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Jeorge - Perfect Shot

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
147
HP 37
ATK 32
SPD 32
DEF 24
RES 22

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 7 7 4 4
Middle 18 8 8 5 5
High 19 9 9 6 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 34 29 29 21 19
Middle 37 32 32 24 22
High 41 35 35 28 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

Boons 

  • +SPD: This boon can be taken to elevate his base Speed stat of 32 to a respectable value of 35 and strengthen his ability to perform follow-up attacks; though most builds can get mileage out of this IV, a Speed boon is most effective when utilized in builds using the Firesweep Bow. 
  • +ATK: Also a great choice for his IVs, an Attack boon can be taken to help increase his raw damage output and pairs exceptionally well with builds revolving around the use of Brave Bow or Jeorge’s personal weapon, Parthia. 

Neutral

  • HP: Although not particularly high by any means, Jeorge’s HP is generally enough to let him take a single hit in retaliation from physical and magical damage dealing foes alike, making it best to leave it at neutral. 

Banes

  • -DEF / RES: Both of Jeorge’s defensive stats are quite poor but thanks to his decent HP pool, either one can be lowered without affecting his overall performance too much. 

Skill Sets

Aimed Shot (Firesweep)

Build by
Recommended
Firesweep Bow+ A Atk/Spd Solo 3
Alternate: Life and Death 3
Reposition B Chill Spd 3
Alternate: Swordbreaker 3
Moonbow C Even Spd Wave 3
Alternate: Spur Spd 3
IVsSFlashing Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -DEF or -RES or -HP
  • Weapon: Firesweep Bow+
  • Assist: Reposition / Draw Back / Flexible
  • Special: Moonbow / Luna
  • Passive A: Atk/Spd Solo / Life and Death / Swift Sparrow
  • Passive B: Chill Spd / Swordbreaker / Flexible
  • Passive C: Even Spd Wave / Odd Atk Wave / Spur Spd / Flexible
  • Sacred Seal: Flashing Blade / Speed +3 / Attack +3

A Player Phase oriented build that revolves around the use of the Firesweep Bow, a powerful weapon that allows Jeorge to focus entirely on boosting his offensive potential without the worry about being killed in retaliation thanks to its effect of canceling out all enemy counterattacks. Similarly to other Firesweep users, Jeorge will be entirely dependent on his ability to perform follow-up attacks for his damage output, thus making a Speed boon his best choice of IVs to complement this build’s playstyle. 

Jeorge has two options for his Special -- Moonbow and Luna -- with the choice between the two ultimately depending on the seal he is using. When utilized in tandem with the Flashing Blade seal, Moonbow will be able to activate in any combat where Jeorge is able to double his opponent. If the Flashing Blade seal is unavailable, then Luna will be preferred over Moonbow as both options will activate in every other encounter if assuming that he doubles in each combat. 

Atk/Spd Solo provides Jeorge with a substantial +6/+6 boost to his offenses at no cost to his defenses, only requiring him to have no adjacent allies in order to activate its effect. Furthermore, as Jeorge will commonly be out in the frontline and away from his allies, Atk/Spd Solo's positioning requirement will generally be easy to satisfy, making it an exceptional choice of A slot overall. If it is unavailable, Life and Death can be taken and grants Jeorge with a substantial +5/+5 Atk/Spd boost, although this does come at a steep cut to his defenses -- however, thanks to the Firesweep Bow’s effect, Jeorge should rarely, if ever, be taking damage, rendering the cut to his defenses a non-issue. Should one wish to preserve his bulk in the case that he will need to take a hit in the Enemy Phase, Swift Sparrow is also a suitable A slot though it does come at the cost of providing a slightly weaker boost to his offenses. 

As running the Firesweep Bow allows Jeorge to forego the need to utilize Desperation altogether, his B slot is open to several other options, most notable of which being Chill Spd. Chill Spd inflicts a significant -7 Speed debuff to the fastest unit on the opposing team, allowing Jeorge to effectively shut down otherwise pesky speedsters. On a budget, Swordbreaker can be used to ensure his follow-up attack against even the speediest of sword units, such as Karla, Mia, Soleil, and Ayra. 

For his C slot, Even Spd Wave and Odd Atk Wave are both exceptionally potent options to boost his offensive potential as well as make him more self-sufficient. Jeorge is not dependent on these skills to function properly, however, and either be replicated with team support, leaving his C slot open to any skill such as his native Spur Spd. Aside from the Flashing Blade seal, the Attack +3 and Speed +3 seals can be used instead to enhance one of his offensive stats further. 

Steadfast Strategist (Anti-Ranged)

Build by
Recommended
Parthia (+Eff) A Atk/Spd Solo 3
Alternate: Fierce Stance 3
Reposition B Vantage 3
Glimmer C Odd Atk Wave 3
Alternate: Spur Spd 3
IVsSFierce Stance 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES or -DEF
  • Weapon: Parthia (+Eff)
  • Assist: Reposition / Draw Back / Flexible
  • Special: Glimmer / Moonbow / Draconic Aura
  • Passive A: Atk/Spd Solo / Fierce Stance / Fury 
  • Passive B: Vantage 
  • Passive C: Odd Atk Wave / Spur Spd / Flexible
  • Sacred Seal: Fierce Stance / Attack +3 / Quickened Pulse / Deflect Magic

Parthia’s weapon refine has breathed new life into the initially unimpressive weapon and allows Jeorge to act as a rather strong counter to all ranged units alike; on top of gaining a 30% damage reduction from incoming magical attacks, Parthia’s refined effect provides Jeorge with an impressive +6 in-combat boost to his Attack when fighting against other ranged opponents. Rather than relying on his bulk, Jeorge is dependent on his ability to consistently OHKO his opponent to stay alive, allowing him to take on a distinctly different playstyle from other anti-ranged units. Accordingly, an Attack boon is ideal to heighten his OHKO potential further. 

Glimmer is a strong choice of Special to utilize with this set as it scales well with the heavy focus on stacking Jeorge’s Attack stat and thanks to its low cooldown, Jeorge will be able to activate it frequently. Sharing the same benefit of having a rather low cooldown, Moonbow can be considered to solidify his matchups against particularly bulky ranged foes such as Winter Tharja. Draconic Aura is also an option available to him should one value consistent damage increase over faster Special activations. 

Atk/Spd Solo is an excellent choice for his A slot and helps strengthen his Enemy Phase prowess tremendously; when paired with Vantage, Jeorge will be able to serve as an exceedingly strong check to all ranged foes alike and hit them with the full brunt of his power before they can even land their first attack, in addition to gaining more overall survivability by denying his opponent's follow-up attack. Alternatively, one can take Fierce Stance should Atk/Spd Solo to similarly augment his offensive potential, though Fury is a good choice as well to grant him more overall versatility as a unit, trading in some of Fierce Stance's firepower in exchange for coverage in both phases. 

For his C slot, Odd Atk Wave is a good option to offer him a significant boost to his OHKO potential as well as allow him to potentially provide team support on odd-numbered turns. However, as it is not entirely a necessity for him, any C slot skill that best fits his team composition can be used, such as his native Spur Spd. The Fierce Stance seal is a fantastic choice to offer him a substantial boost to his offensive potential in the Enemy Phase, though the Quickened Pulse is an equally effective option when utilized with Glimmer or Moonbow to ensure his Special activation on his first counterattack. Although incredibly niche in actual usage, the Deflect Magic seal can also be considered to allow Jeorge to bait and survive Reinhardt. 

Giant Eagle Assault (Brave)

Build by
Brave Bow+ A Death Blow 4
Alternate: Death Blow 3
Reposition B Chill Def 3
Alternate: Swordbreaker 3
Luna C Odd Atk Wave 3
Alternate: Spur Spd 3
IVsSAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -DEF or -RES
  • Weapon: Brave Bow+ 
  • Assist: Reposition 
  • Special: Luna / Moonbow
  • Passive A: Death Blow 4 / Death Blow 3
  • Passive B: Chill Def / Swordbreaker / Flexible
  • Passive C: Odd Atk Wave / Spur Spd / Flexible
  • Sacred Seal: Attack +3 / Quickened Pulse

Although Brave weapons have fallen out of favor as the game has progressed, Jeorge can still run a Brave Bow set to great effect thanks to his decent offenses. However, as his Speed is too low for him to reliably quad, it is best to focus on maximizing his damage output with just his first two strikes. As such, it is recommended to utilize an Attack boon as well as the Attack +3 seal alongside Attack buffs to enhance his ORKO potential. Due to the nature of Brave weapons, any boost to his Attack is extremely beneficial to him as even just running an Attack boon and the Attack +3 seal grants Jeorge an additional +12 damage.

For his Special, Luna will generally be Jeorge’s best option as its Defense reduction is useful when facing against bulky opponents whom he would otherwise have difficulty in dealing with. Alternatively, one can use Moonbow in tandem with the Quickened Pulse seal to ensure its activation in Jeorge’s first round of combat. Otherwise, they will both activate in every other round of combat, making Luna the better option. Death Blow 4 is his ideal choice for his A slot as it offers him a massive +16 damage when taking the Brave Bow’s effect into consideration. However, should it be unavailable, Death Blow 3 works perfectly fine on a budget. 

To help complement this build’s playstyle further, Chill Def can be taken as his chosen B slot skill, increasing Jeorge’s damage output significantly by lowering the Defense stat of the opponent with the highest Defense by 7 points, however, keep in mind that Chill Def can be inconsistent in that it targets the opponent with the highest Defense stat and not necessarily the one with the greatest physical bulk. One also has the option of running a Breaker skill such as Swordbreaker to shut down a specific weapon type the rest of his team faces trouble in dealing with. Jeorge has no attachment to any particular C slot and is flexible, though Odd Atk Wave is always a good option to bolster his offensive potential on odd-numbered turns. 

Introduction

A sniper of great renown, Jeorge, Perfect Shot, is an offensively oriented infantry archer from Fire Emblem: Mystery of the Emblem. He wields the legendary bow, Parthia, an originally underwhelming weapon that now allows him to distinguish himself as an offensive anti-ranged unit; in contrast to other anti-ranged units who rely on their bulk to deal with such foes, Jeorge relies on sheer power alone to defeat his opponent. Statwise, Jeorge boasts a considerable neutral offensive spread of 32/32, allowing him to be a good user of the common, but powerful, Firesweep and Brave Bows as well as his native weapon, Parthia. His defenses, however, leave much to be desired but thanks to his decent HP pool, Jeorge generally has just enough bulk to take a single hit from an enemy, both physical and magical alike. 

Unfortunately for the Archaean archer, this also means that he will crumble fast to sustained offensive pressure. Additionally, though not particularly bad, his offensive potential falls a little flat in comparison to some of the other hard-hitting archers who easily outclass and overshadow him as a result of their superior offensive statlines and other dominating qualities. All in all, Jeorge is a solid infantry archer boasting surprising versatility and decent offenses as well, making him an overall great investment for those looking for a dependable unit capable of carrying their own weight on any given team. 

Strengths

Decent Offenses 

Jeorge’s neutral offensive spread of 32/32, while not particularly outstanding, is respectable and lets him inherently possess a solid offensive presence, which can be enhanced further by providing him with the proper IVs, build, and support. 

Parthia

Initially an unimpressive personal weapon, Parthia’s new refine allows Jeorge to differentiate himself from the rest of his competition as an offensive anti-ranged unit. 

Versatile

Due to his access to both Parthia and the commonly used Firesweep and Brave Bows, Jeorge’s role in any given team is fairly interchangeable depending on what is needed of him. His relatively balanced stat spread also complements his versatility. 

Just Enough Bulk

Though not tanky by any means, Jeorge’s decent physical and magical bulk of 61 and 59 respectively allow him to generally tank a single hit from an opposing foe. 

Weaknesses

Low Defensive Stats

Despite having decent overall bulk, Jeorge’s actual defensive stats are quite poor and leave him liable to dying outright to sustained offensive pressure. 

Outclassed

Jeorge faces extremely stiff competition from a plethora of other similar offensively oriented archers who, thanks to their superior offensive statlines, can contest and exceed his damage output, ultimately outclassing him. Refined Parthia does, however, alleviate this issue for Jeorge as it allows him to stand out as a strong anti-ranged unit.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Parthia

Effective against flying units. Grants Res+4 during combat if initiating attack.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Flame

Before 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 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Flame

Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (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
Seal Atk 1

Inflicts Atk-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
40
B
Seal Atk 2

Inflicts Atk-5 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
80
B
Seal Atk 3

Inflicts Atk-7 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
160
B
Spur Spd 1

Grants Spd+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 3 ★
50
C
Spur Spd 2

Grants Spd+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 4 ★
100
C
Spur Spd 3

Grants Spd+4 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem: Shadow Dragon and the Blade of Light
Fire Emblem: Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: New Mystery of the Emblem

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