- Default
- Attack
- Special
- Injured




Owain - Chosen One |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 8 | 6 | 6 |
Middle | 17 | 8 | 9 | 7 | 7 |
High | 18 | 9 | 10 | 8 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 38 | 29 | 34 | 28 | 19 |
Middle | 41 | 32 | 37 | 31 | 22 |
High | 44 | 35 | 40 | 34 | 25 |
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
TMS#FE Thrash! (Dodge Tank)
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Missiletainn(Sword) (+Eff) | A | Distant Counter Alternate: Distant Pressure |
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Positional Assist | B | Spurn 3 Alternate: Close Call 3 / Repel 3 |
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Sol | C | Joint Drive Atk Alternate: Def Smoke 3 |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Solo 3 Alternate: Spd/Res Solo 3 |
Weapon: Missiletainn (+Eff)
Assist: Positional Assist
Special: Sol
A Passive: Distant Counter / Distant Pressure
B Passive: Spurn / Close Call / Repel / Frenzy
C Passive: Joint Drive Atk / Def Smoke / Atk Smoke
Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Spd/Def Solo
- For this set, we’ll want to focus on Owain’s survivability. As contrarian as that may seem with his refine, which adds additional damage based on the amount of damage taken if he triggers a Special, Owain doesn’t have a consistent method of triggering a Special without taking hits first. As such, Owain will want to have the ability to output damage as often as possible while also being able to take hits, and the most consistent way to achieve this is to make him into a Dodge Tank. He can still gain additional damage from his refine given that he’ll be taking hits a lot of the time, so even if he’s not reaching the maximum, he’ll still be doing a fair amount.
- For sustainability purposes, Owain will want to run Sol. Given that Missiletainn has Slaying and is able to grant additional cooldown from each attack dealt from a foe, Owain is able to retaliate with three cooldown Specials in every enemy phase combat, provided that there aren’t any Guard effects present. As such, Sol is his best Special option for this set.
- There aren’t that many options when it comes to Owain’s A Passive. Generally, he’ll want the ability to counter all foes whenever possible, so the best way to do that is with Distant Counter. Likewise, he could always opt for Distant Pressure as it synergizes with his Damage Reduction B Passive as well as his Missiletainn “Vengeance” effect. However, you could always be on the safe side and stick with regular Distant Counter.
- Similarly, for sustainability purposes, Owain will want to run a Damage Reduction skill so that he can maintain his ability to stay alive. Any Damage Reduction skill is generally fine since the main purpose is to reduce incoming damage. Any additional effect from said skill is simply a bonus. However, Spurn is arguably the best of the bunch since it can increase his damage output.
- Owain has a bit of flexibility when it comes to his C Passive. He can either opt for increasing his damage output with skills such as Joint Drive Atk and Def Smoke or increasing his defensive capabilities with Atk Smoke. Either option is fine since he gains a fair amount of Atk from Missiletainn’s refine as well as Spd that can be used to bolster whichever Damage Reduction skill he decides to run.
- Any Sacred Seal that increases his Spd stat is going to be the priority as he’ll want to maximize his role as a Dodge Tank. That being said, he does have options when it comes to what second stat he bolsters. Taking the Solo skills into consideration, he can always increase his damage output with Atk/Spd Solo. Meanwhile, he can bolster one of his two defensive stats either with Spd/Def Solo or Spd/Res Solo.
Fire Emblem Warriors Whack! (Enemy Phase Nuke)
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Missiletainn(Sword) (+Eff) | A | Distant Counter Alternate: Distant Pressure |
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Positional Assist | B | Special Spiral 3 |
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Aether | C | Time's Pulse 3 Alternate: Joint Drive Atk |
IVs | +ATK or +SPD / -RES | S | Quickened Pulse Alternate: Atk/Spd Solo 3 |
Weapon: Missiletainn (+Eff)
Assist: Positional Assist
Special: Aether
A Passive: Distant Counter / Distant Pressure
B Passive: Special Spiral
C Passive: Time’s Pulse / Joint Drive Atk
Sacred Seal: Quickened Pulse / Atk/Spd Solo
- If Damage Reduction skills are out of the question, Owain can opt for Aether spamming instead to not only take advantage of Missiletainn’s “Vengeance” effect and increase the damage output scale but also allow Owain to have some form of sustainability. Assuming that there are no Guard effects present, this set will allow Owain to retaliate with an Aether trigger every combat starting from Turn 1.
- Aether is arguably the only notable option for Owain as every other Special available either doesn’t synergize well with the rest of the kit or is redundant due to its low cooldown cost. Likewise, it’s easily triggerable due to the additional cooldown Missiletainn grants from each foe’s attacks as well as the innate Slaying. The only requirement for Aether to trigger consistently is to have some method of starting out with two cooldown, whether that’s with Time’s Pulse and Quickened Pulse or from allies such as Velouria and Groom Rafiel. Once it’s set up, it’s smooth sailing.
- Similarly, with his Special, there aren’t that many options for Owain to run for his A Passive given that he’ll want the ability to retaliate with Aether. This essentially leaves him with Distant Counter and Distant Pressure as his only notable options. Either version is worth running for different reasons. Distant Counter doesn’t have recoil damage, so it can allow Owain to take more hits, which is especially important when he doesn’t have any form of Damage Reduction. Meanwhile, the recoil damage from Distant Pressure can be used with Missiletainn’s “Vengeance” effect to output more damage and further prevent natural doubles from the foe.
- For this set to work effectively, Owain will want to run Special Spiral so that Aether will always return back to two cooldown. However, there is always the concern of Pulse Smoke if he is unable to KO his foe. If that happens to be the case, then perhaps he’ll want to run other skills for his C Passive and Sacred Seal.
- Time’s Pulse is one pillar in setting up Owain’s ability to spam Aether. This will only be relevant for the first turn. Afterward, it’s effectively a dead passive. However, it’s not his only option, provided that he has a substitution for the cooldown, whether that’s Velouria, Groom Rafiel, or Infantry Pulse support. If that happens to be the case, he can run Joint Drive Atk instead for more damage output.
- Similarly, with Owain’s C Passive, not only acts as a pillar in setting up Aether spam, but it is also just as replaceable with the same support mentioned. Assuming that he is able to substitute Quickened Pulse for another Sacred Seal, he can run realistically anything that increases his damage output. One notable option is Atk/Spd Solo, but it is not the only available option at his disposal.
Strengths
Missiletainn
Beyond Missiletainn’s initial effects, Special acceleration, and additional cooldown per foe’s attack, Owain’s PRF now grants upwards of an additional +10 Atk/Spd, as well as additional damage based on the amount of HP Owain, is missing on Special activations, for a maximum of 30 points. Essentially, the damage ceiling for Owain has skyrocketed as now he can retaliate with a lot more brute force.
Good Offenses
Prior to Missiletainn’s refine, Owain sat at an offensive statline of 32/37 Atk/Spd respectively. While not the highest, it was more than manageable for its time. Post-refine however, Owain’s offensive statline now sits at 42/47 Atk/Spd, not including the 16 MT from his weapon, thanks to the additional +10 Atk/Spd Missiletainn can grant when both conditions are met.
Weaknesses
Low Resistance
With a base Res stat of 22, Owain could find himself in plenty of trouble if going up against an assortment of magical foes. That being said, the additional Spd that Missiletainn grants him can bolster his ability to run Damage Reduction skills. Thus, inflating his overall bulk. However, he’ll still have to watch out for skills and weapons that reduce or negate Damage Reduction if running those types of skills.
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Missiletainn(Sword) | A | Distant Counter |
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Reposition | B | Close Call 3 |
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Aether | C | Panic Smoke 3 |
S | Flashing Blade 3 |
The enigma, the exalt, the hero of heroes himself...
Hailing from the darkest future that Ylisse has succumbed to, he vowed to travel back in time, to make sure that those events don't lead up to the ruinous future that he came from. In short, from his future, he needs to be safe and make sure his enemies don't get the best of him. (S-Supported and full Dragonflowers)
+SPD is the boon here that he hath been blessed with. As now a speedy unit, Close Call is of upmost importance to him. Repel would work, and also Spurn would work. In fact, Spurn would probably be better, although rarer, because of the extra damage he'll do. HYAAAAAAAH! Panic Smoke is great for him, against foes that just won't die for whatever reason. However, Owain finds a way, to kick his enemies where it hurts, for he is truly without equal, steward as he is of the exalted blood of heroes that...
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Missiletainn(Sword) | A | Atk/Def Bond 3 |
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Reposition | B | Wrath 3 |
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Blue Flame | C | Spur Spd/Def 2 |
S | Atk/Def Bond 3 |
Always should have an adjacent ally next to him for his effects as his defence increases by 10, which makes him quite tanky as an enemy phase duelist. His attack raises by 10 too which is great. Blue flame is the 3rd reason why he always needs an ally next to him at all times.
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Missiletainn(Sword) | A | Distant Counter |
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Reposition | B | Wrath 3 |
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Blue Flame | C | Odd Res Wave 3 |
S | Darting Stance 3 |
Since Owain is just another Ayra in a way, it would seem like Distant Counter is Owain's best option. For budget, we still have Blue Flame and Wrath, as we now have Odd/Even Res Wave and Darting Stance. Odd Res Wave is there since Aversa GHB came out a few days after the Brave Redux banner. We have Darting Stance to ensure he's still very fast.
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Wo Dao+ (+Spd) | A | Brazen Atk/Spd 3 |
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Reposition | B | Wrath 3 |
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Blue Flame | C | Odd Atk Wave 3 |
S | Flashing Blade 3 |
What this build does it does very, very well. Basically, Wo Dao + Blue Flame + Wrath can be an incredibly deadly combo. Assuming Wrath is active, and he’s adjacent to an ally, he can proc 45 damage flat. This results in some truly weapon triangle breaking results, as it lets him OTKO many units. To break down the build a little further, I put Brazen Atk/Spd 3 on him to synergize even further with Wrath, as it will give him 56 attack and 47 speed, while also being in range for Wrath. Wo Dao+ (SPD) is to push him up to a speed tier that is somewhat hard to double for most units. You could run a SPD boon if you want to take this further, but I felt it unnecessary personally. Flashing Blade is to help activate his special faster, and realistically there aren’t many better choices anyways. Anyways, this summarizes what the build does pretty well I think, so I’ll end it here.
(I didn’t add Odd Atk Wave into the summary as I felt it was super self-explanatory.)
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Melee, Infantry, and Armored Only
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60 | B |
![]() Melee, Infantry, and Armored Only
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120 | B |
![]() Melee, Infantry, and Armored Only
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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