
Winter Sothis
Green BreathS tier
Introduction
Winter Sothis is a character in Fire Emblem Heroes. Winter Sothis's weapon type is Green Breath and role is Armored. Faction: Fire Emblem: Three Houses.
On our Fire Emblem Heroes tier list Winter Sothis is S tier, 21st of the 907 characters ranked, from where 6 current tier lists put Winter Sothis.
Is Winter Sothis good?
Armored dragon that tanks on enemy phase and hits back at any range with Distant Counter. Snow's Grace blocks anti-dragon bonuses and gives her +5 to every stat while she's at half HP or more, and Sirius heals her off the damage she deals, so staying above that line is easy.
Special Fighter 3 speeds up her Special while slowing the foe's, which lets Sirius go off during counterattacks. Armor-effective weapons such as Armorslayer+ are what bring her down.
Strengths
- Immune to dragon-effective bonuses
- Counters at any range
- Self-healing Special keeps her weapon buff active
- Special charges fast on enemy phase
- Hits ranged foes on their lower defensive stat
Weaknesses
- Armor-effective weapons deal heavy damage
- Weapon and B skill switch off below 50% HP
Profile
Winter Sothis carries the title "Silver Specter".
Stats
- HP44
- Atk35
- Spd41
- Def30
- Res35
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Snow's Grace
Weapon · Might 16 · Range 1Neutralizes "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.
Sirius
Special · Cooldown 2Boosts damage by 30% of unit's Spd. Restores HP = 30% of damage dealt.
Distant Counter
A skillUnit can counterattack regardless of foe's range.
Special Fighter 3
B skillAt 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.)
Threat. Atk/Res 3
C skillAt 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.



