might advantage.
  • If Soleil initiates combat, she gains +5 Atk/Spd and +1 Special charge for every attack she performs during combat.

The Player Phase focus and straightforwardness may make Soleil’s Shine seem underwhelming. However, the combination of counterattack prevention, increased offenses, and non-stat-conditional increased Special charge (as opposed to Flashing Blade and Heavy Blade, Skills that require Soleil to have higher Speed or Attack than the enemy respectively) makes her a consistently strong and safe offensive presence.

Infantry advantages

The usual: access to key Skills such as Null Follow-Up and Time’s Pulse significantly boost Soleil’s already impressive consistency; notably, the former nullifies effects that prevent her follow-up attack (securing higher damage output) while the latter decreases her Special cooldown by 1 if it is at its maximum cooldown at the start of any turn (increasing Special activation frequency).

Weaknesses

Poor overall bulk

With only 37 HP, 28 Defense, and 24 Resistance, Soleil is prone to being OHKO’d by both physical and magical enemies. While Soleil’s Shine’s counterattack prevention grants her safety on Player Phase (unless the enemy has Null C-Disrupt), if the situation necessitates receiving an attack on Enemy Phase, the sun may set early for our adorable adorer.

Must choose between B Slots

Null Follow-Up, Wings of Mercy, and Lull Spd/Def are great B slot choices for Soleil. Unfortunately, because Soleil’s Shine grants none of these effects, she can only have one of them, which can be particularly detrimental for Galeforce strategies in which both Null Follow-Up and Wings of Mercy are greatly appreciated.

Competition

There’s no way around it: with the Infantry Sword pool being by far the most bloated in the game, Soleil may struggle to shine amidst her peers, particularly those with generally stronger personal weapons.

On the bright side, most of these peers are also 5*-exclusive, meaning Soleil’s availability is a great boon; she certainly stands out as one of the best 3-4* Infantry Sword units.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Firesweep Sword

Unit and foes cannot counterattack.

Learns by default at 4 ★
Only Inheritable by Sword Units.
200 1 11
Firesweep Sword+

Unit and foes cannot counterattack.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 15
Soleil's Shine (+Eff)

Unit and foe cannot counterattack.

If unit initiates combat, grants Atk/Spd+5 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)

Only Inheritable by Sword Units.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Wind

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Wind

Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Darting Blow 1

If unit initiates combat, grants Spd+2 during combat.

Non-inheritable by Staff-wielding units.
50
A
Darting Blow 2

If unit initiates combat, grants Spd+4 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
100
A
Darting Blow 3

If unit initiates combat, grants Spd+6 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
200
A
Spur Res 1

Grants Res+2 to adjacent allies during combat.

Inheritable by all units.
50
C
Drive Res 1

Grants Res+2 to allies within 2 spaces during combat.

Inheritable by all units.
120
C
Drive Res 2

Grants Res+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Fates

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Official Hero Artwork