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Table of Contents

Tier Rating

Analysis by UmbraCorvus
Shigure - Uplifting Artist

3-4

Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 40
ATK 33
SPD 37
DEF 27
RES 25

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 6 8 4 7
Middle 18 7 9 5 8
High 19 8 10 6 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Assets

  • +ATK: One of Shigure’s best Assets, as taking an Attack Asset will push Shigure’s Attack and Speed to be roughly on par with one another at 36 Attack and 37 Speed respectively.

  • +SPD: As taking an Attack Asset will mostly turn Shigure’s offensive stats to mirror that of a neutral Cordelia, a Speed Asset will instead capitalize on Shigure’s already potent Speed stat and make it soar to new heights.

Neutral

  • HP/DEF: Shigure sports Super Flaws in both his HP and Defense stats. While these stats do not interfere with many of Shigure’s builds if a Flaw is present, it is recommended to try to avoid dumping these two stats if possible.

Flaws

  • -RES: Taking a Resistance Flaw does not affect Shigure’s performance much at all outside of builds that choose to try and build upon his Resistance, and unlike an HP or Defense Flaw, it is not a Super Flaw.

Skill Sets

The Crescendo (Desperation Lancer)

Recommended
Harmonic Lance+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Solo 3
Reposition B Desperation 3
Moonbow
Alternate: Luna
C Goad Fliers
Alternate: Ward Fliers
SP1125SHeavy Blade 3
Alternate: Darting Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • Either an Attack Asset or a Speed Asset can be chosen here. As the weapon options for this build will be Speed refined, an Attack Asset shows promise here as Shigure is already receiving a solid boost to his Speed. Resistance impacts Shigure the least of all his stats, and should be prioritized as a Flaw.

Weapon: Harmonic Lance+ (+Spd) / Slaying Lance+ (+Spd) / Lofty Blossoms+ (+Spd)

  • The Harmonic Lance is Shigure’s default weapon, and it actually works quite nicely on Shigure’ providing 10 bonus damage whenever his Special activates. A Speed refine is taken to build on Shigure’s already potent Speed stat.

  • A Slaying Lance opens up additional options for Shigure thanks to the -1 Special cooldown count. Shigure is capable of running Moonbow without the need for the Heavy Blade Sacred Seal, or being able to activate Luna or Galeforce in a single round of combat when using it when making use of the Heavy Blade Sacred Seal.

  • While Lofty Blossoms is seasonal locked, it is quite strong in its own regard. It grants Shigure with 4 Attack/Speed on his initiation of combat, on top of the fact that it can be refined for further stat boosts.

Assist: Reposition / Player Preference

  • Reposition proves to be a useful Assist Skill for multiple situations whether it be for retreat, or helping an ally move forwards.

Special: Moonbow / Luna / Galeforce

  • Moonbow’s low cooldown makes it able to be activated frequently. When paired with the Heavy Blade Sacred Seal and Harmonic Lance or Lofty Blossoms, it can be activated even in Desperation range. With a Slaying Lance, it does not require Heavy Blade to achieve this.

  • Luna is an excellent option with a Slaying Lance and the Heavy Blade Sacred Seal, becoming a 2 cooldown Special that can frequently activate.

  • Galeforce sacrifices the raw power of an offensive Special in exchange for allowing Shigure to move again after combat.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Solo / Life and Death / Fury (3 or 4)

  • Swift Sparrow provides a strong Attack/Speed boost when Shigure initiates combat, an excellent skill to pair with a player phase oriented kit such as this.

  • Atk/Spd Solo also grants a large Attack/Speed boost and can function in both Phases at the cost of only working when Shigure is not adjacent to an ally.

  • Life and Death decreases Shigure’s defensive stats in exchange for boosting his offensive ones. Life and Death can be a dangerous option as Shigure will require surviving a counter attack in order to safely set himself up for Desperation.

  • Fury is an all around stat boost for strong performance, and the chip damage will gradually knock Shigure into the HP range for Desperation. Fury’s offensive boost is lower than previously mentioned options in order to compensate for the boost to all his stats.

Passive B: Desperation

  • Desperation is the B Passive of choice for this build, as the lack of running Firesweep Lance forces Shigure to carry a means of bypassing trading attacks with his opponents often so that he can keep on the offensive. Once setup safely, Desperation will ensure that even in a weakened state, Shigure will be able to strike twice before the opponent has a chance to counter attack.

Passive C: Goad Fliers / Ward Fliers / Savage Blow / Player Preference

  • A class-specific buff such as Goad Fliers or Ward Fliers will benefit Shigure’s teammates greatly if they are fellow fliers.

  • Savage Blow is a viable C Passive as Shigure is focusing on the Player Phase for this build. He can soften up future targets with chip damage for him to fight on his next turn of movement, or for his allies to capitalize on.

Sacred Seal: Heavy Blade / Darting Blow / Atk/Spd 2 / Flier Formation / Aerobatics

  • The Heavy Blade Sacred Seal is important for abusing frequent Special activations, though Shigure will often find himself needing support from a team to consistently activate the effect.

  • The Darting Blow Sacred Seal gives Shigure’s Speed a high boost on his initiation of combat.

  • The Atk/Spd 2 Sacred Seal gives Shigure a consistent 2 Attack/Speed on both the Player Phase and the Enemy Phase.

  • The Flier Formation or Aerobatics Sacred Seals offer Shigure with warping mobility and can be considered depending on what kinds of teammates Shigure is fielded alongside.

The Cantabile (Firesweep)

Recommended
Firesweep Lance+ A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Solo 3
Reposition B Chill Def 3
Alternate: Hit and Run
Moonbow
Alternate: Luna
C Goad Fliers
Alternate: Savage Blow 3
SP1635SHeavy Blade 3
Alternate: Darting Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • An Attack or Speed Asset is used to give Shigure an offensive boost necessary to either dish out more damage and activate Heavy Blade with relative ease using an Attack Asset, or securing more natural follow-up attacks with a Speed Asset. A Resistance Flaw is recommended, but for this build a Defense or HP Flaw is fine as well.

Weapon: Firesweep Lance+

  • The Firesweep Lance will free up Shigure’s B Passive from running something such as Desperation as he can attack foes freely without having to fear a counter attack so long as the opponent does not carry an effect such as the one granted by Null C-Disrupt. Shigure will become unable to counter attack, making this build purely Player Phase oriented.

Assist: Reposition / Player Preference

  • Reposition is a potent Assist Skill for fliers as they have immense mobility and can even help the other movement types cross otherwise accessible terrain. The Assist Skill is ultimately flexible depending on what the user has at their disposal, or may desire to run instead.

Special: Moonbow / Luna

  • When combined with the Heavy Blade Sacred Seal, Moonbow can be activated frequently within a single round of combat so long as Heavy Blade’s Attack check is met. The frequency of this Special will ensure Shigure’s damage output is stable across matchups.

  • Luna can be run if not opting for the Heavy Blade Sacred Seal, and provides a more substantial Defense bypass effect at the cost of not being as frequently available.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Solo / Life and Death

  • Swift Sparrow pairs wonderfully with the fact that the Firesweep Lance makes this build purely Player Phase oriented. Swift Sparrow 3 is recommended to maximize Shigure’s offenses in the Player Phase by 6 Attack and 7 Speed. Swift Sparrow 2 on the other hand while still fine, is a weaker boost than the other alternative Skills listed.

  • Atk/Spd Solo provides a large 6 Attack/Speed during combat to Shigure so long as he is not adjacent to an ally during combat. More often than not, this is quite easy to achieve for a Player Phase oriented unit.

  • Life and Death grants Shigure with 5 Attack/Speed at the cost of lowering his Defense and Resistance by 5. The decrease in defensive stats will not matter much as Firesweep Lance prevents his opponents from counter attacking, but this decrease can prove to be an issue if Shigure is to deal with any unit that can bypass counter attack disabling such as a Null C-Disrupt user.

Passive B: Chill Def / Chill Spd / Hit and Run / Drag Back / Flier Formation / Aerobatics

  • Chill Def and Chill Spd can inflict -7 Defense or -7 Speed to the unit with the highest value of the specific stats targeted on the enemy team. If Shigure is able to capitalize on his debuffed opponent, this can greatly enhance his ability to either do more damage or have an easier time landing follow-up attacks. Alternatively, an ally can make use of the debuffs applied.

  • Hit and Run and Drag Back offer similar mobility after combat, causing Shigure to move back a space after combat so long as there is room to retreat. Hit and Run will always move back a space so long as there is space for Shigure to retreat to, while Drag Back if Shigure’s opponent survived will bring the opponent along with him so long as they can pass through the terrain properly.

  • Flier Formation and Aerobatics provide Shigure with mobility options, allowing him to warp to a nearby flier ally through Flier Formation, or a nearby infantry, armored, or cavalry ally with Aerobatics.

Passive C: Goad Fliers / Ward Fliers / Savage Blow / Player Preference

  • Goad Fliers and Ward Fliers are simple to access class-exclusive buffs, with Ward Fliers in particular being the C Passive that Shigure comes with by default.

  • Savage Blow plays nicely with this build’s Player Phase orientation, as Shigure can inflict chip damage on those near his opponent after combat.

Sacred Seal: Heavy Blade / Darting Blow / Atk/Spd 2 / Flier Formation / Aerobatics

  • The Heavy Blade Sacred Seal enables Specials to be charged sooner so long as Shigure has more Attack than his opponent. Shigure’s Attack is somewhat on the average side, team support may be necessary to make his Attack reach reliable levels for Heavy Blade activations.

  • The Darting Blow Sacred Seal builds upon Shigure’s already high Speed with a further 6 Speed boost on initiation.

  • The Atk/Spd 2 Sacred Seal provides a small 2 Attack/Speed which can always prove to be useful for a consistent offensive boost.

  • The Flier Formation Sacred Seal or Aerobatics Sacred Seal allow for stronger mobility depending on what kinds of teammates Shigure finds himself with.

The Intermission (Enemy Phase)

Vanguard+ (+Def)
Alternate: Vanguard+ (+Spd)
A Steady Stance (3 or 4)
Alternate: Close Def 3
Reposition B Renewal 3
Alternate: Guard 3
Moonbow
Alternate: Bonfire
C Atk Smoke 3
Alternate: Ward Fliers
SP1245SDarting Stance 3
Alternate: Steady Stance 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +DEF / -RES

  • An Attack Asset can be chosen to boost Shigure’s counter attack damage, a Speed Asset can help Shigure secure more follow-up attacks or avoid being follow-up attacked by opponents, and a Defense Asset will further increase Shigure’s Defense. A Resistance Flaw is recommended to keep the rest of Shigure’s stats intact, but if running Close Def, a merge is recommended to return Shigure’s Resistance to a neutral value.

Weapon: Vanguard+ (+Def) / Vanguard+ (+Spd)

  • Vanguard will boost Shigure’s Defense in the Enemy Phase by an astonishing 7 Defense. Either a Defense refine can be used to further improve the boost in Defense, or a Speed refine to help with Shigure’s follow-up potential.

Assist: Reposition / Player Preference

Special: Moonbow / Bonfire / Ignis

  • Moonbow will activate frequently, making it a strong Special for stable damage.

  • Bonfire or Ignis will be ready less often, but these Specials will take advantage of the large boosts that Shigure is receiving in his Defense stat.

Passive A: Steady Stance (3 or 4) / Close Def

  • Steady Stance gives Shigure a further boost in Defense during the Enemy Phase. If Steady Stance 4 is being utilized, this will even include a Guard effect during the Enemy Phase as well as a larger boost in Defense compared to Steady Stance 3.

  • Close Def will increase not only Shigure’s Defense, but also his Resistance. This can be quite useful if one wishes for Shigure to duel against dragon units by baiting them to attack him.

Passive B: Renewal / Guard / Quick Riposte

  • Renewal will provide Shigure with 10 HP every other turn, perfect for a small bit of sustain.

  • Guard will inflict Special cooldown charge -1 on the enemy so long as Shigure is able to stay within the HP range to activate it. Guard in the B Passive is redundant if Shigure is running Steady Stance 4, but is useful if Shigure is unable to carry Steady Stance 4.

  • While Shigure is already very potent in regards to his defensive Speed, Quick Riposte can prove to be a useful insurance policy in the event that Shigure finds himself against a foe that is on the same level of Speed as him, or perhaps even faster.

Passive C: Atk Smoke / Pulse Smoke / Ward Fliers / Player Preference

  • Atk Smoke and Pulse Smoke have similar properties in regards to increasing Shigure’s overall survivability whether it be through an Attack debuff, or shutting down opponents that have their Specials pre-charged.

  • A simple class-specific buff such as Shigure’s native Ward Fliers will work fine in the C Passive as well. Ward Fliers in particular is often used in a common tactic known as a defensive “Flier Ball”, which Shigure can easily slot into.

Sacred Seal: Darting Stance / Steady Stance / Close Def / Atk/Def Bond

  • The Darting Stance Sacred Seal gives Shigure 6 Speed during the Enemy Phase. This helps him not only defensively through the ability to deny enemy follow-up attacks easier, but also for him to secure his own follow-up attack and perhaps defeat his attacker.

  • The Steady Stance or the Close Def Sacred Seals will further improve upon Shigure’s defensive bulk stats.

  • The Atk/Def Bond Sacred Seal gives Shigure 5 Attack/Defense during combat so long as he is adjacent to an ally.

Introduction

“Safe” is perhaps one of the best words that can be used to describe Azura’s son once he boards his pegasus and picks up a lance. Shigure can pull off exactly what is expected of an offensive lance flier, the bare minimum and perhaps exceeding it. However, that’s the thing about Shigure; he plays things too safely to the point where he lacks uniqueness.

Shigure’s offensive stats are solid, sporting a reasonable enough 33 Attack and a high 37 Speed. Chances are with the right skills and support, Shigure will find that natural follow-up attacks come often to him. With these offensive stats, Shigure is capable of pulling off builds that favour aggressive play such as with Firesweep Lance, Slaying Lance, or even his default Harmonic Lance. Shigure’s Defense is surprisingly alright as well, sitting at a base value of 27. Shigure’s Resistance on the other hand is a slightly weaker point sitting at base 25. Thanks to his high Speed, Shigure’s survivability is better than it may seem as he will be able to easily evade being struck twice outside of opponents that are able to secure their own follow-up attacks through follow-up skills.

While Shigure is versatile enough to run an assortment of setups, he unfortunately has the major issue of suffering heavy competition in his weapon and movement type. The lance flier category of units is extremely crowded with both lance fliers that do not have their own weapon similar to Shigure, and lance fliers that possess their own weapons such as Tana or Catria. This can make Shigure difficult to recommend over other options that are available, although he still has his niche of being a fast accessible lance flier that exists in the three star and four star summoning pools. Even though units such as Sumia or Spring Marisa have similar stats to Shigure’s, Shigure’s accessibility makes him much easier to recommend building over harder to obtain lance fliers.

The fact that Shigure is easily obtainable and has similar stats to even some five star locked lance fliers makes Shigure a strong candidate for those seeking an easily mergeable lance flier to run generic lances as opposed to a unique weapon. While Shigure will certainly not be anything special as far as stats go as many lance fliers barely change how their base stat total is distributed, Shigure was blessed with a solid distribution alongside immense accessibility. Sing with him one last time, for light’s sacrifice, endless dawn came but not without a price.

Strengths

Good Offenses and Reasonable Defenses

Shigure sports a decent Attack stat of 33, and a strong Speed stat of 37. Shigure can easily prioritize both of these stats to run an assortment of offensive lance builds such as Firesweep Lance or his default Harmonic Lance. His defensive stats are surprisingly tolerable, sitting at 27 Defense and 25 Resistance. While they are by no means high, when combined with the right weapons and Skills they can become better than before.

Strong Accessibility

Shigure being in the three star and four star summoning pools makes summoning additional copies of him while unpredictable, definitely much cheaper than investing in a 5 star locked lance flier should one be looking to pick one up.

Weaknesses

Overcrowded Competition

Lance fliers are aplenty and there does not seem to be any chance of that fact ending anytime soon. Shigure’s accessibility makes him a strong choice over harder to obtain lance fliers, but Shigure’s roles can easily be performed by others. Even in regards to accessible lance fliers that lack unique weapons, options such as Cordelia, Cynthia and Sigrun exist.

Lack of a Unique Weapon

Shigure lacks a weapon to call his own, and this can hurt when compared to units such as Catria or Est that are not only accessible just like Shigure, but have weapons of their own that give them both extremely powerful offensive presence over Shigure.

Weapon Skills

Weapons SP Rng. Mt.
Steel Lance
Lance Users Only
100 1 8
Harmonic LanceDeals +10 damage when Special triggers.
Learns by default at 4 ★
Lance Users Only
200 1 9
Harmonic Lance+Deals +10 damage when Special triggers.
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 13
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
DaylightRestores HP = 30% of damage dealt.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
NoontimeRestores HP = 30% of damage dealt.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Darting Stance 1Grants Spd+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
50
A
Darting Stance 2Grants Spd+4 during combat when this unit is attacked
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
100
A
Darting Stance 3Grants Spd+6 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
200
A
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
50
C
Spur Res 2Grants adjacent allies Res+3 during combat
Inheritable by all units.
100
C
Ward FliersGrants flying allies within 2 spaces Def/Res+4 during combat. Requires Spur Def 2 or Spur Res 2.
Only inheritable by flier units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem Fates

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