Community Posts with Keyword Soleil All
Analysis by milkyytoast
Soleil - Adorable Adorer


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 37
ATK 38
SPD 35
DEF 28
RES 24

Stat Variations

Level 1 Stat Variation
Low 17 9 8 5 4
Middle 18 10 9 6 5
High 19 11 10 7 6

Level 40 Stat Variations
Low 34 35 32 24 21
Middle 37 38 35 28 24
High 41 41 38 31 28

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.


  • +ATK: A wise choice given that Soleil generally wants to increase her damage output.
  • +SPD: Another great option, netting Soleil follow-ups with her Firesweep sword that she may not get otherwise.


  • HP: While it’s a feasible option for a bane, Soleil prefers to not have to compromise her physical bulk.
  • DEF: The same reasoning applies to her Defense. At base 28, Soleil can take a hit or two, and since she has a superbane in Defense (-4 instead of -3) it’s ideal that this stat is neutral.


  • -RES: Soleil’s Resistance is still a respectable 21 with a bane, and her high Speed helps prevent magical follow-ups.

Skill Sets

Hit ‘Em Out of the Park! (DC Enemy Phase)

Build by
Slaying Edge+ (+Spd)
Alternate: Wo Dao+ (+Spd)
A Distant Counter
Alternate: Swap
B Wrath 3
Alternate: Vantage 3
Alternate: Moonbow
C Atk Smoke 3
Alternate: Threaten Atk 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -RES or -HP
  • Weapon: Slaying Edge+ (+Spd) / Wo Dao (+Spd)
  • Assist: Reposition / Swap / Flexible
  • Special: Glimmer / Moonbow / Draconic Aura
  • Passive A: Distant Counter
  • Passive B: Wrath / Vantage
  • Passive C: Atk Smoke / Spd Smoke / Threaten Atk / Threaten Spd
  • Sacred Seal: Quick Riposte

Although perhaps not as useful as they once were given the commonality of Firesweep weapons, Dazzling Staff, and random Sweep skills coming from nowhere to ruin the day, Soleil’s considerable offensive prowess makes her a good candidate to run an enemy phase Distant Counter build, especially with the Quick Riposte seal offering unprecedented flexibility for her B slot.

+Spd (once again) along with +Spd refinement allows Soleil to avoid follow-ups being performed on her by the ever-present +Spd Mia and Fury Nino. The passive effects of these weapons along help mitigate the loss in damage output Soleil suffers by forgoing a +Atk IV and +Atk refinement. Since Soleil will be battling ranged enemies, a Resistance bane isn’t exactly ideal, but since -HP also compromises her physical bulk, it is the lesser of two evils.

Distant Counter, of course, allows Soleil to counterattack at any distance. This, when combined with her offensive spread, makes her a considerable threat to ranged and melee attackers alike.

Slaying Edge offers consistent cooldown acceleration, while Wo Dao allows Soleil to hit extremely hard when her Special activates (especially if Wrath is being used). Both are good options for this build and take advantage of her naturally high Attack.

Slaying Edge pairs effectively with Wrath, adding +10 damage when Soleil’s accelerated Special procs. Vantage, alternatively, allows Soleil to utilize the previously exclusive and incredibly potent Vantage-Quick Riposte combo. Wo Dao also works well with either of these skills, although Vantage may be the better choice if +20 damage to a Special proc proves to be overkill.

Atk Smoke and Spd Smoke allow Soleil to potentially debuff faraway enemies if attacked by a ranged foe, while Threaten Atk and Spd serves as an option to debuff the foe she is currently attacking. Since the range requirements for Threaten Spd are slightly more stringent and limited, Atk and Spd Smoke are the ideal choices.

Gunning for Home Plate (Firesweep Follow-Up)

Build by
Firesweep Sword+ A Life and Death 3
Alternate: Darting Blow 3
Alternate: Pivot
B Chill Spd 3
Alternate: Hit and Run
Alternate: Glimmer
C Spd Smoke 3
Alternate: Threaten Spd 3
IVsSSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD / -RES
  • Weapon: Firesweep Sword+
  • Assist: Swap / Pivot / Reposition / Flexible
  • Special: Moonbow / Glimmer / Luna / Draconic Aura
  • Passive A: Life and Death / Darting Blow
  • Passive B: Chill Spd / Hit and Run / Drag Back
  • Passive C: Spd Smoke / Threaten Spd
  • Sacred Seal: Speed +3

The goal of this build is simple -- capitalize on Soleil’s excellent innate Speed and Attack to perform follow-ups on Player Phase and prevent counterattacks through use of her native Firesweep Sword.

With a +Spd IV, Life and Death, and the Speed +3 seal, Soleil is able to reach 46 Speed and 58 Attack (47 Speed and 53 Attack with Darting Blow). This will allow her to naturally double all but a few exceptions such as +Spd Mia, and even then it is incredibly likely Chill Spd will activate on these foes and allow Soleil to hit twice without being counterattacked. Also of note is that this Speed tier prevents most follow-ups from being performed on Soleil.

Swap and Pivot are good assists to use here. If Soleil overextends, then these assists can help her retreat behind more defensively oriented teammates. If a team is more offensively oriented, then Reposition or a Dual Rally may be a better choice as they will allow Soleil to either sling forward an ally who possesses a better matchup or provide support when she is not attacking.

Moonbow or Glimmer was used because of their low cooldown and good damage output due to Soleil’s high Attack. Luna or Draconic Aura are alternative options that can be charged relatively quickly, especially if Soleil tanks a hit on enemy phase from a mid-to-low Speed enemy.

Chill Spd is now one of the best B slot skills for most speedy Firesweep users, inflicting a devastating -7 Spd debuff to the fastest opponent on the enemy's team at the start of every turn. In particular, on Soleil Chill Spd allows her to consistently net no retaliation follow-ups against almost every unit in the game. Hit and Run and Drag Back are good alternatives for Firesweep users, however, allowing them to retreat after attacking and be swapped or repositioned to safety. If used in conjunction with units possessing Earth / Water boost, Steady / Warding Breath, Steady / Warding Stance, or the Close Defense skill / seal, Soleil is able to heavily damage foes and then hide behind her allies who will take negligible damage on enemy phase.

Spd Smoke allows Soleil to debuff the enemy team’s Speed when they’re in range, further adding to her defensive capabilities if she is forced to tank an attack by preventing doubles. Threaten Spd is a great alternative, as it directly debuffs the foe Soleil will be attacking if they are in-range, ensuring she can perform a follow-up.

Home Run Derby (Firesweep Max Attack)

Build by
Firesweep Sword+ A Life and Death 3
Alternate: Death Blow 3
Alternate: Pivot
B Chill Spd 3
Alternate: Swordbreaker 3
Astra C Threaten Spd 3
Alternate: Threaten Def 3
IVsSHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES
  • Weapon: Firesweep Sword+
  • Assist: Swap / Pivot / Reposition / Flexible
  • Special: Astra / Aether
  • Passive A: Life and Death / Death Blow
  • Passive B: Chill Spd / Swordbreaker / Hit and Run / Draw Back
  • Passive C: Threaten Spd / Threaten Def
  • Sacred Seal: Heavy Blade / Speed +3

Like the build above, this build takes advantage of Soleil’s astronomical Attack, excellent Speed, and native Firesweep Sword to KO foes outright and charge her Special while doing so.

A +Atk IV allows Soleil to reach 61 Attack and 40 Speed with Life and Death. This is absurd, practically guarantees Heavy Blade procs, and is more than enough Speed to perform follow-ups on mid Speed units. Few units have more than 45 Speed, so if Soleil is initiated upon, she will likely live to fight another day.

Swap and Pivot are, once again, ideal defensive positioning assists, while Reposition and Dual Rallies offer a more offensively supportive role.

Astra offers slightly reduced cooldown over Aether and hits hard due to Soleil's high Attack. Aether, however, offers Soleil the opportunity to heal some damage once it activates.

Chill Spd or Swordbreaker are important aspects of this build. Since this build does not give Soleil enough Speed to double and KO +Spd sword units such as Ayra, Mia, and Zelgius outright, Chill Spd or Swordbreaker grants her follow-ups that skew these matchups in her favour. As with the build above, Hit and Run and Drag Back are common and customary for Firesweep users, allowing them to retreat once they’ve done their duty.

Threaten Spd is ideal because it allows Soleil to perform a few doubles that she would not be able to perform otherwise if it is active. Threaten Def is a passable alternative, however, as it directly aids Soleil in breaking through the defenses of bulkier foes such as Sigurd.


A fan-favourite of a Dancer’s bloodline, Soleil brings to the table some impressive qualities despite the bloated nature of the red sword pool. Sporting the highest base Attack among sword units, an impressive base 35 Speed, and reasonable defensive stats, Soleil is able to exert considerable offensive pressure without completely compromising her ability to take a hit or two.

Adding to her usefulness is her availability at 4 stars and her native access to the Firesweep Sword -- a weapon that perfectly synergizes with her stat spread that can reach incredible effectiveness with some accessible skill investment. If one is yet to pull an Ayra or Mia and are looking for a high-firepower sword unit, then Soleil would be an excellent choice for a team.


Stellar Attack

Even without a Boon, Soleil’s base Attack rests at 38 -- with her native sword equipped, that reaches 53 without skills, seals, or refinement (!!!)

She reaches this number without directly compromising any of her other stats, which is a rarity among most units.

Good Speed

With a Boon, Soleil reaches 38 Speed. Combined with skills such as Life and Death / Darting Blow / Chill Spd and seals such as Speed +3, she is able to perform follow-ups on many units and avoid being doubled herself.

Outside of Brave weapon users, most units will struggle to one-round her.


Still Struggles With Magic

Although her bulk is good, Soleil is still overpowered by magic damage from blue mages and dragons who are able to survive her onslaught.

Since a Resistance bane on Soleil is ideal, this further compromises her ability to soak up magic damage.

Strongest on Player Phase

Soleil’s best kits are tailor-made for Player Phase. This is both a blessing and a curse, as this does limit her utility somewhat.

While she can run an Enemy Phase build, it requires heavy skill investment.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Firesweep SwordUnit and foes cannot counterattack.
Learns by default at 4 ★
Only Inheritable by Sword Units.
200 1 11
Firesweep Sword+Unit and foes cannot counterattack.
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 15
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising WindBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing WindBefore combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Darting Blow 2Grants Spd+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Darting Blow 3Grants Spd+6 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Drive Res 1Grants allies within 2 spaces Res+2 during combat.
Inheritable by all units.
Drive Res 2Grants allies within 2 spaces Res+3 during combat.
Inheritable by all units.
Unlocks at 4 ★

Other Info

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