- Default
- Attack
- Special
- Injured




Shinon - Scathing Archer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 11 | 4 | 4 |
Middle | 18 | 10 | 12 | 5 | 5 |
High | 19 | 11 | 13 | 6 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
I’m gonna get racist (Enemy Phase Tank)
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Double Bow | A | Mirror Stance 3 Alternate: Atk/Def Solo 4 |
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Reposition | B | Null Follow-Up 3 Alternate: Lull Atk/Spd 3 |
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Sol Alternate: Noontime |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +SPD or +RES | S | Spd/Res Solo 3 Alternate: Mirror Stance 2 |
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)
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Double Bow Alternate: Firesweep Bow+ |
A | Sturdy Impact Alternate: Atk/Spd Solo (3 or 4) |
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Reposition | B | Lull Atk/Spd 3 Alternate: Special Spiral 3 |
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Deadeye Alternate: Ruptured Sky |
C | Panic Smoke 3 Alternate: Time's Pulse 3 |
IVs | +ATK or +SPD | S | Swift Sparrow 2 Alternate: Heavy Blade 3 / Flashing Blade 3 |
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.
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Double Bow | A | Atk/Def Solo 4 |
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Smite | B | Lull Spd/Def 3 |
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Deadeye | C | Rouse Atk/Res 3 |
S | Spd/Res Solo 3 |
Double bow: Running any other bow on this guy wouldn't make sense because this one gives him plus 5 to all stats and gives him built in close counter when alone.
Smite: I would recommend this assist skill just to get allies that are near him away. This skill also helps to activate the true potential of his bow and activate said solo skills.
Deadeye: I would keep this skill because not only is it a good skill in general, but it also let's him get rid of pesky damage reduction units like brave ike and brave edelgard.
Atk/Def solo 4: I would keep this skill because it not only fuses with his weapon very well, it also gives him more bulk to allow him to take more hits.
Lull Spd/Def 3: I would choose either this skill or the b skill that he comes with. I'm leaning to this one a bit more because it lowers your opponents defense a speed by a bit, allowing shinon to hit even harder and double even easier.
Rouse Atk/Res 3: I personally chose this skill over time's pulse because stacking all of these solo skills makes shinon a really powerful unit and I just felt that he needed a bit more resistance.
Spd/Res solo 3: This seal or attack and defense solo 3 is the seal you would want to go with. I would choose Spd/Res solo 3 because he is getting even more resistance and even more speed.
Overall, Shinon is an extremely powerful unit and is definitely worth investing. His bow is amazing and his base kit is good as it is, but changing up that base kit can make him a god when he's alone.
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Double Bow | A | Flashing Blade 4 |
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Ardent Sacrifice | B | Vantage 3 |
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Miracle | C | Panic Smoke 3 |
S | Brazen Atk/Spd 3 |
Vantage unit for Anima season ... with the -hp even with double bonus heroes if the enemie team have Duma you can use Ardent Sacrifice to join vantage & Brazen range ... One of the faster unit on the game FB4 is a very good option with compination of the Double Bow you can have Miracale after 1 fight.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 2 |
![]() Unlocks at 5 ★ Only Inheritable by Bow users.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | B |
![]() Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | B |
![]() Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | B |
![]() Infantry Units Only Unlocks at 3 ★ |
60 | C |
![]() Infantry Units Only Unlocks at 4 ★ |
120 | C |
![]() Infantry Units Only Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Path of Radiance
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