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Legendary Shez (F)

Analysis by lordhelpme
Legendary Shez (F) - Sharpest Blades

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
183
HP 40
ATK 43
SPD 44
DEF 31
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 12 10 6 2
Middle 18 13 11 7 3
High 19 14 12 8 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 40 40 28 21
Middle 40 43 44 31 25
High 43 47 47 34 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

dimitri, mom said it was my turn to play with Atrocity (Offensive Nuke)

Build by lordhelpme
Recommended
Asura Blades A Swift Slice
Positional Assist B Spd/Def Tempo 3
Alternate: Seal Spd 4
Lethality
Alternate: Glimmer
C Atk/Spd Oath 4
Alternate: Spd Smoke 4
IVs

+SPD

SBlade Session 3
Alternate: Null Follow-Up 3

Show Explanation/Analysis

Weapon: Asura Blades

Assist: Positional Assist / Assistless / Flexible

Special: Lethality / Glimmer 

Passive A: Swift Slice

Passive B: Spd/Def Tempo / Seal Spd 4 

Passive C: Atk/Spd Oath 4 / Spd Smoke 4 / Time’s Pulse / Flexible

Sacred Seal: Blade Session / Null Follow-Up / Atk/Spd Form / Quickened Pulse 

  • For better or worse, Shez’s optimal playstyle is exceptionally simple: stock up on boosts to her Atk and Spd, have her initiate, and watch her enemies go poof. Although her Asura Blades do carry dual phase Brave, she remains at her best during the Player Phase as she can then leverage Swift Slice’s devastating effectiveness effect. The sheer damage potential she can obtain through this focus can render her a valued asset among most competitive formats (including Aether Raids Defense and Arena), as her tankbusting ability is among the best around.  
  • This build naturally seeks to maximize the deadliness of Shez’s initiations, though it thankfully doesn’t really change much regardless of setting. A  +SPD IV is highly advised to maximize her ability to trigger all of her PRF skills’ moving parts, most significant of which being Swift Slice’s Spd conditional as this is the backbone of her damage output.
  • Shez’s default kit is, unsurprisingly, jam-packed with premium skills that synergize well with this intended playstyle: Glimmer scales nicely with the effective damage granted by Swift Slice while featuring frequent trigger rates thanks to Asura Blades, Seal Spd offers Shez the most stat potential though an 11 Spd advantage for essentially free, and Atk/Spd Oath brings the best of both offensive and mobility benefits. Honestly, for most players, her base build works perfectly well — just a simple positional Assist would be needed.
  • Still, some potential alternatives can always be considered: 
    • One of the most worthwhile considerations here lies in Shez’s Special of choice. While Glimmer works perfectly fine in most contexts, Lethality offers a key advantage through its ability to pierce through (most) damage reduction effects that may otherwise hinder a kill and ignore a staggering 80% of her foe’s Def. Considering the Breath effect built into Asura Blades, she can easily bypass its four-turn cooldown to trigger it in a single round of combat — the main thing to consider is your personal availability of Lethality itself.
    • Her default Seal Spd is genuinely pretty hard to substitute, especially against most infantry units where she requires a 20 Spd advantage to trigger Swift Slice. Still, there is a pretty strong argument in favor of Spd/Def Tempo to ensure Shez can break through Guard effects and guarantee her Special activations, as her triggers are a safe source of damage regardless of her Spd. Tempo may prove especially valuable in the context of Aether Raids Defense, as challenging teams have such an easy time in gaining buffs that accessing Swift Slice against fast infantry units may be exceedingly difficult even with Seal Spd.
    • Lastly, her default Atk/Spd Oath is a great and simple source of visible Atk/Spd buffs, while carrying some appreciated utility with the Orders effect it grants. However, if these buffs are already accessible through her team, it may be worth considering other skills like Spd Smoke 4 (to access some damage reduction on top of debuffing enemy Spd) or Time’s Pulse (which works great with Lethality + the Quickened Pulse seal to trigger the Special in her first two strikes).

it ain’t much, but it’s honest work (Mixed Phase)

Build by lordhelpme
Asura Blades A Swift Slice
Positional Assist B Spd Preempt 3
Glimmer
Alternate: Lethality
C Atk/Spd Oath 4
Alternate: Spd Smoke 4
IVs

+SPD

SAtk/Spd Form 3

Show Explanation/Analysis

Weapon: Asura Blades

Assist: Positional Assist / Flexible

Special: Glimmer / Lethality 

Passive A: Swift Slice

Passive B: Spd Preempt 

Passive C: Atk/Spd Oath 4 / Spd Smoke 4 / Joint Drives / Pulse Smoke / Time’s Pulse / Flexible

Sacred Seal: Atk/Spd Form / Atk/Spd Solo / Kestrel Stance / Mystic Boost

  • While Shez’s dual-phase Brave effect in Asura Blades is typically more of an accessory benefit (since she benefits insanely well from a pure Player Phase focus), it can be emphasized to adopt a mixed phase approach for some added flexibility — and fun! A +SPD IV remains ideal, though, to ensure the activation of Asura Blades’ Breath effect and Swift Slice during the Player Phase.
  • The key to Shez’s playstyle here lies in her choice of B skill: Spd Preempt. On top of a complementary -4 Spd debuff to her foe, it grants a powerful Vantage effect against all ranged opponents — all that’s required is that she has more Spd than them. Assuming she does, this allows Shez to have some Enemy Phase capabilities against such enemy types and cleanly sweep against them with the brunt of two strikes before they can react. 
    • However, as Spd Preempt only affects ranged units, it's crucial to either ensure there are no present melee threats that could initiate against her or simply pair her up with a Near Save armored ally to cover those matchups in her stead. Vantage would normally be an option to extend the interrupting counterattack effect to such threats, but that would mean unequipping Swift Slice — and this should never be done, honestly.
    • Also, it’s vital to consider that while Swift Slice’s Spectrum +8 buff remains present during the Enemy Phase, her weapon effectiveness is exclusive to the Player Phase. Thus, using Glimmer as her Special is typically preferred over Lethality as it can somewhat make up the loss in damage output and trigger in her first two attacks, as opposed to Lethality who requires more strikes. Any buffs to her Atk and Spd will also remain highly useful. 
  • Lastly, beyond the standard Atk/Spd enhancing Sacred Seal options, Mystic Boost is an interesting option to have Shez have some longevity in the inevitable instances she takes damage, with each unmitigated instance making it riskier to lean into her Enemy Phase capacity.

Strengths

Asura Blades

Compared to the dictionary-esque weapon descriptions seen on modern weapons, Shez’s Asura Blades are fittingly simplistic — yet extremely effective all the same. Having a no-frills Brave effect for both phases alone is incredibly strong to ensure Shez can maintain high burst damage at all times, especially given how many safety effects nowadays (like certain forms of damage reduction or inbuilt Miracle abilities) only apply to one attack. 

This baseline is solidified by Asura Blade’s flat +5 Spd boost and ability to permanently ignore all stat penalties, making it exceptionally difficult to inhibit her damage potential. Also, this allows Shez to very easily leverage her Brave effect to attack a whopping four times through natural Spd for higher burst. The finishing touch lies in its weapon’s Breath effect if Shez has more Spd than her opponent (which, being real, is a laughably easy condition to satisfy). This is… certainly a choice for a Brave weapon on a unit with Tempo and Lethality access — but suffice it to say, this makes Shez even more explosive through frequent Special triggers. 

The one caveat is the weapon’s 8 Might, but this is largely inconsequential given the effects of her second PRF skill. In concise terms if you don’t want to read all the above, Shez’s Asura Blades ensure she can deal some nasty damage with minimal effort or consequences in both phases.

Swift Slice

Shez’s Asura Blades are one thing when it comes to dealing upfront damage, but Swift Slice raises her firepower to absolutely insane levels. For starters, it grants a Spectrum +8 in-combat boost to all of her stats for essentially free; this is pretty nice considering her weapon doesn’t actually elevate her statline besides its +5 visible Spd. The real draw of Swift Slice, however, lies in the “effective against all weaponry” effect which works as follows:

  • If Shez is fighting someone who is not an infantry unit, or someone who is specifically a dragon or beast infantry unit, she deals effective damage against them if she has at least five more Spd than them. 
  • For all other kinds of infantry units, it’s a little trickier — she needs twenty more Spd than them to access her effective damage. This is a lot more inconsistent against the plethora of infantry Spd demons running around, but not entirely out of the picture with enough support. Either way, though, those who would give Shez trouble are unlikely to be packing hefty Def stats anyway as it is, so her damage should remain high regardless.
  • Effective damage in general is powerful as it tacks on a flat 1.5x modifier to a unit’s Atk, but having it specifically oriented to weapons is phenomenal as it means it cannot be avoided; even skills like Svalinn’s or Iote’s Shield which usually aid in this situations do not work, as they only protect against movement-type effectiveness. 

Having this type of damage boost while backed by the power of Asura Blades’ Brave effect and her ability to easily attack four times launches Shez into the top rank of units who absolutely should not be facetanked if possible. 

Exceptional Offensive Statline

It’s difficult to comment on something about Shez’s statline that isn’t already obvious, so to make it simple: her high Atk lets her hit hard, her equally impressive Spd lets her hit even harder and helps unlock all the goodies of her PRF skills, and both defensive stats are juuuust okay enough so she isn’t hit too hard by foes.

Infantry + Dagger Benefits

The primary benefit of being an infantry unit lies in the resulting strong skill availability, and Shez herself greatly appreciates this accessory benefit: with crucial access to skills like Null Follow-Up and Spd/Def Tempo, she can supplement her sheer offensive edge with pretty terrifying consistency. This is further highlighted by Shez’s ability to equip Lethality by merit of being a dagger unit (this is hilarious btw), standing as the strongest damage-dealing inheritable Special available and whose four-turn caveat is easily solved by Asura Blades.

Weaknesses

Legendary Drawbacks

One of the biggest knocks to Shez’s performance lies in her limitations in competitive modes deriving from her Legendary status: using her outside of Fire Season leads to a pretty steep drop to her usefulness, as she becomes unable to either receive the effects of Mythic Blessings in Aether Raids or improve her allies' scoring potential in Colosseum modes. 

Relatively Mediocre Bulk

Shez could certainly do worse than having a Def/Res combination of 31/25 given how many stats were distributed to her offenses, with the Spectrum +8 from Swift Slice only making them better. Still, in the face of harder hitting meta threats, it’s hardly sufficient for Shez to endure more than one attack or two at most, which can lead to issues. It also makes capitalizing on the benefits of her dual phase Brave effect a little finicky, but she should be focusing on her Player Phase anyway.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Silver Dagger

After battle, inflicts Def/Res-5 on foe through its next action.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 7
Asura Blades

Grants Spd+5.

Unit attacks twice (even if foe initiates combat).

Neutralizes penalties on unit during combat. If unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Effect: 【Dagger 7】 

【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 8
Available Rearmed Weapons
Arcane Void
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

Passive Skills

Passive Skills SP Slot
Swift Slice

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+8 to unit during combat. If unit initiates combat against a non-dragon or non-beast infantry foe and unit's Spd ≥ foe's Spd+20, grants "effective against all weapon types" to unit during combat. Otherwise, if unit initiates combat and unit's Spd ≥ foe's Spd+5, grants "effective against all weapon types" to unit during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
A
Seal Spd 1

Inflicts Spd-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
40
B
Seal Spd 2

Inflicts Spd-5 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
80
B
Seal Spd 3

Inflicts Spd-7 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
160
B
Seal Spd 4

Inflicts Spd-4 on foe during combat, and if no effect neutralizes penalties to foe's Spd, inflicts penalty on foe's Spd during combat = 7 - current penalty on foe's Spd (min: 0). If penalty is active on foe's Spd, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Spd-7 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
B
Atk/Spd Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 2 ★
60
C
Atk/Spd Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 3 ★
120
C
Atk/Spd Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 4 ★
240
C
Atk/Spd Oath 4

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat.

Infantry & Flying Units Only
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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