- Default
- Attack
- Special
- Injured




Sully - Crimson Knight |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 7 | 6 | 5 |
Middle | 18 | 7 | 8 | 7 | 6 |
High | 19 | 8 | 9 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 23 | 31 | 21 | 24 |
Middle | 42 | 26 | 34 | 24 | 28 |
High | 45 | 30 | 37 | 27 | 31 |
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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Assets
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+ATK: Sully’s superasset in Attack gives her +4 to the stat instead of +3. This raises the stat from an awful value 26 to a passable value of 30, especially when she is equipped with a higher mt lance.
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+SPD: Sully’s Speed is in the awkward position of not really being high enough to help her consistently perform follow-ups herself, but not being low enough that it’s undoubtedly a dump stat. Increasing it will help her avoid being doubled, but +ATK is still more desirable.
Neutral
-
DEF: Neither of Sully’s defensive stats are particularly good nor bad, but it is preferable to not decrease her already below-average Defense.
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RES: Because Sully has a superflaw in Resistance (-4 instead of -3) and since she can tank red mages reasonable well with her prf, it is better to keep this stat at neutral.
Flaws
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-HP: Since Sully has decent neutral HP at 42, reducing it to 39 won’t have much – if at all – of an impact on her matchups.
Skill Sets
Taking the Bull by the Horns! (Red Counter)
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Bull Spear (+Atk) Alternate: Sapphire Lance+ |
A | Fury 3 |
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Draw Back | B | Swordbreaker 3 |
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Luna Alternate: Moonbow |
C | Hone Cavalry Alternate: Spur Def 3 |
IVs | S | Attack +3 Alternate: Brazen Atk/Spd 3 |
Preferred IV: +ATK or +SPD/ -HP
Sully’s neutral Attack is simply awful, so increasing it is a top priority. If a +ATK IV simply isn’t available, though, +SPD can be used instead to deny follow-ups.
Weapon: Bull Spear (+Atk) / Bull Spear (+Spd) / Sapphire Lance
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Considering its higher mt and ability to be refined for extra stats, there’s absolutely no reason not to use the Bull Spear over Sully’s default Sapphire Lance.
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Unfortunately, the Bull Spear’s effect refine does not synergize well with Sully’s statline since she is not particularly defensively bulky.
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For this reason, it’s a better idea just to take some free Attack (or Speed) rather than trying to work around the Bull Spear’s restrictions. An Attack refine is preferable, however, given Sully’s relatively low Attack at neutral.
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In a pinch, the Sapphire Lance can also be used as well.
Assist: Draw Back / Flexible
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Draw Back is Sully’s native Assist and can be useful for strike and retreat strategies, but really, any Assist can be used here depending on the team’s needs.
Special: Luna / Moonbow
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Given Sully does not have any particularly impressive defensive stats to scale her Special proc off of, the straight Defense reduction that Luna provides will help her break through bulkier foes. Moreover, Sully’s unimpressive Attack makes Specials that scale off Attack – such as Glimmer and Dragon Fang – poor choices for her.
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Moonbow can be used instead as a lower cooldown alternative at the cost of dealing less damage.
Passive A: Fury
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Since Sully does not excel in any particular area, she appreciates the straight stat boost Fury will grant her more than most units do.
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While the recoil from this Skill is less than ideal, its general utility is higher than exclusively Player Phase or Enemy Phase focused Skills.
Passive B: Swordbreaker
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Since Sully’s primary role should be as a red counter, her native Swordbreaker helps her perform more efficiently against meta sword units like Fallen Mareeta.
Passive C: Hone Cavalry / Spur Def / Flexible
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Regardless of her C-Skill, Sully will perform largely the same. Therefore any Skill can be used here depending on the type of support that is needed in the team.
Sacred Seal: Attack +3 / Speed +3 / Brazen Atk/Spd
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Given Sully’s low Attack, a further boost to it can’t possibly hurt. Likewise, her middling Speed also could make good use of a few extra stat points. Alternatively, and since Sully will likely be taking some damage in her first engagement, Brazen Atk/Spd gives her a substantial increase to both these stats once her HP is below 80%.
Crimson Star (General Dueler)
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Firesweep Lance+ | A | Life and Death 3 Alternate: Brazen Atk/Spd 3 |
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Draw Back | B | Drag Back Alternate: Hit and Run |
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Luna | C | Hone Cavalry Alternate: Spur Def 3 |
IVs | S | Speed +3 Alternate: Brazen Atk/Spd 3 |
Preferred IV: +ATK or +SPD / -HP
Once again, a boost to Sully’s Attack is preferable here since it is so low at neutral. If follow-ups are of greater concern, however, +SPD can be used instead.
Weapon: Firesweep Lance
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Because Sully’s defensive stats aren’t particularly good, she will perform better when her foes can’t hit her back. The Firesweep Lance safely allows her to do this – assuming they are not carrying Null Follow-Up.
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Sully will be unable to attack on Enemy Phase with this weapon, though, meaning that she will have to KO her foe outright, rely on an assist from a team member, or retreat once she attacks.
Assist: Draw Back / Flexible
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Once again, Draw Back is Sully’s native Assist that can be of use in certain scenarios. However, any Assist can be used here.
Special: Luna
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Since Sully will not be activating Moonbow on her first engagement (as she will not be counterattacked), she might as well take advantage of the extra damage Luna will deal on the next Player Phase.
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To reiterate, Luna is suggested over stat-scaling Specials (like Dragon Fang, Bonfire, and Iceberg) due to Sully’s low Attack and unimpressive defensive stats.
Passive A: Life and Death / Brazen Atk/Spd
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Life and Death -- despite decreasing Sully’s Defense and Resistance by five -- actually helps her survivability by allowing her to avoid enemy follow ups during both Player and Enemy Phase.
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While other options like Swift Sparrow 3 and Atk/Spd Solo offer higher boosts to her offensive stats, their rarity and the fact that they only apply during Player Phase make them less versatile in Sully’s case.
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Brazen Atk/Spd is another accessible alternative that gives Sully a significant offensive boost once her HP falls below 80%. Since it would result in a very lackluster first engagement though, it is not the primary recommendation.
Passive B: Drag Back / Hit and Run
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Drag Back and Hit and Run are interchangeable options for Firesweep users, allowing them to retreat after attacking and be swapped or repositioned to safety.
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Drag Back is the primary recommended Skill, however, since it can help Sully move an enemy into the range of a powerful magic, staff, dagger, or bow-wielding ally.
Passive C: Hone Cavalry / Spur Def / Flexible
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Like in her first build, choice of C-Skill really doesn’t matter for Sully. She can use any Skill that her team requires of her.
Sacred Seal: Speed +3 / Brazen Atk/Spd / Darting Blow
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While Sully would likely appreciate a further boost to her Attack, raising her Speed allows her to deny more follow-ups on Enemy Phase and therefore survive longer.
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Sully can also stack Brazens to gain a whopping +14 Attack and Speed when she is below 80% HP, but that means for her first engagement she will be rather slow without support.
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Darting Blow offers an even greater +6 boost to Sully’s Speed in exchange for only being active on Player Phase, but if Sully is under the effects of Cavalry Buffs she will likely survive Enemy Phase regardless.
Introduction
As one of the launch units that everyone should know by now, Sully has long been known as a solid source of the Swordbreaker Skill, and, well… not much else. Although her base kit allows her to counter most red units quite handily, there is nothing about Sully specifically that makes her able to perform that job.
The biggest barrier in the way of Sully’s success is her awkward stat distribution, even when compared to other lance cavaliers available at 3-4 stars. When compared to units with better stat distributions like Oscar and Roderick, Sully simply doesn’t measure up among her peers, which makes her hard to recommend over them.
This is made even more evident by her exclusive weapon, the Bull Spear, which is an “upgraded” Sapphire Lance. When refined for an effect, it grants her a Brave effect on Enemy Phase, though only if she has a sword, lance, or axe wielding cavalier ally within 2 spaces. Not only can this restriction be hard to fulfill, Sully doesn’t really have the defensive stats necessary to make good use of this effect. Even when under the effects of Cavalry Buffs, the amount of investment that would be necessary to make her perform well makes her an undesirable choice.
It is important to note, though, that Sully makes an excellent answer to sword units without any Skill investment, and she’ll make short work of most reds as well. In modes like Arena Assault or Chain Battles, she makes for a good budget counter – as long as you don’t expect much else.
Strengths
Exclusive Weapon
While Triangle Adept weapons have their uses, the Sapphire Lance’s low mt hurt Sully considerably due to her low Attack. The Bull Spear all but fixes this issue by effectively giving Sully a 4 more attack, and that’s even before it’s refined.
Alright Resistance
Although Sully is really left wanting for a dump stat, her Resistance at base 28 allows her to tank most red mages pretty well, especially if she is using her native Sapphire Lance or Bull Spear.
Passable Speed
Sully’s base 34 Speed is just high enough to be considered salvageable, especially when she is under the effects of Cavalry Buffs.
Weaknesses
Awful Attack
Sully’s base 26 Attack is some of the worst that Fire Emblem Heroes has to offer. It cannot be understated how much this hampers her, and is one of the main reasons the best Sully can hope for is to be vaguely viable.
Below Average Defense
Unlike the only lance cavalier with lower Attack than her, Spring Xander, Sully’s Defense is below average as well. This means that she can’t really fill the niche of being an all-around physical tank, and severely limits the amount of interesting and effective builds she can run.
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Bull Spear (+Eff) | A | Atk/Def Bond 3 |
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Reposition | B | Guard 3 |
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Moonbow | C | Fortify Cavalry |
S | Atk/Spd Bond 3 |
Sully share's the same weapon as Stahl while also being a exact opposite of Cain's Bull Blade. Unlike Stahl though she shares a completely different statline, having good speed to make her harder to double.
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Slaying Lance+ (+Atk) | A | Fury 3 |
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Reposition | B | Vantage 3 |
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Aether | C | Ward Cavalry |
S | Heavy Blade 3 |
Pretty simple, basically Sully's speed is high enough that I can run the +ATK refine on slaying lance to make proc-ing heavy blade easier, and since she's an offensive cavalry unit I gave her the defensive buff C slot, although as long as you have the right combination of the different buffs it's kind of irrelevant who has them
note: she's +7 and also wifed, so her stats are inflated quite a bit
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Tannenboom!+ (+Res) | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Hone Cavalry |
S | Distant Def 3 |
Enemy Phase based Sully
With set on hand, Tannenboom plus res upgrade will already buff up Sully's naturel Res by three while as well with an extra 2 per stat to help her out when the enemy attacks whether close or afar, however range units will not only have their stats twiddled by distant defense, but surely be attacked right back.
Quick riposte is also a sure to where Sully will efficiently land a second hit from any range as well equipped with Aether to restore health, letting quick riposte another shot around.
Recommended +atk -res due to not only def necessary to stay untouched or in some cases def boon instead to ensure extra support, while res being the bane as its small incline wont be to noticeable thanks to the Tannenboom and the buff's it'll provide.
The set works extremely well in Calvary squads and should provide excellent coverage during enemy phase, possibly ensuring they think twice before a miscalculation!
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Ridersbane+ (+Eff) | A | Fury 3 |
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Draw Back | B | Swordbreaker 3 |
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Moonbow | C | Threaten Spd 3 |
S | Speed +3 |
With this build Sully have a solid 40 spd, with 47 atk and a bonus damage to cavaliers foes transforming her in one of the greats counter to the cavaliers unit and the horse emblems. This without any buff of cavalry team.
The ridersbane is importante because increase the niche of units sully can deal with. She can Easy OHKO a Reinhardt, and kill any cavalry unit in a round, less Camus and Cecilia. And with the Effectviness Refine she can survive a reinhardt atk, and gain a vantage upon the buffs cancel of her weapon in any match-up.
Fury is important because the bonus status provide her to enjoy her high spd e respectable atack, and increse her survivabilite in some match-ups. The HP lost is not a big trouble, thanks to her high neutral HP.
Swordbreaker is the vanilla skill of sully, and with dat she can easy kill many swordusers, make her the sword check of your team if you really need this.
Threaten spd 3 is optional, but help a lot to ensure her double attack against some high spd units. But you can change the C slot to any skill based in the composition of your team
The Seal is the real thing you need, this seal is the best do ensure de doubles to many units without a sword.
I can't lie, Sully is my first waifu of the franchise, and she is not so good in the fire emblem heroes, is a unit focus in one niche, but this niche already have a solid counter, Abel. This make Sully be call "The poor men Abel's" and this hurt me a bit. The whole thing make me try to create a new build for Sully and I'm happy with my work here. Sully can win 112 Match-ups, with raw units, and more 27 favorable results.
the calculating with enemies with fury 3, we have a solid 90 win and more 44 favorable results. Sully can really kill you Twice.
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Slaying Lance+ (+Spd) | A | Fury 3 |
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Draw Back | B | Swordbreaker 3 |
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Luna | C | Ward Cavalry |
S | Attack +3 |
Sully has got some much needed love with the introduction of Sacred Seals and the Weapon Refinery. She's been unfortunately overlooked to the point that her page doesn't even account for seals. This build offers a more versatile alternative to the niche red-destroyer Sully.
Inherit a Killer Lance+ and refine it into the Slaying Lance+ to get a much needed boost to Sully's attack. Combined with Fury 3, ATK Boon, and an Attack +3 seal, Sully reaches all to way to a respectable 50 ATK. With a +SPD refinement, she will also have 40 SPD; safe from most doubles and able to double quite a few units even without Swordbreaker. Her decent DEF and RES also means she'll survive most of those fights.
Sully's still unlikely to OHKO anyone so Luna will get more bang for your buck as she duels. The rest of her kit is fairly malleable, and you can safely swap out Swordbreaker for another more enticing B-Skill (looking at you, Wrath 3). Her cavalry-ness lets her both give and receive those all-important buffs, and her mobility works great with Draw Back. She can still choose her initiates and get her teammates the hell out of dodge, but now she'll pack more of a punch against more opponents.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Learns by default at 1 ★ |
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![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 8 |
![]() Unlocks at 5 ★ Lance Users Only
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300 | 1 | 12 |
![]() Unlocks at 5 ★ |
400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-Inheritable by green units.
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50 | B |
![]() Non-Inheritable by green units.
Unlocks at 4 ★ |
100 | B |
![]() Non-Inheritable by green units.
Unlocks at 5 ★ |
200 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Awakening
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