- Default
- Attack
- Special
- Injured
Solon - Church Shadow |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 9 | 4 | 4 | 9 |
Middle | 19 | 10 | 5 | 5 | 10 |
High | 20 | 11 | 6 | 6 | 11 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 42 | 35 | 17 | 21 | 35 |
Middle | 45 | 38 | 20 | 24 | 38 |
High | 48 | 41 | 23 | 28 | 41 |
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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This unit requires Trait Fruit for access to IVs.
Skill Sets
Those Who Dubstep In The Dark (Defensive)
Banshee Θ | A | Bracing Stance (2 or 3) Alternate: Close Counter |
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Positional Assist | B | Lull Atk/Res 3 Alternate: Quick Riposte 3 |
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Iceberg | C | Atk Smoke 3 | |
IVs | +ATK / -SPD | S | Quick Riposte 3 Alternate: Mystic Boost 3 |
Weapon: Banshee Θ
Assist: Positional Assist
Special: Iceberg
Passive A: Bracing Stance / Close Counter / Close Foil
Passive B: Lull Atk/Res / Quick Riposte
Passive C: Atk Smoke
Sacred Seal: Quick Riposte / Mystic Boost
- Solon's high Resistance and HP and mediocre Defense allows him to play a somewhat more defensive build, with the intent on keeping him alive until turn 3 when his Banshee tome will activate. Lull Atk, Atk Smoke, and his A slot all serve to try and make him a bit tankier.
- Bracing Stance is a fantastic skill to keep Solon standing through enemy engagements, though Close Counter or Close Foil would allow him to bait opponents from melee range. Unfortunately without Mystic Boost in his B or Seal slot, dragons will still attack into Solon's lower Defense, making his Resistance useless at melee range.
- Quick Riposte is almost a necessity with this build, which can take the B or Seal slot, and allows Solon to attack twice, potentially activating a crucial Iceberg on his second hit, if he's doubled beforehand.
The Fell Star (Player Phase)
Banshee Θ | A | Sturdy Impact Alternate: Death Blow (3 or 4) |
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Positional Assist | B | Lull Atk/Res 3 Alternate: Special Spiral 3 |
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Iceberg Alternate: Moonbow |
C | Atk Smoke 3 Alternate: Infantry Pulse 3 |
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IVs | +ATK / -SPD | S | Death Blow 3 Alternate: Sturdy Blow 2 |
Weapon: Banshee Θ
Assist: Positional Assist
Special: Iceberg / Moonbow
Passive A: Sturdy Impact / Death Blow
Passive B: Lull Atk/Res / Special Spiral / Quick Riposte
Passive C: Atk Smoke / Infantry Pulse / Time's Pulse
Sacred Seal: Death Blow
- This set plays to Solon's strengths, allowing him to commit to brutal single blows while keeping himself relatively safe with follow-up denial from his foes. If used on AR-D, this set's main goal is to keep Solon alive until turn 3, when his Banshee tome activates and allows your defenses to basically get a free kill.
- Due to his high HP, he can play well on an Infantry Pulse team, where he can support his teammates through Special activations. He can also try to manipulate his Special timing himself with skills like Special Spiral or Time's Pulse. While expensive, these skills can accelerate his Special for a devastating Iceberg utilizing his 38 base Resistance.
- Lull Atk/Res and Atk Smoke both work to try and keep him alive for a bit longer - though his low Speed makes him frail, his main goal is surviving until turns 3 and 4 in order to activate the full effects of his Banshee tome.
Strengths
Decent Stats for Red GHB mage
Solon's stats might be "generic GHB red mage" with high Attack and Resistance and low everything else, but he effectively statcreeps the other GHB mages. He is tied with Iago and Veld for the highest Attack, but beats them both in Resistance.
Interesting prf Application
Banshee is an interesting weapon which can drastically swing the effects of any battle, but has a limiting condition. If these conditions can be worked around, Solon can be a fantastic support to your team.
Weaknesses
Generic
Having a prf weapon doesn't make Solon not generic. He simply joins the pile of red tome GHBs with tomes that do weird effects depending on turn count. Think that's a specific niche? Think again: Iago, Veld, and Gharnef all also fall under this category. Arvis and Julius have similar statlines as red tome GHBs, and Fallen Takumi has a similar turn-based weapon.
Difficult to Utilize
Banshee is an interesting prf that inflicts crucial debuffs - but only at the beginning of turns 3 and 4, and only on the closest foes. This means that you have to either be predictive about where Solon's enemies will end their turn in relation to him, or you have to wait to engage vs immobile foes for the first 3 turns to ensure proper positioning. Either way, it's a huge pain, and while Gravity + Guard + Flash + All stats -6 is absolutely worthwhile to try and shoot for, it still realistically only hits a single target unless you're positioned in a way that 2 opponents are equidistant.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Flux
Red Tome Users Only
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50 | 2 | 4 |
Ruin
Red Tome Users Only
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100 | 2 | 6 |
Fenrir
Red Tome Users Only
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200 | 2 | 9 |
Banshee Θ At the start of turns 3 and 4, inflicts Atk/Spd/Def/Res-6,【Gravity】,【Guard】, and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions. 【Gravity】 Restricts target's movement to 1 space through its next action. 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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Chilling Wind Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
Glacies Boosts damage dealt by 80% of unit's Res. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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Sabotage Res 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action.
Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
Sabotage Res 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
Sabotage Res 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
Atk Ploy 1 At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
Atk Ploy 2 At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
Atk Ploy 3 At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Three Houses
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Banners Featured In
None