- Default
- Attack
- Special
- Injured




Jeorge - Perfect Shot |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 7 | 4 | 4 |
Middle | 18 | 8 | 8 | 5 | 5 |
High | 19 | 9 | 9 | 6 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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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)
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Firesweep Bow+ | A | Atk/Spd Solo 3 Alternate: Life and Death 3 |
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Reposition | B | Chill Spd 3 Alternate: Swordbreaker 3 |
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Moonbow | C | Even Spd Wave 3 Alternate: Spur Spd 3 |
IVs | S | Flashing Blade 3 |
- 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)
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Parthia (+Eff) | A | Atk/Spd Solo 3 Alternate: Fierce Stance 3 |
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Reposition | B | Vantage 3 |
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Glimmer | C | Odd Atk Wave 3 Alternate: Spur Spd 3 |
IVs | S | Fierce Stance 3 |
- 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)
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Brave Bow+ | A | Death Blow 4 Alternate: Death Blow 3 |
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Reposition | B | Chill Def 3 Alternate: Swordbreaker 3 |
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Luna | C | Odd Atk Wave 3 Alternate: Spur Spd 3 |
IVs | S | Attack +3 |
- 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.
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Parthia | A | Armored Blow 3 |
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Harsh Command | B | Seal Atk 3 |
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Luna | C | Spur Spd 3 |
An old pity break with which I just... did NOT know what to do.
I gave him Armored Blow to go with the Warding Blow bow effect, and Luna because he needed something, but other than that I just left him like that.
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Parthia (+Eff) | A | Close Counter |
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Reposition | B | Vantage 3 |
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Noontime | C | Def Smoke 3 |
S | Brazen Atk/Res 3 |
Although he is overshadowed by lots of other archers doesn't mean that he isn't useful, using this build I found out how well this works, if his hp gets below 80%,Brazen atk/Res will activate giving him the opportunity to survive the attack, while noon time only heals 30% of the damage inflicted by Jeorge, this is not a special to sleep on, since this allows him to heal more frequently than when you use skills like Aether.
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Parthia (+Eff) | A | Death Blow 3 |
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Harsh Command | B | Poison Strike 3 |
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Moonbow | C | Savage Blow 3 |
S | Fierce Stance 3 |
(+10 Merged and Dragonflowers Included)
Jeorge is the number one best sniper strategist to invest into, especially for Aether Raids.
He hits really hard for an archer thanks to his Parthia refinement so you definitely wanna give him both Death Blow and Fierce Stance so he can hit even harder while having Poison Strike and Savage Blow to help deal more damage.
He can very useful in dealing with ranged fliers like Aversa, Legendary Azura, or Kinshi Hinoka who are common in Aether Raids. But remember, while his Parthia refinement can reduce the magical damage he can't tank through the magic forever.
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Parthia (+Eff) | A | Fury 3 |
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Reposition | B | Desperation 3 |
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Glimmer | C | Threaten Atk 3 |
S | Quickened Pulse |
Jeorge distinguishes himself as a fast and solid ranged punisher, perfect for stalling an offensive unit and quickly taking them out. Fury is used for the stat boost and the damage to help activate his desperation, the key to his arsenal. With Glimmer, quickened pulse and infantry pulse from dorcas, my recommended infantry unit ally for jeorge, he instantly gets glimmer and can take out almost any unit with even medium defense. threaten atk 3 is to make the enemy less likely to kill jeorge when they attack him, but he will likely die from any attack if not drawn back. parthias effect will helpo you take out pesky archers and take the battlefield for your own
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Parthia (+Eff) | A | Brazen Atk/Def 3 |
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Rally Spd/Def | B | Vantage 3 |
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Luna | C | Threaten Atk 3 |
S | Distant Def 3 |
Please note that his stats are influenced by S Summoner Support and a current +4 merge. I chose this build so Jeorge can be a mixed tank of a unit. He always hits hard and with 36 speed, he can double/deny doubles on enemies. At 75% health, Jeorge is terrifying to attack as both Brazen and Vantage activate, demolishing any ranged unit. He also has Distant Def 3, adding even more defense/resistance to 33/31 without the aid of Brazen. I got this Jeorge a month after game's release and have been upgrading him slowly as the game gets older.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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40 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
80 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
160 | B |
![]() Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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