- Default
- Attack
- Special
- Injured




Shamir - Archer Apart |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 9 | 9 | 5 | 4 |
Middle | 19 | 10 | 10 | 6 | 5 |
High | 20 | 11 | 11 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 37 | 37 | 22 | 21 |
Middle | 41 | 40 | 40 | 25 | 24 |
High | 44 | 44 | 44 | 29 | 28 |
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
Straightforward Shot (General Offense)
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Survivalist Bow | A | Atk/Spd Solo 4 |
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Positional Assist | B | Null Follow-Up 3 Alternate: Lull Spd/Def 3 |
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Moonbow Alternate: Draconic Aura |
C | Joint Drive Atk |
IVs | +ATK or +SPD / -HP or -DEF or -RES | S | Swift Sparrow 2 Alternate: Heavy Blade 3 / Flashing Blade 3 |
Weapon: Survivalist Bow
Assist: Positional Assist
Special: Moonbow / Draconic Aura
Passive A: Atk/Spd Solo 4
Passive B: Null Follow-Up / Lull Spd/Def
Passive C: Joint Drive Atk / Flexible
Sacred Seal: Swift Sparrow / Heavy Blade / Flashing Blade
- Shamir’s most straightforward set is a simple offensive set that focuses on raising her Attack and Speed as high as possible to deal the most damage and perform follow-up attacks as consistently as possible.
- Survivalist Bow works wonders for offense; in addition to granting -1 Special cooldown, it also grants her Atk/Spd +6 if she is not adjacent to any ally and prevents enemies from counterattacking if she is not adjacent to any ally and the foe’s HP is ≥ 80% at the start of combat. -1 Special cooldown is great for activating Specials to score KOs against particularly bulky enemies, and the Firesweep effect allows Shamir to not only circumvent her poor overall bulk, but also open her B slot to options aside from Desperation.
- Thanks to Survivalist Bow’s -1 Special cooldown, Moonbow and Glimmer become 1-cooldown Specials, allowing Shamir to activate them on her follow-up attack assuming no Guard effect is active. Alternatively, Shamir can use Draconic Aura, Luna, or Deadeye in combination with Heavy or Flashing Blade.
- Atk/Spd Solo, Joint Drive Atk, and Swift Sparrow all serve to augment Shamir’s already impressive offenses. Since Shamir doesn’t need Desperation in her B slot, Null Follow-Up and Lull Spd/Def are great options. The former neutralizes effects that guarantee the enemy’s follow-up attack and prevent Shamir’s follow-up attack, making her far more consistent at attacking twice, while the latter inflicts -3 Spd/Def during combat and neutralizes pesky Spd/Def visible buffs that could prevent Shamir from performing a follow-up attack or KOing.
Survivalist's Fusillade (AoE Sweeper)
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Survivalist Bow Alternate: Candlewax Bow+ (+Atk) |
A | Life and Death (3 or 4) |
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Positional Assist | B | Special Spiral 3 |
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Blazing Special | C | Def Smoke 3 |
IVs | +ATK / -HP or -DEF or -RES | S | Hardy Bearing 3 Alternate: Heavy Blade 3 / Flashing Blade 3 |
Weapon: Survivalist Bow / Candlewax Bow+ (+ATK)
Assist: Positional Assist
Special: Blazing Special
Passive A: Life and Death (3 or 4)
Passive B: Special Spiral
Passive C: Def Smoke
Sacred Seal: Hardy Bearing / Heavy Blade / Flashing Blade
- Shamir’s excellent 40 Attack makes an AoE spam set a great option for her. Blazing Specials deal pre-combat damage in an area before combat, with this damage being calculated as: 1.5 x (unit’s visible Atk - enemy’s visible Def).
- Shamir’s Survivalist Bow works wonders for this set, primarily because of its slightly increased Might compared to a Slaying Bow; note, however, that because AoE damage is considered pre-combat, it will be very difficult for Shamir to prevent enemy counterattacks with her bow because the condition for that effect is the foe’s HP being ≥ 80% at the start of combat.
- The key to this set is the synergy between Survivalist Bow, 4-cooldown Blazing Specials, and Special Spiral (if using Candlewax Bow for maximum AoE damage, then Heavy or Flashing Blade is needed for this). When Shamir activates her Blazing Special, its cooldown will be at 3 (thanks to the Slaying effect of Survivalist Bow); once she attacks, it will be at 2. After combat, Special Spiral decreases the Special’s cooldown to 0, allowing it to be activated again next combat.
- Life and Death and Def Smoke are chosen to maximize the gap between Shamir’s visible Atk and the enemies’ visible Def. If using Survivalist Bow, Hardy Bearing is chosen to prevent enemies with Vantage from counterattacking before Shamir attacks, as the Blazing Special will likely drop them at/below 75% HP to activate Vantage.
Sword and Shield of Seiros (Aether Raids Defense)
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Firesweep Bow+ Alternate: Budding Bow+ |
A | Swift Sparrow (2 or 3) |
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Positional Assist | B | Lull Spd/Def 3 Alternate: Poison Strike 3 |
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Deadeye Alternate: Dragon Fang |
C | Time's Pulse 3 Alternate: Savage Blow 3 |
IVs | +ATK or +SPD / -HP | S | Swift Sparrow 2 Alternate: Poison Strike 3 |
Weapon: Firesweep Bow+ / Budding Bow+ (+DEF)
Assist: Positional Assist / No Assist
Special: Deadeye / Dragon Fang
Passive A: Swift Sparrow (2 or 3)
Passive B: Lull Spd/Def / Poison Strike
Passive C: Time’s Pulse / Savage Blow / Distant Guard
Sacred Seal: Swift Sparrow / Poison Strike / Savage Blow
- Unfortunately, Survivalist Bow’s effects being locked behind a Solo condition makes it very unwieldy and inconsistent in Aether Raids Defense. As such, both Firesweep Bow and Budding Bow are stronger options, with the former preventing the enemy from counterattacking and the latter being a mini-Sturdy Impact; that is, granting +4 Atk/Def on initiation and preventing the enemy from performing a follow-up attack.
- Ideally, the combination of Time’s Pulse and Infantry Pulse from allies is enough to have Shamir’s Special ready on Turn 1, whether it be Deadeye or Dragon Fang. Deadeye is a very premium, but outstanding Special that not only doubles damage dealt, but also neutralizes damage reduction; given the ubiquity of Close Call, Repel, Spurn, and damage-reduction weapons and skills, this is very valuable.
- For a Firesweep set, Poison Strike and Savage Blow can be considered to turn Shamir into a chip damage machine. Otherwise, Lull Spd/Def and Swift Sparrow for her B and A/S slots respectively work wonders to grant her extra damage and follow-up consistency; visible buffs are still very common in Aether Raids Offense, making Spd/Def buff neutralization all the more valuable.
Strengths
Stellar offenses
40 Attack, 40 Speed, and a personal weapon that augments Shamir’s offenses grant her fantastic firepower and follow-up consistency.
Survivalist Bow
In addition to having outstanding offenses, Shamir has a personal weapon, the Survivalist Bow, to further set her apart from her peers.
- To start, Survivalist Bow has a Slaying effect (grants -1 Special cooldown).
- If Shamir is not adjacent to any allies at the start of combat, she gains +6 Atk/Spd during combat.
- In addition to the Solo condition, if the foe’s HP is ≥ 80% at the start of combat, they cannot counterattack.
All of these serve to further bolster Shamir’s offensive potential, along with granting her safety with her Firesweep effect.
Infantry and archer advantages
As an Infantry unit, Shamir has access to several excellent skills such as Null Follow-Up, Lull Spd/Def, Special Spiral, and Flashing Blade. In addition, the sparsity of Infantry-effective weapons means Shamir hardly ever has to worry about receiving effective damage. As an archer, Shamir also gets access to Deadeye, one of the most coveted Specials for Aether Raids Defense.
Weaknesses
Survivalist Bow’s conditions
To activate Survivalist Bow’s conditions, Shamir needs:
- ...to have no allies adjacent to her to receive Atk/Spd +6 during combat.
- ...to not only have no adjacent allies, but the foe’s HP also needs to be ≥ 80% at the start of combat to prevent the foe from counterattacking.
The Solo conditions of the weapon can be daunting to achieve in Aether Raids Defense, as units are commonly positioned close to each other to make the most of effects like Ground Order and Guidance. The requirement of the foe’s HP being ≥ 80% to prevent counterattacks prevents Shamir from both activating a Blazing Special and having a Firesweep effect, as the Special will likely knock the foe below 80% HP (however, it’s still the best bow for an AoE spam set because of Slaying; in addition, +6 Atk/Spd during combat is still nice even if it isn’t taken into account for AoE damage).
Green color
As a Green Archer, Shamir naturally performs better against Blue units and worse against Red units. While this may seem like an objectively balanced trade-off, the lack of consistency makes Shamir’s Green coloring more of a detriment than a benefit.
Poor defenses
41 HP, 25 Defense, and 24 Resistance leaves Shamir with disappointing bulks: 65 physical and 64 magical. Because of this, it may be difficult to fit Shamir into a dual-phase role, which is very valuable for superunits.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Effective against flying units. Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Effective against flying units. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if foe's HP ≥ 80% at start of combat, foe cannot counterattack. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. Unlocks at 2 ★ |
60 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. Unlocks at 3 ★ |
120 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 3 ★ |
60 | B |
![]() At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 4 ★ |
120 | B |
![]() Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 5 ★ |
240 | B |
![]() At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | C |
![]() At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | C |
![]() At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Three Houses
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