Template:Character Sol is a member of Hess' Eight Sages. He is a major antagonist in Final Fantasy Brave Exvius, serving as the final antagonist nearing the end of season one, and a recurring opponent (later, party member) in season two. He debuts in the Pharm chapter.



While traveling Sol wears a long white cloak that covers the entirety of his body while leaving his face hidden. He removes this cloak for combat, revealing a ghastly pale skin, wrapped in several complex robes. His legs and part of his upper body feature a tight clothing with a blue and white pattern, with a pair of golden sandals on his legs that leave the tips of his toes revealed. His torso is under multi-layered robes with long, widened blueish sleeves on his arms and a circular pattern of golden beads below his neck. His head is surrounded by a strange golden circular accessory with what appears to be a hilt at the top with a red jewel at the center. On the top of his head is a horned helmet with an animal face. The back of his upper section features a blueish cape while the back of his lower body has a whitish skirt, both of which show a galaxy underneath.

The result is a rather ethereal, intimidating being.


Not much is known about Sol's previous personality. At present time as a result of the side-effects of being sealed in Crystal for several years, he's a twisted, deranged, homicidal individual with a hatred for life. He also displays a shred of narcissism as he calls the party unsightly along with his disgust for them. He does however seem to have a modicrum of sanity left as he doesn't attack indiscriminately as he travels with a fellow Sage. Sol is regardless, capable of intelligence, unlike the Dark Elf, which makes him especially dangerous as he carries out his destructive plans.


Spoiler warning: Plot and/or ending details follow. (Skip section)

Sol was an inhabitant of the world of Paladia. When Hess attempted to achieve independence from the rest of the world through Visionary Magicks, Aldore refused, causing a war between both factions. Sol choose to be loyal to Hess and became one of its Eight Sages and a major lieutenant.

As the original Veritas of the Dark enacted his plan to seal the Sages in Crystal in order to start negotiations between both factions, Sol was defeated and sealed himself. However when the Sworn Eight of Paladia were betrayed by Aldore and transported along with the large landmass of the battlefield with inhabitants from both parties, to the world of Lapis, Sol himself was transported inside the Crystal, where he spent several centuries inside, which caused side-effects that would corrode his nature.

As the now renamed Sworn Six destroy the Crystals in order to achieve their revenge, he is subsequently freed from his slumber, now with a desire to end life.


Sol is first met by Rain and his party in Pharm along with the Behemoth K after the new Veritas of the Dark is defeated. He destroys the Dark Crystal, leaving the party flabbergasted. Both Dark Fina and Raegen recognize Sol who begins to voice his disgust at life, calling the party unsightly and blasts them with Holy. After the Behemoth ambushes and kills the Darklord, Sol departs with the Behemoth to the Land of the Crystals to enact his plans.

Land of the Crystals

As the two Sages make their way to the top, they are spotted by Rain's party, trying to ambush them. However Fina suddenly collapses which gives their cover away. Sol summons Visions of monsters to deal with the party as Veritas of the Light and Veritas of the Waters appear to assist the party.

The party manages to catch up to the Sages a second time, greatly displeasing Sol. He summons more Visions and orders the Behemoth to take care of them while he makes his escape. The Behemoth proves a tough obstacle so the two members of the Sworn Six teleport themselves away with the Behemoth so the party can progress uninterrupted.

Sol is intercepted once more, but cuts the party away with a powerful seal exclusive to the Sages as he taunts them to sit and watch the destruction that is to come. Dark Fina then uses the Sacred Ring of Paladia to transform herself into a Crystal to keep the Gate from pulling the world, sparing Fina as a result of being the only one left of two as she's given Dark Fina's sage power allowing the party to move forward.

The party find Sol at the top of the tower as he begins to prepare his ultimate plan. Fina confronts him on his believes that life is ugly by declaring the opposite. In turn Sol taunts her to wait for a couple of minutes to test if she will still think the same, as both parties battle. Sol proves a difficult opponent but is defeated. However before the party can celebrate, Sol's ultimate weapon, the Chaotic Darkness is summoned. He explains that the monster before them is the Vision of centuries worth of dark emotions and memories accumulated as a result of multiple conflicts, summoned by him and asks Fina again if she believes that the hearts of people are indeed beautiful. He further taunts her that this evil is the true heart of humanity as he orders the monster to lay waste to all life in both Paladia and Lapis.


Sol is a recurrent opponent in both Season One and Two. He's a difficult Boss who abuses a plethora of different spells to ravage the party. He always begins the battle casting Reflect and Sage's Wisdom on himself and Imperilga on the party. Sage's Wisdom is a stat buff that will increase his damage output tremendously if not handled. On every turn after that he will cast Dispelga on the party, regardless of whether he attacks or not.

He uses several spells, mostly Light elemental, and can use multiple Ja-tier spells in quick succession. His Holy Spell affects the whole party, and later on the battle he's also capable of using Ultima, for devastating damage. When weakened he can cast Curaga on himself to restore as much as 50% of his HP back.

Sol has several thousand HP (usually 600,000 and above) increased resistance to all elements (+50%) except Light (+200%) and Dark (0%) and is immune to all status ailments.


The player should not attempt to use elemental attacks on Sol unless they are Dark or are able to inflict elemental imperils that nullify or bypass Sol's defenses. Light is meaningless by nearly any measure as his resistance is too high (even if equipping weapons of multiple elements). Non-elemental and Dark attacks are the most reliable way to damage Sol. Since he has high HP, building a chain and capping it with a strong finisher is viable.

Buffs are not necessarily useless as they can be used to increase damage output, although they will be gone. If the player has Celes or uses the Manufacted Nethicite, they will be able to keep Dispelga at bay since it will always be the first action Sol performs (however they should use the Magic absorption as the last move or it may absorb the player's own Spells). Keeping the buffs alive this way will significantly decrease the difficulty. Debuffs are another option too as Sol won't be able to Dispel them off himself, but they should be focused on decreasing his MAG stat and also his defensive stats too as to inflict the most damage.

Since Sol only attacks with magic attacks, Tanks will be useless, although Damage Reduction abilities will still work, provided the player can keep Dispelga at bay.


Sol is the Latin and Spanish name of the main-sequence star of the synonymous Sol System, called the Sun in English.


  • Sol is infamous amongst Japanese version players, as he is considered to be abnormally difficult for a storyline battle. He was subsequently nerfed along with the final boss as a result in later updates.


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