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Soiree Reinhardt

Analysis by Adonyx
Soiree Reinhardt - Lightning's Rondo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
145
HP 38
ATK 34
SPD 21
DEF 27
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 7 3 2 5
Middle 16 8 4 3 6
High 17 9 5 4 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 31 18 24 22
Middle 38 34 21 27 25
High 41 37 24 30 29

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: Unsurprisingly, Reinhardt’s best Asset is easily +ATK. Increasing his Attack is doubly effective due to his Vafþrúðnir having a brave effect.

Neutral

  • HP/DEF/RES: While Reinhardt’s Defense and Resistance stats are passable enough for him to take a hit or two if necessary, the nature of his brave tome makes him far more suited toward Player Phase prowess. This means that Reinhardt is best suited for focusing on attacking; he can opt to dance another ally if he has no good targets.

Flaws

-SPD: Since Reinhardt’s tome allows him to strike twice with no care for his Speed, he can easily take a -SPD Flaw since his Speed stat is too low to make effective use of without significant investment.

Skill Sets

Magic is Still Everything! (Offensive Support)

Build by
Recommended
Vafþrúðnir A Death Blow (3 or 4)
Dance B Chill Res 3
Alternate: Wings of Mercy 3
Moonbow
Alternate: Luna
C Joint Hone Atk
Alternate: Hone Fliers
IVsSQuickened Pulse
Alternate: Guidance 3

Show Explanation/Analysis

Preferred IV: +ATK / -SPD

  • Regardless of Reinhardt’s build, he should always have the option to attack enemies due to the raw power available to him with a brave tome and his decent Attack stat.

Weapon: Vafþrúðnir

  • In addition to being a nightmare to attempt to pronounce at first glance, Vafþrúðnir is a green variant of Reinhardt’s Dire Thunder, with all of the same pros and cons associated with it.

  • Having the brave effect allows Reinhardt to attack twice with no care for the Speed of both him and his opponent, and also allows him to utilize skills like Death Blow to maximize his damage output.

Assist: Dance / Flexible

  • Having the ability to Dance sets Soiree Reinhardt apart from his other variations because it offers him a huge amount of versatility with which to support his team when he isn’t busy taking out enemies left and right.

  • It’s worth noting that because Soiree Reinhardt is such a potent combat unit outside of dancing, it may be worth not using Dance on him so that he can benefit from Refresher support from other units (particularly Legendary Azura).

Special: Moonbow / Luna

  • In typical Reinhardt fashion, Soiree Reinhardt can make use of the Quickened Pulse Seal to have an instant Moonbow on his first combat. 

  • However, this has a higher opportunity cost associated with it compared to regular Reinhardt, as Soiree Reinhardt has a multitude of utility Sacred Seals available to him as a flier (such as Aerobatics or Guidance). In this case, Luna is a better option to activate every other combat.

Passive A: Death Blow (3 or 4)

  • If the fodder is available, Death Blow 4 is a straight upgrade to Soiree Reinhardt’s base Death Blow 3.

  • Since Vafþrúðnir allows Reinhardt to ignore his Speed stat and attack twice regardless, going all-in on Reinhardt’s Attack stat is ideal to maximize his damage output.

Passive B: Chill Res / Wings of Mercy / Flier Formation / Aerobatics

  • Reinhardt’s base Chill Res is a fantastic option to both provide a bit of team support as well as potentially increase his own damage output if he attacks the enemy afflicted with the debuff.

  • Alternatively, Reinhardt can make great use of one of the various movement-based B skills available to him like Wings of Mercy, Flier Formation, or Aerobatics depending on the team composition. The extra mobility gives him lots of options both in terms of attacking enemies as well as supporting allies with Dance.

Passive C: Joint Hone Atk / Hone Fliers / Ground Orders / Guidance / Flexible

  • Reinhardt’s base Joint Hone Atk is fantastic, allowing him to provide team support as well as making him fairly self-sufficient by buffing his own Attack.

  • Reinhardt works best in flier teams, so running Hone Fliers may be a better option in such a case.

  • Outside of full flier teams, mobility-based skills like Ground Orders or Guidance are fantastic options to allow Reinhardt to utilize his flier status to support his team.

  • Otherwise, Reinhardt’s C skill can be freely replaced to suit the team. 

Sacred Seal: Quickened Pulse / Flier Formation / Aerobatics / Guidance / Flexible

  • The Quickened Pulse Seal and Moonbow is a classic combination that allows Reinhardt to have an instant boost to his damage output on his first combat thanks to his brave tome.

  • Alternatives include one of the many mobility-based Seals available like Flier Formation, Aerobatics, or Guidance to grant Reinhardt much more versatility with his movement.

  • Reinhardt’s status as a flying dancer offers him huge versatility with both his skill choices as well as his playstyle, so he is free to run a huge variety of combinations as needed to support his team.

Introduction

Soiree Reinhardt combines all of the strengths of his regular incarnation but adds in the ability to Dance for his allies. His statline is near identical to his blue cavalry mage version, except he has slightly more Attack, a green instead of blue tome, and flying mobility instead of cavalry mobility. In many ways he can be considered a stronger version (aside from color) with far more versatility.

However, Soiree Reinhardt also has a few drawbacks compared to his regular version. His status as a flier brings a weakness to archers, though this isn’t much of a concern since he really shouldn’t be getting attacked in the first place. In addition, his heavy Player Phase-oriented nature means that his ability to Dance for his allies is mutually exclusive with his ability to attack enemies; he can only ever do one or the other on his turn. 

Overall, Soiree Reinhardt is an incredibly potent unit thanks to the combination of his offensive power and his ability to Dance. While he can only ever do one or the other on any given turn, the fact that he has the option for either gives him fantastic versatility on a team. He also has the option to simply not equip Dance so he can benefit from Refresher support from allies (like Legendary Azura).

Strengths

Vafþrúðnir

As a green version of Dire Thunder, this tome shares pretty much all the major pros and cons. Striking twice with no care for Speed allows Soiree Reinhardt to output tremendous damage with little risk to himself.

Refresher

Soiree Reinhardt’s status as a Refresher gives him a huge amount of versatility, as he can allow other allies to act again when he is not busy attacking enemies himself.

Flier

Flying mobility is already powerful on its own, but Soiree Reinhardt’s status as a flying Refresher makes it especially potent since he can provide a ton of support for his team via Dance as well as other mobility-based skills like Guidance or Ground Orders.

Weaknesses

Dancing vs. Attacking

While Soiree Reinhardt has fantastic utility with Dance and also has a fantastic offensive presence thanks to Vafþrúðnir, he is stuck in a position where he can only ever choose one or the other on any given turn; so while he has a great deal of utility to bring to a team, that utility is somewhat limited in scope.

Limited Unit

As a limited seasonal unit, Soiree Reinhardt is difficult to obtain multiple copies of for merging or obtaining ideal IVs.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 3 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Vafþrúðnir

Inflicts Spd-5. If unit initiates combat, unit attacks twice.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 9
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Dance

Grants another action to target ally. (Cannot target an ally with Sing or Dance.)

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Death Blow 1

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

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
50
A
Death Blow 2

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

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
100
A
Death Blow 3

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

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Chill Res 1

At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 3 ★
60
B
Chill Res 2

At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 4 ★
120
B
Chill Res 3

At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 5 ★
240
B
Hone Atk 1

Grants adjacent allies Atk+2 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Atk 2

Grants adjacent allies Atk+3 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 3 ★
100
C
Hone Atk 3

Grants adjacent allies Atk+4 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone Atk

At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Thracia 776

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