- Default
- Attack
- Special
- Injured




Shigure - Uplifting Artist |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 8 | 4 | 7 |
Middle | 18 | 7 | 9 | 5 | 8 |
High | 19 | 8 | 10 | 6 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 30 | 34 | 23 | 22 |
Middle | 40 | 33 | 37 | 27 | 25 |
High | 43 | 36 | 40 | 30 | 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
Perfect Pitch (Semi-Support)
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Azure Lance (+Eff) | A | Atk/Spd Boosting A Slot |
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Positional Assist Alternate: Rally Def/Res+ |
B | Spd/Def Snag 3 Alternate: S/D Near Trace 3 |
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Moonbow Alternate: Luna |
C | Def Tactic 3 Alternate: Spd/Def Rein 3 |
IVs | +ATK or +SPD / -RES | S | Res Tactic 3 Alternate: Blade Session 3 |
Weapon: Azure Lance (+Eff)
Assist: Positional Assist / Rally Def/Res+
Special: Moonbow / Luna
Passive A: Atk/Spd Boosting A Slot
Passive B: Spd/Def Snag / Atk/Def Snag / Dive-Bomb / S/D Near Trace
Passive C: Def Tactic / Res Tactic / Spd/Def Rein / Atk/Spd Rein
Sacred Seal: Res Tactic / Def Tactic / Blade Session
- Capitalizing on the benefits given by Azure Lance, this Shigure build can go a couple of different routes depending on whether the player wishes to focus on a bit more of a supportive lean versus capitalizing on the offensive boosts that Shigure gets from his weapon while leaving the support to the innate effect of his refined weapon. Regardless of which way the build leans towards, an Atk or Spd asset should be taken to boost Shigure’s offensive stats further. A Res flaw is recommended as realistically Shigure will be using his low Res stat the least of all his stats.
- The choice between a positional Assist Skill such as Reposition, or a Rally Skill is up to player preference as both Assist Skill types can be used to proc the supportive effects of refined Azure Lance. As Azure Lance already gives Attack and Speed boosts, if a Rally is chosen then Rally Def/Res+ is recommended to give Shigure the ability to buff Def and Res as well.
- Moonbow and Luna are good Special options that can give Shigure a boost to his damage output, with Moonbow being an option with a short cooldown for good consistency of activation, while Luna can be saved when some extra power is needed.
- While an Atk and Spd boosting A Passive is a no brainer, there is a bit more thought required when it comes to the B Passive of choice. On a budget, Spd/Def Snag and Atk/Def Snag make good options that synergize with Shigure’s Azure Lance, being able to add debuffs to his repertoire of support. These Skills are available cheaply through the Heroic Grail units Hatari Deen and Spring Luthier respectively. Dive-Bomb is a Skill option that gives Shigure the ability to attack twice in a row before his opponent can strike, which can be excellent for preserving Shigure’s HP and not having to worry about his relatively mediocre defensive stats compared to his offensive stats. Shigure even packs a bit of healing via Azure Lance, so he can potentially heal himself back to Dive-Bomb’s effective range. S/D Near Trace is another option worth considering, giving not only an in combat debuff on the opponent but also allowing Shigure the chance to reposition himself after combat or using an Assist Skill.
- For the C Passive, Def or Res Tactic are recommended to use in order to give Shigure extra buffing potential if a movement Assist Skill is taken over a Rally Skill. Otherwise, Rein Skills such as Atk/Spd Rein or Spd/Def Rein are good options as well, with the former giving Shigure a little more effective bulk while the latter gives him some more damage output.
- If a Tactic is chosen as the C Passive, then the opposite Tactic can be utilized in the Sacred Seal Slot to round out Shigure’s stat buffing potential. The Blade Session Sacred Seal is another option worth considering with its ability to give a significant Atk and Spd boost with a relatively easy to activate condition.
Strengths
Azure Lance
Shigure’s unique weapon is the Azure Lance, a fairly decent addition that gives Shigure a large boost to his Atk and Spd with its effects while also blending some supportive elements within. From the base effect alone, Shigure receives +5 Atk/Spd if he initiates combat or is within two spaces or less from an ally during combat, as well as dealing +7 true damage with his strikes. Once refined, Shigure gains a supportive effect of being able to grant himself and a unit he uses a Rally or Movement Assist Skill on a +6 Atk/Spd displayed buff as well as healing them both by 10 HP. Shigure also gets a further in combat boost of +5 Atk/Spd if his foe is 75% HP or more at the start of combat. All in all, this refined weapon not only improves Shigure’s personal combat performance, but also gives him a soft niche as a Semi-Support by being able to boost the stats of allies while giving them soft healing.
Decent Offensive Stat Potential
While Shigure’s 33 Atk and 37 Spd are not all that high by the standards expected of units these days, Shigure’s Azure Lance once refined can give him +10 Atk/Spd via in combat boosts alone before counting any Skills or buffs he may be utilizing, on top of dishing out +7 true damage with attacks. This gives Shigure a surprisingly potent offensive potential despite what his stats may suggest.
Weaknesses
Base Stats Leave Much to be Desired
While the requirements to receive the bonuses of Azure Lance are easy to receive, the fact of the matter is that Shigure’s statline has not aged well at all. Shigure is more or less dependent on utilizing his personal weapon just to stand a chance at rivaling the statlines of modern units. While Shigure’s offensive stats have always been reasonable, his defensive stats are not very impressive, with his refined weapon doing nothing to address his defensive stats outside of the HP boost from the refined weapon.
Lance Fliers are a Dime a Dozen
Lance Fliers are an extremely crowded unit type, and while Shigure does have some caveats that may make someone consider using him such as his reasonable performance on a budget and good versatility from being able to act as a buffer and offensive unit in one, Shigure may not be the first consideration for someone wanting to invest heavily into a Lance Flier. There is no shortage of good Lance Fliers to invest into, both in terms of expensive five-star locked ones as well as alternative budget options that Shigure may have to compete with such as Cordelia, Clair, or Valter.
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Barrier Lance+ (+Def) | A | Distant Counter |
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Reciprocal Aid | B | Vantage 3 |
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Sol | C | Def Smoke 3 |
S | Mirror Stance 2 |
This is the build I use, as of rn, shigure has only been merged and dragonflowers used 4 times, so these stats are not even the full potential, but anyways, to the breakdown.
This build was to make shigure an all around attacker, I'm not even going to lie, I'm not the best at the game, but this was the build I made via trial and error that keeps him in the fight. Because Shigure has terrible Def and Res, that's what I decided to focus on, so I gave him the barrier lance which grant a good +7 on Res, then upgraded so it gives off 4Def as a bonus, THEN I decided Sol was the best option since the charge is fast, and it gives good health coverage
Reciprocal aid could be helpful to either an ally OR shigure, as he is high in health, but can be used to help him too
Distant counter is so he has more coverage on the battlefield, because his Res is still low, being able to fight back really makes a difference, plus, if your skill is ready, you can also recover from it.
Def smoke's -7 enemy def is the topping to the cake, as it goes hand in hand with shigure's already high attack.
And for the seal, use mirror stance to get an extra +4 at and Res, although if you really wanted, you could use iotes shield instead, which bypasses effective against flying bonus.
Thanks for reading lol
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Courtly Candle+ (+Def) | A | Distant Foil |
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Swap | B | Vantage 3 |
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Ignis | C | Joint Hone Def |
S | Iote's Shield |
So the idea behind this Shigure is to Maximize his defenses to bolster the power of Ignis /Bonfire. Ether a Vanguard + Def refine or Courtly Candle +Def will work, the math matters sometimes. I'll be explaining the breakdown with my current Shigure who is 5*+4 Merges and +10 DF s well s S rank Summoner Support
Weapon(s). Vanguard+ Def/Courtly Candle+ Def.
Effects: VG+ If unit is initiated upon, Grants +7 Def during Combat
CC+ At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Specials: Bonfire/Ignis
Effects: Boosts damage dealt by 50/80% of unit's Def.
Skills:
A: Distant Foil. Grants +5 Atk/Def if Unit is attacked by Sword, Lance, Ax, Beast and Bow and allows for counter attack regardless of range
B: Vantage 3: If unit's HP is <=75% unit counters attack before foes 1st attack
C: Joint Hone Def. At start of Turn, grants +5 Def to Unit and Adjancient Allies for 1 turn
S: Iote's Shield. Negates "Flyer" weaknesses
So, to start off. Iote's is your BFF since it basically allows Shigure to tank hits from All Physical damage, Including Green Bows. Only unit in my experiences that has been an issue for Shigure that's a Green Bow is Un-merged Shamir mainly due to her Survivalist Bow's effect.. Legd Lyn, Sue, Summer Wolt, Python, etc all struggle to damage Shigure.
Now With Courtly Candle, Shigure if initiating is gonna have 57 and 49 Atk and Def respectfully when above 50% HP. Joint will always be active.
If Bonfire triggers, Shigure is hitting for 24 extra damage, 39 with Ignis. If initiated upon by any physical damaging unit , Distant foil plus courtly gives him +10 to Atk and Def giving Shigure 62 and 54 Atk and Def. Bonfire now is dealing 27 damage and Ignis will deal 43 Respectfully.
With Vanguard+ we lose on the 5 Atk and Def we get for initiating so We are at 52 and 44 for those stats. 22 for Bonfire and 35 for Ignis. Not much difference running Bonfire, but Ignis does tanks a bit. However if initiated upon, Shigure gains +12 Def from the skills, meaning he's still got 52 atk but now has a whopping 61 Def. That's 30 for bonfire and 48 for Ignis.
This is also not taking into account spur/Drive support, or Ally Support. What these numbers show is that If you want a Mixed Phase Shigure, Run Courtly +. However if You just Do not care and wanna stick him in front of Enemies and have him tank Any physical team, Run Vanguard+ as you will have more physical bulk to your name and hit the highest possible damage of 48 on Ignis triggering at a +4 merge +10 DF S ranked Summoner support level.
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Harmonic Lance+ (+Spd) | A | Swift Sparrow 3 |
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Positional Assist | B | Desperation 3 |
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Moonbow | C | Atk/Spd Oath 3 |
S | Heavy Blade 3 |
DISCLAIMER:
DESPERATION 3 was meant to be DIVE-BOMB 3, for some reason it didn't show up in the list.
A pretty straight-forward hyper offensive skill set that i often use, utilizing the new flier-exclusive Dive-Bomb skill. At least some merges or dragonflowers are recommended, as Shigure is often a bit short on atk for Heavy Blade to trigger otherwise.
The main idea behind this det is to (with the help of Heavy Blade 3) unleash moonbow in just 2 hits, without having to worry about being countered mid-way.
Shigure's first hit, coupled with Moonbow (+10 atk from harmonic lance) should hopefully crush his opponent before they have a chance to strike back.
As such, The A and C skill can easily be adjusted to fit the situation. I chose to bolster his already potent offensive statline with a total bonus of +11atk/12spd.
Moonbow can also be swapped for other 2 charge specials, such as Ruptured Sky.
(If you want to use 3 charge specials, swap Harmonic Lance for Slaying Lance, and you will achieve the same effect, but with no extra damage)
The choice of weapon is also less important. A +10 bonus when Moonbow triggers is nice, but not neccesary. A slaying lance is not recommended however for 2-charge specials. (as it kinda ruins the point of Heavy Blade).
And of course, though it pains me to say it; this set is NOT just for Shigure, but he can thankfully use it well thanks to his still-relevant Spd stat.
#ShigureCYL5
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Wagasa+ (+Spd) | A | Atk/Def Solo 3 |
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Reposition | B | Chill Atk 3 |
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Aether | C | Atk Smoke 3 |
S | Heavy Blade 3 |
C skill currently being experimented on.
Wagasa having Chill Def 3 built in, allows Shigure to attack and ensure a kill.
Chill Atk 3 gives Shigure a little more room to survive attacks as well as increasing survivability of any of his teammates
Atk Smoke 3 is something I'm experimenting on. However, this does allow him to dive into a group of enemies and he can lower their attacks so long as other enemy units are close enough to the very unit Shigure attacks. This increases Shigure's chances of survival and once again, increases the chance of his teammates surviving attacks as well.
Atk/Def Solo 3 is only recommended if you choose to have Shigure out by himself most of the time. Increasing his atk and def by 6, it overall increases his physical bulk alongside his attack power which is great for both enemy phase and player phase.
Aether will help Shigure not only deal a large amount of damage, he can heal up if a healer isn't really present in your team.
Heavy Blade 3 allows Shigure to proc Aether faster, increasing his survivability.
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Slaying Lance+ (+Spd) | A | Swift Sparrow 2 |
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Rally Atk/Spd | B | Chill Def 3 |
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Galeforce | C | Drive Spd 2 |
S | Guidance 3 |
+10, +1 dragonflower. so amazingly versatile. this is his arena build. also switches to brave lance quad build, firesweep, and harmonic lance bruiser.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Lance Users Only
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300 | 1 | 13 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Only inheritable by flier units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem Fates
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