- Default
- Attack
- Special
- Injured




Sothe - Zephyr |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 9 | 8 | 4 | 3 |
Middle | 17 | 10 | 9 | 5 | 4 |
High | 18 | 11 | 10 | 6 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 33 | 30 | 19 | 18 |
Middle | 39 | 36 | 33 | 22 | 21 |
High | 42 | 39 | 36 | 25 | 24 |
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
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+ATK: Ideal to capitalize on Sothe’s excellent attack stat, which is the highest out of all daggers.
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+SPD: Also a solid boon, as it provides more options offensively and defensively.
Banes
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-DEF / -RES: -DEF very slightly edges out -RES, as Sothe will typically be taking magical damage more often than physical damage. However, both can be considered optimal.
- -HP: Acceptable, but not ideal as it is a superbane (-4), resulting in more bulk lost compared to -DEF or -RES.
Skill Sets
Gambling Berserker (Utility Nuke)
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Peshkatz | A | Swift Sparrow 2 Alternate: Fury 3 |
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Reposition | B | Desperation 3 |
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Draconic Aura | C | Spur Atk Spd 2 |
IVs | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -DEF or -RES
- Weapon: Peshkatz
- Assist: Reposition
- Special: Draconic Aura
- Passive A: Swift Sparrow / Fury / Life and Death
- Passive B: Desperation / Vantage
- Passive C: Spur Atk/Spd / Flexible
- Sacred Seal: Speed +3 / Attack +3
Sothe’s Prf dagger Peshkatz has an interesting effect - it’s a combination of refined Smoke Dagger and refined Light Breath. It also shares the downside of Light Breath, which is that the buff only lasts a turn, meaning that if applied during Player Phase, it will last through both the rest of Player Phase and the following Enemy Phase. If applied during Enemy Phase, however, it will only last for the rest of Enemy Phase and be gone at the start of the following Player Phase. The dagger can still have interesting applications in certain scenarios, with very high potential - particularly when supported by dancers.
This build is called the Gambling Berserker because it relies on a number of factors to fall into place in order for maximum potential. First, Sothe needs to be able to engage onto an enemy that either cannot counterattack or fails to kill him in a single hit. This action is what activates Peshkatz and primes Sothe to go on a rampage. Second, Sothe should kill this enemy in the single round of combat. Third, the dead enemy should have nearby allies that then get struck by the debuff from Peshkatz. If all three of these conditions are met, Sothe and his allies (assuming they were within range) will be capable of murdering pretty much everyone with his massive +8 to all stats as a result of the comparative differential produced by the combination of Peshkatz’s debuff and buff. Every condition that is not met results in Sothe being less effective. Fortunately, even in the worst case scenario, Sothe can still be very effective.
Swift Sparrow is chosen over Life and Death because the loss in bulk from Life and Death makes a very big difference in whether Sothe dies or not from a single counterattack. He goes from 61/60 physical/magical bulk to 56/55 physical/magical, which is now in the range that a lot of typical Distant Counter units and mages are able to hit. Fury is an acceptable alternative, as the added bulk can help particularly in scenarios where Sothe has no choice but to take a hit. Life and Death should be used only on a budget, as it hinders Sothe’s choices of targets.
Desperation pairs well for an offensive build, as Sothe will often need two hits to kill units with reasonable physical bulk, even when in full berserker mode - 62 effective attack with both of Peshkatz’s effects active and Swift Sparrow. Vantage is also an acceptable choice, as Sothe’s potentially sky high attack power enables him to one hit kill most squishier ranged units, such as mages and archers.
Speed is boosted at every possible point, including IVs and Seal, to maximize the chance that Sothe can both double enemies and avoid being doubled himself, which would be a death sentence.
Food Fight (Offensive Nuke)
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Lethal Carrot+ (+Spd) Alternate: Barb Shuriken+ (+Spd) |
A | Fury 3 Alternate: Life and Death 3 |
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Reposition | B | Desperation 3 |
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Moonbow | C | Spur Atk Spd 2 |
IVs | S | Heavy Blade 3 |
- Preferred IV: +SPD / -DEF or -RES or -HP
- Weapon: Lethal Carrot+ (+Spd) / Barb Shuriken (+Spd) / Kagami Mochi+ (+Spd)
- Assist: Reposition / Ardent Sacrifice
- Special: Moonbow / Draconic Aura
- Passive A: Fury / Swift Sparrow / Life and Death / Brazen Atk/Spd
- Passive B: Desperation
- Passive C: Spur Atk/Spd / Flexible
- Sacred Seal: Heavy Blade / Speed +3
While Sothe has multiple good weapon choices for this offensive set, every single option is unfortunately only available on limited units. Lethal Carrot’s +10 damage on Special activations gives Sothe a significant damage boost, which allows him to make up for the lack of color advantage. Barb Shuriken and Kagami Mochi both grant -1 Special cooldown, which can grant a similar damage boost as Lethal Carrot by allowing for either a more powerful (and higher cooldown) Special or allowing Sothe to not rely on Heavy Blade.
Aside from a movement Assist, Sothe can potentially run Ardent Sacrifice in order to safely drop him into Desperation range, removing the potential danger of getting KO’d in a single enemy counterattack. -HP is the ideal bane in this scenario, as having neutral HP with a refined weapon will put Sothe at over 40 HP. Running Ardent Sacrifice also allows Sothe to run Life and Death or Brazen Atk/Spd, as entering Desperation range outside of combat allows him to almost entirely mitigate the pitfalls of those skills. Otherwise, Fury is generally the best option due to the increased bulk giving a bit more safety, or Swift Sparrow if Sothe has access to merges and/or team support (such as buffs).
The Heavy Blade seal allows Sothe to consistently activate his Special every combat even when running Lethal Carrot. It’s vitally important for Sothe to be able to activate his Special constantly due to them being the source of most of his damage. It is also worth using even if running Barb Shuriken or Kagami Mochi, as it then allows him to run a higher damage Special like Draconic Aura. Otherwise, a Speed +3 seal works just fine with Moonbow.
Sweep Support
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Peshkatz | A | Life and Death 3 |
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Reposition | B | Windsweep 3 |
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Draconic Aura Alternate: Glimmer |
C | Spur Atk Spd 2 |
IVs | S | Phantom Spd 3 |
- Preferred IV: +SPD or +ATK / -DEF or -RES
- Weapon: Peshkatz
- Assist: Reposition
- Special: Draconic Aura / Glimmer
- Passive A: Life and Death
- Passive B: Windsweep / Watersweep
- Passive C: Spur Atk/Spd / Drive Spd / Savage Blow / Flexible
- Sacred Seal: Phantom Spd / Spur Atk / Savage Blow
This build focuses on Peshkatz’s buffing and debuffing ability to enable support for Sothe’s teammates. The centerpiece of this build is Windsweep/Watersweep - by disabling enemies’ ability to counterattack, Sothe can stay safe while simultaneously mass buffing and debuffing to enable another ally to become supercharged and clean up.
Sothe has 33 speed at neutral, 38 with his base Life and Death, and 41 with a +Speed IV. Phantom Spd seal can be added on top of this to deny counterattacks from anyone with less than 51 speed. If 41 is considered sufficient, you can instead run another seal as desired. Both Windsweep and Watersweep are equally viable - Sothe will struggle equally versus either unit type, as with Life and Death he will be too frail to safely take a hit from them, so the decision is up to preference.
Peshkatz’s buff synergizes incredibly well with Blade tome units, due to providing a massive +4 buff to Attack/Speed/Defense/Resistance for 1 turn. If running Sothe alongside a blade tome unit, his C slot (and possibly seal) are best relegated to support skills such as his native Spur Atk/Spd or Drive Spd, based on preference. Savage Blow is an option for Sothe’s C slot (and possibly seal) if he is being run alongside a Firesweep unit, who appreciates the extra bit of damage to secure kills. Because a Firesweep unit cannot be counterattacked, they don’t have to worry about any units getting Vantage activated due to Savage Blow’s chip damage.
Introduction
Sothe is an infantry dagger unit with very powerful offenses - 36/33 makes him completely outclass Kagero offensively, while also having more bulk than her. He has a decent kit right out of the box, but it can definitely use improvement to maximize synergy. His unique dagger, Peshkatz, can potentially be exceptionally powerful when utilized properly; being able to mass buff and debuff simultaneously can be very strong.
Despite these strengths, Sothe shares some very glaring weaknesses with similar units. As a ranged unit with poor defenses, he is susceptible to melee units with Distant Counter, and fairly bulky units that can survive his offenses and kill on the counter. Target choice and smart play are key to avoiding these. Sothe also has lower BST compared to melee range units, though 151 BST means that he has slightly higher BST than other ranged units.
Strengths
Powerful offenses
36/33 is solid for an offensive unit, and Sothe has a fair number of build options to take advantage of this.
Surprisingly decent physical and magical bulk
61 physical and 60 magical bulk means that Sothe can survive a single hit from quite a large number of units and still be able to perform. His base kit’s Life and Death takes away from that, however.
Peshkatz
Peshkatz is an interesting dagger that combines the effects of Smoke Dagger and Light Breath. In an optimal scenario, Sothe and his allies can wind up with a staggering +8 advantage to all stats over all units affected.
Weaknesses
Poor base kit synergy
Despite all being stellar picks individually, Sothe’s overall kit doesn’t really function all that well together. He’s going to want to keep pieces of it and entirely replacing others for more functional builds.
Peshkatz can be unreliable
Despite its incredible potential, Peshkatz is very difficult to work with, as it has a large number of conditions attached to its function. As a result, Sothe can wind up being less impressive than he could/should be as a result of a map or situation not allowing Peshkatz to work to its fullest.
Poor Bulk
While Sothe’s bulk is typically enough to survive a single hit in most situations, he will completely melt underneath pressure from offensive powerhouse units, particularly those with Brave weapons. For example, Reinhardt will obliterate Sothe unless Sothe specifically prepares for him with the Deflect Magic seal.
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Poison Dagger+ | A | Life and Death 4 |
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Reposition | B | Lull Spd/Def 3 |
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Glimmer | C | Pulse Smoke 3 |
S | Death Blow 3 |
Ultimate anti-infantry glass cannon build using the infamous Poison Dagger+.
This build assumes you +10 Sothe and minimum 8 dragonflowers, with +Atk boon/asset. For best results give blessing and send him out together with Legendary/Mythic heroes that boost Atk.
Player phase only, due to the weakened bulk thanks to L&D4. But he will likely one shot 99% of any infantry you face (at 57 Atk, not including bonuses or special activation, means he's hitting for 85.5 infantry effective damage, or 63 Atk with Death Blow 3 seal means 94.5 infantry effective damage).
Any 2 charge special works, Moonbow or Ruptured Sky are great alternatives to his native Glimmer.
For A slot, Atk/Spd Push 4 works too if you want to retain some of his bulk. Swift Sparrow 3 could also work but you're missing out on a crucial 1 attack. I went with L&D4 because I could get it and Pulse Smoke 3 off a single copy of Igrene.
B slot could be Chill Def or Spd 3, or even Special Spiral if you don't want to get Pulse Smoke off Igrene. Guard 3 is also great if facing enemies that counterattack with accelerated specials. Desperation could also work if using Atk/Spd Push 4 in A slot.
C slot is flex, any smoke skills or Oath/Rouse skills are good (especially Atk/Spd)
Seal slot is Death Blow 3 as the only other seal that gives a higher attack bonus would be one of the Brazen seals and those only works after he's taken a hit. A Brazen seal would actually be better with an A slot Atk/Spd Push 4.
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Starfish+ (+Atk) | A | Bonus Doubler 3 |
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Draw Back | B | Vantage 3 |
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Astra | C | Even Spd Wave 3 |
S | Attack +3 |
This build assuming you have a +10 sothe works great when you have 2 supports with the opening skills for speed and attack (if possible) as well as having one of them being a healer with winter eirika's staff for a maximum of 69 attack per round if done correctly BUT because of Bonus Doubler it actually goes higher to reach 75 attack. It is important to know that fully healing sothe isn't always the best option. So use the heals when he is insanely low. Seal can be swapped with Heavy Blade if owned and the special is a bit flexible i just use astra for major damage burst. Even speed wave can be swapped for what ever the opening skill you don't have for. ex. If you don't have Attack Opening have even attack wave and vise versa.(keep in mind the stats that I gave on this page are the stats of my specific Sothe which means max dragon flowers and summoner support etc.)
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Peshkatz | A | Life and Death 3 |
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Draw Back | B | Desperation 3 |
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Draconic Aura | C | Infantry Rush 3 |
S | Heavy Blade 3 |
This build focuses on an infantry team that works with Sothe as their ace. Sothe excels at choosing the perfect enemy to strike down with his hefty attack and optimal speed, granted you first draw them out with a good mixed tank (dragons work well). Along with his massive debuff/buff, he can easily cripple the enemy team, often nabbing two kills in a single turn if danced, and able to retreat bc of his range along with movement skills of team members. His heavy blade allows for special procs that scale nicely off of his attack on any foe, and in addition, his Infantry Rush will work very reliably, granting heavy blade to allies who are likely facing debuffed foes, along with their buffed stats. This makes for a team that can abuse specials like no other and retreat into a desired formation to bait the enemy. Sothe may seem fragile initially, but he can take a single hit from most units due to his hp and speed, and paired with desperation, this puts him exactly where he desires to be.
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Peshkatz | A | Swift Sparrow 2 |
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Rally Atk/Def | B | Poison Strike 3 |
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Reprisal | C | Savage Blow 3 |
S | Atk Smoke 3 |
(+10 Merge and Dragon Flowers Included)
This build makes Sothe the deadliest Assassin in the franchise. +Atk is the most essential asset for him to have because you want to capitalize on his massive attack power.
Sothe can have any type of rally skill or he can have Reposition instead.
Reprisal is used to mimic Bane/Lethality but you could stick with Luna to pierce through the toughest of enemies.
Sothe is not the best user of Life and Death due to his poor bulk even though it makes sense for him to have a skill like that. So it's better to go with Swift Sparrow. If you do not have Swift Sparrow (or you do not wanna spend 20k feathers on a Naesala), just go with Darting Blow since there are about 3-4 units that have it at a 4-star rarity (Tharja, Florina, Rebecca, and Valter)
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Peshkatz | A | Close Counter |
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Reposition | B | Vantage 3 |
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Glimmer | C | Savage Blow 3 |
S | Savage Blow 3 |
Using the effects of Savage Blow (6) and Peshkatz, Sothe can cripple the enemy team with -4 to all stats and -14 health, but also give himself and nearby allies +4 to all stats. This build uses a combination of close counter, vantage, and Sothe’s large attack stat to clean up any enemies who try and initiate on him. If you are facing off against speed demons such as Karla or Mia on enemy phase, you may want to bring a character who can buff his speed so that he isn’t doubled, since at 37 after peshkatz and enemies -4 speed, he is still doubled by characters with 46 speed or higher. This is a niche scenario however.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Dagger users only.
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50 | 2 | 3 |
![]() Dagger users only.
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100 | 2 | 5 |
![]() Learns by default at 4 ★ Dagger users only.
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200 | 2 | 7 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
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.
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100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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