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Analysis by Naz
Shinon - Scathing Archer

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 40
ATK 38
SPD 42
DEF 27
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 11 4 4
Middle 18 10 12 5 5
High 19 11 13 6 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 35 39 23 21
Middle 40 38 42 27 24
High 43 41 46 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

Skill Sets

I’m gonna get racist (Enemy Phase Tank)

Build by Naz
Recommended
Double Bow A Mirror Stance 3
Alternate: Atk/Def Solo 4
Reposition B Null Follow-Up 3
Alternate: Lull Atk/Spd 3
Sol
Alternate: Noontime
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD or +RES

SSpd/Res Solo 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +RES

Weapon: Double Bow

  • Surprisingly, this is the first ranged weapon to have inherent Close Counter and it didn’t shy away from having both special cooldown acceleration and a conditional spectrum +5 boost on top of it.

Assist: Reposition

Special: Sol / Noontime / Aether

  • Healing Specials such as Sol and Noontime are the most effective options for increasing Shinon’s sustainability. In exchange for a longer cooldown, one can also choose to run Aether for a significant damage boost on top of healing. 

Passive A: Unity Skills / Stance Skills / Solo Skills 

  • The choice set of A skills if your primary focus is Aether Raids. In addition to the simple +5 boost to the chosen stats, any debuffs and/or Panic effect inflicted on those stats will be reversed to become an in-combat buff. 
    • Keep in mind that this does not neutralize penalties or change your visible stats so AOE Specials will deal complete damage and weapons that are activated based on opponent’s penalties such as Void Tome or Broadleaf Fan will still retain their effects.
  • Both Stance skills and Solo skills that boost Shinon’s key stats have their advantages. Stance skills are exclusive to Enemy Phase but come with the added benefit of the Guard effect while Solo skills such as Shinon’s native Atk/Def Solo can be active regardless of who initiates combat and synergize with Double Bow’s condition of not being adjacent to any allies.

Passive B: Null Follow-up / Null C-Disrupt / Lull Atk/Spd

  • Null Follow-up is a strong anti-meta skill that disables any foe's skills that guarantee their follow-up attack or prevents yours. 
  • Null C-Disrupt is another highly coveted skill for infantry tanks, as it allows them to retaliate against opponents that would otherwise disable any form of counterattack such as Firesweep weapon users and Dazzling Staff healers.
  • Lull skills such as Shinon’s innate Lull Atk/Spd also makes for a solid B slot option by neutralizing buffs on the foe’s target stats as well as inflicting an in-combat debuff. 

Passive C: Smoke Skills / Time’s Pulse / Flexible

  • Smoke skills such as Pulse Smoke are very effective when taking on multiple opponents. Pulse Smoke is particularly effective in reducing the damage of opponents around the target after combat by slowing down the activation of their Special.
  • The C slot can otherwise be replaced as needed to suit the team. 

Sacred Seal: Spd/Res Solo / Stance Skills / Quick Riposte

  • Spd/Res Solo or any Stance skill that boosts Shinon’s key stats makes for an effective Sacred Seal option.
  • Assuming you aren’t already using Null Follow-up, Quick Riposte allows Shinon to break through foe’s skills that prevent him from doubling (such as Impact skills) as long as he naturally outspeeds them.

Sub-human extermination cannon (Offensive)

Build by Naz
Double Bow
Alternate: Firesweep Bow+
A Sturdy Impact
Alternate: Atk/Spd Solo (3 or 4)
Reposition B Lull Atk/Spd 3
Alternate: Special Spiral 3
Deadeye
Alternate: Ruptured Sky
C Panic Smoke 3
Alternate: Time's Pulse 3
IVs

+ATK or +SPD

SSwift Sparrow 2
Alternate: Heavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD

Weapon: Double Bow / Firesweep Bow+

  • Double Bow makes for an effective Player Phase option as well by granting Shinon a significant stat boost when initiating he’s solo as well as leaving some room for a bit of Enemy Phase combat.
  • Alternatively, one can swap to a Firesweep Bow in order to simply make use of Shinon’s strong offensive statline while preventing most counterattacks.

Assist: Reposition

Special: Deadeye / Ruptured Sky / Moonbow

  • Since damage reduction skills are meant to represent dodging in normal FE games, what more appropriate skill for erasing them than the skill that guarantees your accuracy in normal FE games? 
  • Ruptured Sky (or Moonbow if the former is unavailable) are strong alternatives on the merit of combining a slaying weapon with Time’s Pulse, as there will be no way to stop them from being charged.

Passive A: Impact Skills / Atk/Spd Push or Solo / Swift Sparrow / AR-D Atk/Spd

  • Impact skills such as Sturdy Impact are incredibly strong options for a defense team by granting Shinon a significant boost to his firepower and bulk as well as preventing opponents from doubling him in return.
  • For more general content or simply for a purely offensive approach, any skill that greatly boosts Shinon’s offensive stats such as Atk/Spd Push or Swift Sparrow makes for a good choice. 
  • For the strongest possible boost on Aether Raids Defense, AR-D Atk/Spd can grant Shinon upwards of +10 to Atk and Spd with all buildings active.

Passive B: Lull Skills / Special Spiral / Poison Strike

  • Lull skills once again make for a great choice in inhibiting the foe’s ability to buff key stats as well as providing an additional in-combat debuff.
  • Once again, Special Spiral makes for a very strong offensive skill by allowing Shinon to activate his Special at a constant rate following the initial activation.  
  • Primarily for the purpose of a Firesweep build on defense, Poison Strike allows Shinon to deal additional damage after combat.

Passive C: Panic Smoke / Time’s Pulse / Flexible

  • Of all the Smoke skills, Panic Smoke makes for the most effective choice on defense teams by inflicting Panic on target and foe’s within 2 spaces after combat.
  • Time’s Pulse is particularly effective on a Player Phase focused build by accelerating Shinon’s instant Special charge. 

Sacred Seal: Swift Sparrow / Death Blow / Sturdy Blow / Heavy/Flashing Blade / Poison Strike / Quickened Pulse

  • Any Seal that further boosts Shinon’s offensive power when initiating makes for a great option.
  • Similarly, Heavy Blade can be used to have Shinon activate stronger Specials more frequently.
  • Poison Strike can be stacked in the Sacred Seal slot for even more damage against the foe after combat.
  • Quickened Pulse gives Shinon an additional charge towards his instant Special on defense teams.

Strengths

Double Bow

Stacked with slaying with a +5 to all stats and Close Counter solo. This is so far beyond my expectations for the quality of weapon that Shinon would get. I thought he would be a trash demote red archer or something. 

Godly Offensive Stats

Shinon’s extraordinary offensive spread of 38 Attack and 42 Speed allows him to naturally deal significant damage as well as easily double most opponents.

Infantry

Thanks to his status as an infantry unit, Shinon gets to enjoy a wide variety of skills exclusive only to certain movement types such as Time’s Pulse, Null Follow-up, Special Spiral, etc.

Weaknesses

Solo Condition

The strict requirement of Shinon to no be adjacent to any allies in order for his primary kit to function can be quite detrimental to his performance and something you will have to at times play around. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Double Bow

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe's range.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2
Deadeye

Doubles damage dealt. Disables non-Special skills that "reduce damage by X%."

Unlocks at 5 ★
Only Inheritable by Bow users.
500 3

Passive Skills

Passive Skills SP Slot
Atk/Def Solo 1

If unit is not adjacent to an ally, grants Atk/Def+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Def Solo 2

If unit is not adjacent to an ally, grants Atk/Def+4 during combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Def Solo 3

If unit is not adjacent to an ally, grants Atk/Def+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Def Solo 4

If unit is not adjacent to an ally, grants Atk/Def+7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Atk/Spd 1

Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Spd 2

Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Spd 3

Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Time's Pulse 1

At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Infantry Units Only
Unlocks at 3 ★
60
C
Time's Pulse 2

At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Infantry Units Only
Unlocks at 4 ★
120
C
Time's Pulse 3

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Infantry Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Path of Radiance

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