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Analysis by ZeShado
Owain - Chosen One

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 41
ATK 32
SPD 37
DEF 31
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 8 6 6
Middle 17 8 9 7 7
High 18 9 10 8 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 29 34 28 19
Middle 41 32 37 31 22
High 44 35 40 34 25

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

Skill Sets

TMS#FE Thrash! (Dodge Tank)

Build by ZeShado
Recommended
Missiletainn(Sword) (+Eff) A Distant Counter
Alternate: Distant Pressure
Positional Assist B Spurn 3
Alternate: Spd-Based DR B Slot
Sol C Joint Drive Atk
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Missiletainn (+Eff)

Assist: Positional Assist

Special: Sol

A Passive: Distant Counter / Distant Pressure

B Passive: Spurn / Close Call / Repel / Frenzy

C Passive: Joint Drive Atk / Def Smoke / Atk Smoke

Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Spd/Def Solo

  • For this set, we’ll want to focus on Owain’s survivability. As contrarian as that may seem with his refine, which adds additional damage based on the amount of damage taken if he triggers a Special, Owain doesn’t have a consistent method of triggering a Special without taking hits first. As such, Owain will want to have the ability to output damage as often as possible while also being able to take hits, and the most consistent way to achieve this is to make him into a Dodge Tank. He can still gain additional damage from his refine given that he’ll be taking hits a lot of the time, so even if he’s not reaching the maximum, he’ll still be doing a fair amount.
     
  • For sustainability purposes, Owain will want to run Sol. Given that Missiletainn has Slaying and is able to grant additional cooldown from each attack dealt from a foe, Owain is able to retaliate with three cooldown Specials in every enemy phase combat, provided that there aren’t any Guard effects present. As such, Sol is his best Special option for this set.
     
  • There aren’t that many options when it comes to Owain’s A Passive. Generally, he’ll want the ability to counter all foes whenever possible, so the best way to do that is with Distant Counter. Likewise, he could always opt for Distant Pressure as it synergizes with his Damage Reduction B Passive as well as his Missiletainn “Vengeance” effect. However, you could always be on the safe side and stick with regular Distant Counter.
     
  • Similarly, for sustainability purposes, Owain will want to run a Damage Reduction skill so that he can maintain his ability to stay alive. Any Damage Reduction skill is generally fine since the main purpose is to reduce incoming damage. Any additional effect from said skill is simply a bonus. However, Spurn is arguably the best of the bunch since it can increase his damage output.
     
  • Owain has a bit of flexibility when it comes to his C Passive. He can either opt for increasing his damage output with skills such as Joint Drive Atk and Def Smoke or increasing his defensive capabilities with Atk Smoke. Either option is fine since he gains a fair amount of Atk from Missiletainn’s refine as well as Spd that can be used to bolster whichever Damage Reduction skill he decides to run.
     
  • Any Sacred Seal that increases his Spd stat is going to be the priority as he’ll want to maximize his role as a Dodge Tank. That being said, he does have options when it comes to what second stat he bolsters. Taking the Solo skills into consideration, he can always increase his damage output with Atk/Spd Solo. Meanwhile, he can bolster one of his two defensive stats either with Spd/Def Solo or Spd/Res Solo.

Fire Emblem Warriors Whack! (Enemy Phase Nuke)

Build by ZeShado
Missiletainn(Sword) (+Eff) A Distant Counter
Alternate: Distant Pressure
Positional Assist B Special Spiral 3
Aether C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -RES

SQuickened Pulse
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Missiletainn (+Eff)

Assist: Positional Assist

Special: Aether

A Passive: Distant Counter / Distant Pressure

B Passive: Special Spiral

C Passive: Time’s Pulse / Joint Drive Atk

Sacred Seal: Quickened Pulse / Atk/Spd Solo

  • If Damage Reduction skills are out of the question, Owain can opt for Aether spamming instead to not only take advantage of Missiletainn’s “Vengeance” effect and increase the damage output scale but also allow Owain to have some form of sustainability. Assuming that there are no Guard effects present, this set will allow Owain to retaliate with an Aether trigger every combat starting from Turn 1.
     
  • Aether is arguably the only notable option for Owain as every other Special available either doesn’t synergize well with the rest of the kit or is redundant due to its low cooldown cost. Likewise, it’s easily triggerable due to the additional cooldown Missiletainn grants from each foe’s attacks as well as the innate Slaying. The only requirement for Aether to trigger consistently is to have some method of starting out with two cooldown, whether that’s with Time’s Pulse and Quickened Pulse or from allies such as Velouria and Groom Rafiel. Once it’s set up, it’s smooth sailing.
     
  • Similarly, with his Special, there aren’t that many options for Owain to run for his A Passive given that he’ll want the ability to retaliate with Aether. This essentially leaves him with Distant Counter and Distant Pressure as his only notable options. Either version is worth running for different reasons. Distant Counter doesn’t have recoil damage, so it can allow Owain to take more hits, which is especially important when he doesn’t have any form of Damage Reduction. Meanwhile, the recoil damage from Distant Pressure can be used with Missiletainn’s “Vengeance” effect to output more damage and further prevent natural doubles from the foe.
     
  • For this set to work effectively, Owain will want to run Special Spiral so that Aether will always return back to two cooldown. However, there is always the concern of Pulse Smoke if he is unable to KO his foe. If that happens to be the case, then perhaps he’ll want to run other skills for his C Passive and Sacred Seal.
     
  • Time’s Pulse is one pillar in setting up Owain’s ability to spam Aether. This will only be relevant for the first turn. Afterward, it’s effectively a dead passive. However, it’s not his only option, provided that he has a substitution for the cooldown, whether that’s Velouria, Groom Rafiel, or Infantry Pulse support. If that happens to be the case, he can run Joint Drive Atk instead for more damage output.
     
  • Similarly, with Owain’s C Passive, not only acts as a pillar in setting up Aether spam, but it is also just as replaceable with the same support mentioned. Assuming that he is able to substitute Quickened Pulse for another Sacred Seal, he can run realistically anything that increases his damage output. One notable option is Atk/Spd Solo, but it is not the only available option at his disposal.

Strengths

Missiletainn

    Beyond Missiletainn’s initial effects, Special acceleration, and additional cooldown per foe’s attack, Owain’s PRF now grants upwards of an additional +10 Atk/Spd, as well as additional damage based on the amount of HP Owain, is missing on Special activations, for a maximum of 30 points. Essentially, the damage ceiling for Owain has skyrocketed as now he can retaliate with a lot more brute force.

Good Offenses

    Prior to Missiletainn’s refine, Owain sat at an offensive statline of 32/37 Atk/Spd respectively. While not the highest, it was more than manageable for its time. Post-refine however, Owain’s offensive statline now sits at 42/47 Atk/Spd, not including the 16 MT from his weapon, thanks to the additional +10 Atk/Spd Missiletainn can grant when both conditions are met. 

Weaknesses

Low Resistance

    With a base Res stat of 22, Owain could find himself in plenty of trouble if going up against an assortment of magical foes. That being said, the additional Spd that Missiletainn grants him can bolster his ability to run Damage Reduction skills. Thus, inflating his overall bulk. However, he’ll still have to watch out for skills and weapons that reduce or negate Damage Reduction if running those types of skills.

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
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Missiletainn(Sword)

Accelerates Special trigger (cooldown count-1). Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage).

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Bonfire

Boosts damage dealt by 50% of unit's Def.

Non-inheritable by Staff-wielding units.
200 3
Blue Flame

Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
500 3

Passive Skills

Passive Skills SP Slot
Atk/Def Bond 1

Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally.

Inheritable by all units.
60
A
Atk/Def Bond 2

Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally.

Inheritable by all units.
120
A
Atk/Def Bond 3

Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally.

Inheritable by all units.
Unlocks at 5 ★
240
A
Wrath 1

At start of turn, if unit's HP ≤ 25% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Melee, Infantry, and Armored Only
60
B
Wrath 2

At start of turn, if unit's HP ≤ 50% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Melee, Infantry, and Armored Only
120
B
Wrath 3

At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 5 ★
240
B
Spur Spd 1

Grants Spd+2 to adjacent allies during combat.

Inheritable by all units.
50
C
Spur Spd/Def 1

Grants Spd/Def+2 to adjacent allies during combat.

Inheritable by all units.
120
C
Spur Spd/Def 2

Grants Spd/Def+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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