Table of Contents
- Default
- Attack
- Special
- Injured




Owain - Chosen One |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 7 | 8 | 6 | 6 |
Middle | 17 | 8 | 9 | 7 | 7 |
High | 18 | 9 | 10 | 8 | 8 |
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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
With stats almost completely identical to Ayra, it’s no surprise that Owain would want similar as her. A neutral Owain is a perfectly viable option as well.
Assets
- +ATK: Attack is almost always a strong choice of asset, with Owain being no exception. An Attack asset will increase Owain’s raw offensive power through additional damage.
- +SPD: Possibly Owain’s best choice in asset, Speed takes Owain up to an amazing 40 Speed, granting him great potential for avoiding follow-up attacks and making him better at performing follow-up attacks.
Neutral
- HP: Owain has good HP at 41. Keeping this stat neutral if possible is advised as a HP asset will offer no large benefit compared to most of the alternatives while a HP flaw will hurt him more than a Resistance flaw will since he’ll also lose some physical bulk.
- DEF: Owain also has a good Defense stat of 31. Combined with his good HP, Owain has solid physical bulk. While boosting one of his offensive stats is still a better choice, a Defense asset Owain will perform very well, especially with a defensive set.
Flaws
- -RES: Owain’s Resistance is his least important stat, making it the ideal choice for a flaw. All other stats will benefit Owain more.
Skill Sets
Blazing Blade Barrage! (Pseudo Special Fighter)
![]() |
Missiletainn(Sword) | A | Distant Counter Alternate: Atk/Def Bond 3 |
---|---|---|---|
![]() |
Reposition | B | Guard 3 Alternate: Wrath 3 |
![]() |
Aether Alternate: Blue Flame |
C | Even Spd Wave 3 Alternate: Spur Spd/Def 2 |
SP | 2085 | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
-
Preferred IV: +SPD or +ATK / -RES
-
Weapon: Missiletainn
-
Assist: Reposition / Player Preference
-
Special: Aether / Blue Flame
-
Passive A: Distant Counter / Atk/Def Bond
-
Passive B: Guard / Wrath
-
Passive C: Even Spd Wave / Even Atk Wave / Spur Spd/Def
-
Sacred Seal: Flashing Blade / Heavy Blade
The Special Fighter skill is an extremely desirable choice that is normally locked to armored units. Owain is capable of replicating the effects of Special Fighter through a combination of his Weapon and skills.
This effect is achievable thanks to a combination of Owain’s Weapon, Sacred Seal, and B slot skill. Missiletainn, as well as acting like a typical Slaying Edge, grants additional Special charge per enemy attack. Then, the Heavy Blade or Flashing Blade Sacred Seal grants additional Special charge per attack if Owain has more Attack or Speed than the enemy, depending on which of the two he is using. When Missiletainn and Heavy/Flashing Blade are used in combination, Owain will get two points of Special charge per action so long as he has more Attack and Speed than his foe. This allows him to make effective use of high charge Special regardless of phase. The last component of Special Fighter is the Guard mechanic that prevents opponents from charging their Special, which can be replicated by simply using Guard itself. With that, Owain has his own take on Special Fighter.
For his IVs, Owain will ideally want either an Attack or Speed asset to aid with his offensive capabilities. He’ll also ideally want a Resistance flaw. Any Assist can work fine, with typical options such as Reposition or a Dual Rally being great choices. For his Special, Aether works fantastically well as Owain can consistently charge it almost every single round of combat. His default Blue Flame is also a solid option.
In the A slot, Distant Counter works very well to allow Owain to retaliate upon ranged opponents. His default Atk/Def bond is also a solid choice, boosting his Attack and Defense whenever adjacent to an ally. The C slot is open to player choice. A wave skill such as Even Spd Wave or Even Atk Wave can work very well to help Owain support himself, but this is unnecessary for this build to function well. Owain’s default C slot, Spur Spd/Def, is a great choice. If Guard is unavailable, Owain’s default Wrath work perfectly well in the B slot. While Owain won’t get the enemy Special reduction effect of Special Fighter anymore, he’ll enjoy the extra damage that Wrath gives his Special and he still has the own Special cooldown effect which is Special Fighter’s most important aspect.
A Divine Awakening! (Mixed Phase Nuke)
![]() |
Missiletainn(Sword) | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Blue Flame | C | Even Spd Wave 3 Alternate: Spur Spd/Def 2 |
SP | 1655 | S | Darting Stance 3 Alternate: Quickened Pulse |
-
Preferred IV: +ATK or +SPD / -RES
-
Weapon: Missiletainn
-
Assist: Reposition / Player Preference
-
Special: Blue Flame
-
Passive A: Distant Counter
-
Passive B: Wrath
-
Passive C: Even Spd Wave / Odd Spd Wave / Spur Spd/Def
-
Sacred Seal: Darting Stance / Quickened Pulse
The tried and true Ayra set returns once more for Owain who can put it to great use just like she can.
First things first, Owain will want either an Attack or Speed asset, both helping him greatly offensively. A Resistance flaw will also be his best choice. His weapon, Missiletainn, is what makes this build work despite using a higher cooldown Special compared to Ayra, as it grants him extra Special cooldown when his opponent attacks. With this, he will fully charge Blue Flame on Enemy Phase every single time ready for his attack. As for Owain’s Assist, this is up to player choice. Movement Assists such as Reposition and Swap are always useful, or a Dual Rally can be used for Arena scoring.
In the A slot, Distant Counter allows Owain to retaliate on ranged attacks, meaning that not even mages and archers are safe from his Blue Flame. Owain will still need to take caution as mages can still do a good chunk of damage before he fights back. Wrath is a strong B slot choice, made even better by the fact he comes with it by default. Wrath grants an additional point of Special charge at the start of every turn, as well as boosts his Special damage by 10 points. While he can’t use this to instantly charge his Special like Ayra can, he will still enjoy the free charge and the extra damage.
The Spd Wave skills make for great C slot choices, allowing Owain to support himself with a large Speed boost every other turn. Whether one wants to take Odd Spd Wave or Even Spd Wave is dependant on personal preference. Neither Spd Wave skill is needed for this build to work though, so don’t be afraid to try out alternative C slots that might benefit the team more, such as Owain’s default Spur Spd/Def. For the Sacred Seal, Darting Stance makes for a great choice, helping Owain to secure follow-up attacks on Enemy Phase. Unlike Ayra, Owain would need additional support in order to instantly charge his Special on turn 1, so Quickened Pulse is not as desirable of an option, but it is still a good choice if one can provide Owain with support from Infantry Pulse or Ostia’s Pulse.
On the Path of Radiance! (Defensive Nuke)
![]() |
Missiletainn(Sword) | A | Atk/Def Bond 3 Alternate: Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Aether | C | Even Atk Wave 3 Alternate: Spur Spd/Def 2 |
SP | 1935 | S | Darting Stance 3 Alternate: Quickened Pulse |
-
Preferred IV: +ATK or +DEF or +SPD / -RES
-
Weapon: Missiletainn
-
Assist: Reposition / Player Preference
-
Special: Aether
-
Passive A: Atk/Def Bond / Distant Counter
-
Passive B: Special Spiral / Wrath
-
Passive C: Even Atk Wave / Spur Spd/Def
-
Sacred Seal: Darting Stance / Quickened Pulse
With Special Spiral, Owain can make for a fantastic Enemy Phase unit with excellent self sustainability.
The main draw of this set is the consistent activation of Aether past Owain’s first round in combat. This build will work best if one is capable of getting Aether down to two charge remaining on turn 1 through Pulse support. With Pulse Support, this build allows Owain to consistently activate Aether on Enemy Phase. This is achieved through his weapon and B slot. Missiletainn, on top of acting like a regular Slaying Edge, grants additional Special charge on enemy attack. Meanwhile, Special Spiral will grant two point of Special charge after any round of combat where Owain activates his Special. Once he has activated Aether at least once, he will start every round of combat with Aether half charged, and proceed to have it fully charged by the enemy attacking him.
Owain’s ideal asset here is Attack, aiming to allow Owain to get the most out of his initial Attack. Defense and Speed are also solid choices for a asset. As per usual, a Resistance flaw is recommended. Any Assist can work fine. Reposition is a safe general choice for most infantry units, but a Dual Rally is recommend if one is concerned about Arena scoring. As already mentioned, Aether is what makes this set so good. It’s a powerful Special which can be consistently activated on Enemy Phase.
For the rest of his kit, Owain makes great use of his default A slot skill, Atk/Def Bond, which grants him additional Attack and Defense whenever adjacent to an ally. Distant Counter is also a solid option, allowing Owain to retaliate against ranged foes. For the C slot, a Wave skill makes for a nice option, particularly the Atk Wave skills to help boost the damage of Owain’s attacks. However, a Wave skill is far from required, so feel free to experiment with the C slot. Owain comes default with Spur Spd/Def which is a strong choice. Finally, Darting Stance makes for a great Sacred Seal choice, helping Owain to avoid follow-up attacks and secure his own should his opponent be able to survive his initial Aether. Quickened Pulse is also a nice choice as it reduces the amount of Pulse support Owain needs to activate Aether during his first round of combat, though he will still need one ally with a Pulse skill in order to do this.
Like the Shadows of Valentia! (Budget)
![]() |
Missiletainn(Sword) | A | Atk/Def Bond 3 |
---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Blue Flame | C | Spur Spd/Def 2 |
SP | 1445 | S | Close Def 3 Alternate: Darting Stance 3 |
-
Preferred IV: +ATK or +SPD / -DEF
-
Weapon: Missiletainn
-
Assist: Reposition / Player Preference
-
Special: Blue Flame
-
Passive A: Atk/Def Bond
-
Passive B: Wrath
-
Passive C: Spur Spd/Def
-
Sacred Seal: Close Def / Darting Stance
First things first, yes, this build is just Owain’s base kit with an Assist. But, it has to be illustrated just how effective Owain’s base kit is.
With his base kit alone, Owain is a fantastic Enemy Phase unit. Missiletainn is a powerful weapon that acts as a Slaying Edge and grants bonus Special charge whenever the enemy attacks him. This allows him to consistently activate his Special, Blue Flame, as a single enemy attack will fully charge it. Blue Flame itself grants 10 additional damage when it activates and is boosted up to a whopping 25 additional damage when adjacent to an ally. This synergizes even further with his A slot skill Atk/Def bond, granting him a nice boost to his Attack and Defense. On top of this, he will even buff whoever is standing adjacent to him thanks to his C slot Spur Spd/Def. Last but absolutely not least, Wrath is simply a fantastic B slot, allowing Owain to deal even more damage with his Special and charge it faster when below 75% HP.
As for the rest of the build, Owain will benefit the most from having an Attack or Speed asset with a Resistance flaw. The only inherited part of this entire build is the Assist, which is open to player preference. Reposition is the recommended choice as it is simply an effective Assist for almost any situation. Other options are available such as Swap, Draw Back, or a Dual Rally. For the Sacred Seal, Close Def is a solid choice that helps Owain to take less damage when attacked up close. Darting Stance is another solid choice, helping Owain to avoid double attacks and perform his own double attack in response.
Introduction
Never fear, summoners everywhere! The one chosen by forces beyond mortal comprehension, Owain, is here to deliver swift justice! Owain joins Heroes as a infantry sword unit, bringing with him a powerful sword and a shiny new Special, on top of a solid set of stats.
Owain is absolutely comparable to Ayra. Between the two, there is almost no difference in stats. The main difference between the two are their weapons and Special. Missiletainn, Owain’s personal sword, is a very effective weapon which makes for an excellent choice in any Enemy Phase oriented build. While Owain lacks a personal Special, he does come with a shiny new Special called Blue Flame, which grants a colossal boost to damage with a quite easy to fulfill requirement.
All of these factors combine to make Owain into an incredible unit. It is debatable whether he exceeds the power of other sword units like Karla and Ayra, but it is undeniable that he is certainly on the same level as them. Whether you deck him out in inherited skills or simply keep him with his great base kit, Owain will absolutely not disappoint.
Strengths
Amazing Stats
Being almost identical to Ayra in terms of stats is a huge blessing, given it is already well known how strong she is. Between the two, Owain has one less Attack and one more Resistance, and that is literally it. He has a solid 32/37 offensive spread, as well as solid physical bulk thanks to his 41 HP and 31 Defense. This leads to Owain being very effective on both Player Phase and Enemy Phase, as well as able to run a wide variety of different skills effectively.
Missiletainn
Missiletainn is Owain’s personal sword. A not-so-holy sword that Owain obtained from Sage’s Hamlet, this sword lives up to the namesake of Mystletainn by being a Slaying Edge with a powerful additional effect. On top of behaving like a typical Slaying Edge, Missiletainn also grants Owain with additional Special charge whenever his enemy attacks him. This synergises very well with his default Special, and makes Owain very powerful on Enemy Phase.
Fantastic Base Kit
It cannot be overstated just how good Owain is out of the box. He comes with a near perfect kit, just lacking an Assist skill. His Special, Blue Flame, is the first damaging Special to grant a flat damage boost that increases in power when adjacent to an ally. This is great given his default A slot skill, Atk/Def Bond, which boosts his Attack and Defense whenever he’s adjacent to an ally. On top of this, he comes with Wrath which is fantastic for him. He even comes with a great C slot choice, Spur Spd/Def, which he can use to support whoever is standing adjacent to him. This makes Owain fantastic for any newcomers or anyone on a stricter inheritance budget, as he needs very little to work wonders.
Weaknesses
Low Resistance
The only noteworthy fault with Owain is his Resistance. At 22 Resistance, Owain is susceptible to attacks from enemy mages and dragons. Even then, this can be made hardly an issue with the right setup, which just further supports how good Owain truly is.
![]() |
Missiletainn(Sword) | A | Atk/Def Bond 3 |
---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Blue Flame | C | Spur Spd/Def 2 |
S | Atk/Def Bond 3 |
Always should have an adjacent ally next to him for his effects as his defence increases by 10, which makes him quite tanky as an enemy phase duelist. His attack raises by 10 too which is great. Blue flame is the 3rd reason why he always needs an ally next to him at all times.
![]() |
Missiletainn(Sword) | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Blue Flame | C | Odd Res Wave 3 |
S | Darting Stance 3 |
Since Owain is just another Ayra in a way, it would seem like Distant Counter is Owain's best option. For budget, we still have Blue Flame and Wrath, as we now have Odd/Even Res Wave and Darting Stance. Odd Res Wave is there since Aversa GHB came out a few days after the Brave Redux banner. We have Darting Stance to ensure he's still very fast.
![]() |
Wo Dao+ (+Spd) | A | Brazen Atk/Spd 3 |
---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Blue Flame | C | Odd Atk Wave 3 |
S | Flashing Blade 3 |
What this build does it does very, very well. Basically, Wo Dao + Blue Flame + Wrath can be an incredibly deadly combo. Assuming Wrath is active, and he’s adjacent to an ally, he can proc 45 damage flat. This results in some truly weapon triangle breaking results, as it lets him OTKO many units. To break down the build a little further, I put Brazen Atk/Spd 3 on him to synergize even further with Wrath, as it will give him 56 attack and 47 speed, while also being in range for Wrath. Wo Dao+ (SPD) is to push him up to a speed tier that is somewhat hard to double for most units. You could run a SPD boon if you want to take this further, but I felt it unnecessary personally. Flashing Blade is to help activate his special faster, and realistically there aren’t many better choices anyways. Anyways, this summarizes what the build does pretty well I think, so I’ll end it here.
(I didn’t add Odd Atk Wave into the summary as I felt it was super self-explanatory.)
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Only Inheritable by Sword Units.
|
50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
|
100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
|
200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Non-inheritable by Staff-wielding units.
|
200 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Inheritable by all units.
|
60 | A |
![]() Inheritable by all units.
|
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Melee, Infantry, and Armored Only
|
60 | B |
![]() Melee, Infantry, and Armored Only
|
120 | B |
![]() Melee, Infantry, and Armored Only
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
|
50 | C |
![]() Inheritable by all units.
|
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
|
---|