- Default
- Attack
- Special
- Injured
Ninja Shinon - Sharptongue Ninja |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 12 | 5 | 3 |
Middle | 18 | 10 | 13 | 6 | 4 |
High | 19 | 11 | 14 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 37 | 40 | 24 | 22 |
Middle | 40 | 40 | 43 | 28 | 26 |
High | 43 | 44 | 47 | 31 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Shinobi Walk (Offense)
Spendthrift Bow+ (+Spd) Alternate: Ninja Yumi+ |
A | Atk/Spd Boosting A Slot | |
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Positional Assist | B | Lull Spd/Def 3 Alternate: Special Spiral 3 |
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Moonbow Alternate: Deadeye |
C | Joint Drive Atk | |
IVs | +ATK or +SPD / -DEF or -RES or -HP | S | Blade Session 3 Alternate: Heavy Blade 3 |
Weapon: Spendthrift Bow(+Spd) / Ninja Yumi+
Assist: Positional Assist / Preference
Special: Moonbow / Deadeye / Luna
Passive A: Atk/Spd Boosting A Slot
Passive B: Lull Spd/Def / Special Spiral
Passive C: Joint Drive Atk / Preference
Sacred Seal: Blade Session / Swift Sparrow / Atk/Spd Solo / Heavy Blade
- Ninja Shinon is a pretty cut and dry player phase bow unit, with a statline typical of newer offense-leaning seasonal units: extremely high Attack and Speed(And both have superassets to boot) and middling Defenses. Because of this, Shinon is mainly suited to a player phase role and not much else, but he performs well in this role thanks to his great stats.
- Thankfully Shinon has no shortage of great inheritable bows to choose from: The Spendthrift Bow and Ninja Yumi are both great choices. The Spendthrift Bow buffs Shinon’s Attack while debuffing the foe’s Attack by a large amount at the cost of +2 special cooldown after combat, leaving Shinon restricted to using a 2cd Special or Heavy Blade if he wishes to use a 3cd special with it. The Ninja Yumi is essentially a better Brave Bow, giving him extra damage based on the Speed difference between him and his foe at the cost of lowering his Defense and Resistance.
- Attack and Speed boosting A slots such as Shinon’s innate Atk/Spd Solo 4 are his ideal options as they allow him to stack as much Attack and Speed on player phase as possible.
- Shinon’s innate Lull Spd/Def is a great B slot option for him as it lets him negate the foe’s Speed and Defense buffs while reducing them by 3, swinging the Speed race a bit more in his favor. Special Spiral is also a decent option, although it shouldn’t be run with the Spendthrift Bow.
- Joint Drive Atk is a good C slot choice, but C slots are mainly up to user preference, and can be swapped out as necessary.
- Shinon’s sacred seal should again be dedicated to stacking more Attack and Speed, unless he wishes to use Heavy Blade.
Strengths
High Attack and Speed
Ninja Shinon’s base 40 Attack and 43 Speed means he has little trouble dishing out large amounts of damage and avoiding follow-up Attacks(And both of them have superassets to boot, as if he needed them).
Weaknesses
Middling Defenses
Shinon’s average base 40 HP coupled with his middling base 28 Defense and 26 Resistance mean that he isn’t well suited to taking hits from either side, limiting his build options to Player Phase without heavy investment.
Colored Bow
Depending on the matchup, Shinon’s status as a colored bow could be more of a hindrance than an asset, for example against extremely powerful blue foes such as Brave Hector or Legendary Chrom.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
Ninja Yumi Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.) Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 4 |
Ninja Yumi+ Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.) Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Bow users.
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300 | 2 | 7 |
Special Skills
Special Skills | SP | Turns |
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Night Sky Boosts damage dealt by 50%. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 3 |
Glimmer Boosts damage dealt by 50%. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 2 |
Deadeye Doubles damage dealt. Disables non-Special skills that "reduce damage by X%." Unlocks at 5 ★
Only Inheritable by Bow users.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. Unlocks at 2 ★ |
60 | A |
Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. Unlocks at 3 ★ |
120 | A |
Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Atk/Spd Solo 4 If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
Lull Spd/Def 1 Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | B |
Lull Spd/Def 2 Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | B |
Lull Spd/Def 3 Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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