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Winter Sothis

Tier Rating

Analysis by Wecondo12
Winter Sothis - Silver Specter

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
185
HP 44
ATK 35
SPD 41
DEF 30
RES 35

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 41 32 37 26 32
Middle 44 35 41 30 35
High 47 39 44 33 38

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

Assets

  • +ATK: Attack is easily Sothis’s best choice of asset as it greatly improves upon Sothis’s already solid 35 base. She also benefits even further from a 4 point superasset in the stat, granting her 4 points instead of the usual 3.

  • +SPD: A Speed asset is also an excellent choice, raising her already fantastic 41 base Speed to an outstanding 44 base, making Sothis’s follow-up attacks consistent against all but the swiftest of foes, or foes wielding follow-up negation skills such as Wary Fighter. Additionally, a Speed asset also increases the damage Sothis deals with Sirius.

  • +RES: While not as ideal as an asset in Attack or Speed, Resistance also makes for a good choice of Asset if one wishes to expand upon her magic checking abilities, as she can become an incredibly sturdy magic counter when this Asset is combined with Snow’s Grace.

Neutral

  • DEF: Sothis’s Defense may be her weakest stat, but it’s still fairly high, especially when Snow’s Grace is active. In addition, a Defense flaw results in a 4 point reduction instead of the usual 3. As such, Defense is best left neutral to preserve her good Physical bulk.

Flaws

  • -HP: Sothis’s HP is her best choice of flaw, As it impacts her performance the least. With that said, Sothis can work well with almost any combination of Asset/Flaw due to her fantastic exclusive weapon.

Skill Sets

A Perfectly Balanced Christmas (Defensive)

Build by
Recommended
Snow's Grace A Distant Counter
Pivot B Special Fighter 3
Sirius C Armor March 3
IVsSDistant Def 3
Alternate: Swift Stance 2

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +RES / -HP

  • Ideally Sothis wants to increase her Raw offensive power, ability to perform follow-up attacks, or her magical bulk with either an Attack, Speed, or Resistance asset respectively. HP is the chosen flaw, as it lets her preserve the rest of her stats and affects her performance the least.

Weapon: Snow’s Grace

  • Winter Sothis’s exclusive Snow’s Grace is an incredible weapon, granting her a +5 bonus to all of her stats as long as she stays above 50% HP, a condition easily achieved with her exclusive special, Sirius. It also grants her immunity to dragon effective weaponry, giving her a better matchup against typical dragon counters such as Legendary Julia.

Assist: Pivot / Preference

Special: Sirius

  • Sirius(the Special) is incredibly powerful, increasing Sothis’s damage based on her inherently high Speed in addition to healing 30% of the damage she deals, giving Sothis solid damage output and sustain in addition to a short cooldown all in one Special.

Passive A: Distant Counter

  • Distant Counter is vital to Winter Sothis as it allows her to counterattack and potentially KO ranged opponents lacking a means of negating her counterattacks, such as Firesweep or Dazzling Staff.

Passive B: Special Fighter

  • Due to Sothis’s high Speed, she can opt for Special Fighter to increase her Special cooldown during both phases while denying enemy Specials. Special Fighter also allows Sothis to trigger Sirius every round of combat, as one Attack will instantly charge it with Special Fighter active.

Passive C: Threaten Atk/Res 3 / Armor March / Preference

  • Sothis’s default Threaten Atk/Res is a solid choice, but her choice of C slot depends largely on the needs of the team. Armor March is another notable option as it improves her low movement when she’s paired with other armors.

Sacred Seal: Distant Def / Close Def / Atk/Spd Bond / Swift Stance

  • Distant and Close Def are excellent sacred seal choices for Sothis, as they both significantly increase her durability when attacked by Ranged and Melee foes respectively.

  • Atk/Spd Bond is also a great choice of Sacred Seal, increasing her offensive power even further as long as she stays adjacent to an ally, although problems can arise should you be utilizing visible buffs in addition to Atk/Spd bond when faced with Sudden Panic users such as Aversa and Fae.

  • Finally, Swift Stance can be used to increase Sothis’s Speed and Resistance during Enemy Phase without requiring an ally next to her, unlike Atk/Spd bond.

Strengths

Incredible Statline

Winter Sothis has high stats across the board thanks to her incredible 185 BST, with her weakest stat being a still workable base 30 Defense. Her high stats also make nearly any asset/flaw combination viable on her, and even -ATK gets patched up by her exclusive weapon.

Snow’s Grace

Sothis’s Snow’s Grace is an amazing weapon, granting Sothis a +5 bonus to all of her stats during combat as long as her HP is above 50% in addition to granting her immunity to dragon effective damage.

Armored

Winter Sothis benefits greatly from being an Armored unit, as it gives her increased BST in addition to powerful armor exclusive skills such as Special Fighter.

Weaknesses

Armor Effective Damage

Winter Sothis’s only notable flaw is her weakness to armor effective weaponry, making her matchup against foes wielding armor effective weapons much more difficult.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Snow's GraceNeutralizes "effective against dragons" bonuses. Grants Spd+3. At start of combat, if unit's HP >= 50%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
DaylightRestores HP = 30% of damage dealt.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
NoontimeRestores HP = 30% of damage dealt.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2
SiriusBoost damage by 30% of unit's Spd. Restores HP = 30% Of damage dealt.
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Distant CounterEnables unit to counterattack regardless of distance to attacker.
Restricted to melee units.
Unlocks at 5 ★
300
A
Special Fighter 1At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 1 ★
60
B
Special Fighter 2At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 2 ★
120
B
Special Fighter 3At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 4 ★
240
B
Threaten Atk 1Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Res 1At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Res 2At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 ★
200
C
Threat. Atk/Res 3At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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