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★ Latest Banner - Yearning to Give
☆ New Units - Winter Fomortiis, Winter Shez (F), Winter Hortensia, Winter Alear (M)
☆ Free Units - Winter Eikþyrnir
This is a ranking page for the hero Shez: Dual Sword Master from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Legendary Shez (M).
Heroes With the Same Name | |
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Legendary Shez (M)
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List of Contents
Legendary Heroes - Shez: Dual Sword Master Featured Heroes | |||
---|---|---|---|
Emblem Ike [9.9/10] |
Fallen Lumera [9.5/10] |
Legendary Shez (M) [9.5/10] |
Nerþuz [9.0/10] |
Freyr [9.5/10] |
Ratatoskr [9.0/10] |
Legendary Robin (M) [9.5/10] |
Legendary Alear (F) [9.5/10] |
Fallen Nergal [9.5/10] |
Arval [9.0/10] |
Arlen [9.0/10] |
Yukimura [9.0/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill attacks twice, inflicts stat penalties on foes based on number of combats per turn, grants bonus stats, damage reduction, and a Tempo effect to unit during combat. ・Exclusive B skill grants multiple sources of warping to unit, inflicts stat penalties on foe during combat and grants bonus damage, 50% damage reduction piercing, and true damage reduction to unit during combat. |
Might: 8 Range: 2 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). Inflicts penalty on Atk/Spd/Def/Res for foes within 3 rows or 3 columns centered on unit during combat = 4 + number of combat instances on current turn x 4 (max 12; includes combat instances unit does not participate in; battles on player phase and on enemy phase are counted separately; does not include this current combat instance). At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. Effect: 【Dagger 7】 |
Cooldown Count = 2 Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or beast foe, boosts damage by 40% instead of 20%. |
If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) |
Unit can move to a space within 2 spaces of any ally that has entered combat during the current turn. Unit can move to a space within 2 spaces of any ally within 2 spaces. If ally has entered combat during the current turn, unit can move through foes' spaces. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def-5 on foe, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
Inflicts Spd/Def-3 on foe and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). After combat, inflicts Atk-7 and 【Guard】 on target and foes within 3 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes (cannot exceed the foe's maximum Special cooldown). If unit initiates combat and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (12) | ★★★★★ | |
Spd (8) | ★★★★★ | |
Def (10) | ★★★☆☆ | |
Res (5) | ★★☆☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Legendary Shez (M) are +Spd and -Res. Legendary Shez (M) has one of the best Spd stats in the game at base 47, raised to base 51 with a superboon. He can take advantage of his high Spd to quad attack his foes, while also increasing his damage output with Shadow Slide's bonus true damage effect.
+Atk is also a great IV to frontload his damage output, maximizing the chances of him defeating his foe immediately after his first brave attack.
Legendary Shez (M)'s defensive stats aren't too bad, but shouldn't be a priority to increase. We recommend taking Res as a bane as it is his least important stat.
We recommend +Spd when merging Legendary Shez (M) up to +10 to ensure he outspeeds his foes.
HOT | |
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This build maximizes offensive prowess with Flash Sparrow and Time's Pulse 4 allowing Lethality to trigger immediately using Dual Sword's brave attacks. Outsourcing Null Follow-Up is preferred, but it can be placed on the Sacred Seal slot if necessary.
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Legendary Shez (M)'s base kit is good enough to run right out of the box. Null Follow-Up allows him to utilize his high Spd to quad attack his foes without fear of anti-follow up effects.
Neutral Stats at Lv. 40 (5★) | ||
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194 | ||
HP |
41 |
Rank: 342/1184 |
Atk |
47 |
Rank: 11/1184 |
Spd |
47 |
Rank: 7/1184 |
Def |
32 |
Rank: 383/1184 |
Res |
27 |
Rank: 539/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 46 | 60 | 51 | 37 | 31 | 225 | Lv.40 +10 | 46 | 52 | 51 | 37 | 31 | 217 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 48 | 51 | 51 | 36 | 31 | 217 |
+Atk Lv.40 +10 | 45 | 54 | 51 | 36 | 31 | 217 |
+Spd Lv.40 +10 | 45 | 51 | 55 | 36 | 31 | 218 |
+Def Lv.40 +10 | 45 | 51 | 51 | 39 | 31 | 217 |
+Res Lv.40 +10 | 45 | 51 | 51 | 36 | 34 | 217 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 41 | 55 | 47 | 32 | 27 | 202 |
5★ Lv.40 | 41 | 47 | 47 | 32 | 27 | 194 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 20 | 8 | 10 | 5 | 62 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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Legendary Shez (M)
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41 | 47 | 47 | 32 | 27 | 194 |
40 | 45 | 48 | 27 | 33 | 193 | |
43 | 43 | 47 | 30 | 25 | 188 | |
38 | 44 | 47 | 26 | 33 | 188 | |
41 | 42 | 47 | 27 | 30 | 187 | |
40 | 43 | 44 | 31 | 25 | 183 | |
41 | 44 | 47 | 24 | 26 | 182 | |
41 | 39 | 43 | 29 | 25 | 177 | |
41 | 36 | 43 | 27 | 30 | 177 | |
39 | 37 | 42 | 34 | 25 | 177 | |
40 | 41 | 43 | 28 | 25 | 177 | |
40 | 39 | 43 | 26 | 29 | 177 | |
40 | 38 | 38 | 33 | 18 | 167 | |
40 | 36 | 41 | 23 | 26 | 166 | |
38 | 33 | 38 | 22 | 20 | 151 | |
39 | 36 | 33 | 22 | 21 | 151 | |
41 | 26 | 33 | 25 | 22 | 147 |
Note: Stats bonuses from skills are not taken into account.
Legendary Shez (M) is a ranged physical attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
Legendary Shez (M) comes with his exclusive Dual Sword which attacks twice, grants up to Atk/Spd/Def/Res+14, grants 30% damage reduction on foe's first attack, and grants a Tempo effect during combat.
Dual Sword also passively inflicts an Atk/Spd/Def/Res penalty for all foes within 3 rows or 3 columns centered on unit equal to 4 plus 4x the number of combat instances on the current turn, up to a maximum of Atk/Spd/Def/Res-12. This penalty is applied even if Legendary Shez (M) himself isn't involved in combat, allowing him to aid his allies during their combat by debuffing their foes passively.
Legendary Shez (M) also comes with his own exclusive B skill, Shadow Slide. This skill allows Shez to warp to any space within 2 spaces of allies within 2 spaces and allies that have already entered combat during the current turn regardless of distance. Additionally, if an ally has already entered combat during the current turn, Shadow Slide grants Shez a Pass effect.
On a properly built team, Shadow Slide allows Legendary Shez (M) to immediately go on the offensive, warping directly to his enemies immediately after the initiator unit on his team enters combat. With Dual Sword's brave effect, Legendary Shez (M) can launch a surprise attack against unsuspecting foes and defeat them foe in combat.
Shadow Slide also inflicts Atk/Spd/Def-5 on Legendary Shez (M)'s foe during combat and grants him bonus true damage equal to 20% of his Spd, 50% damage reduction piercing on his foe's non-Special percentage-based damage reduction effects, and 7 true damage reduction on his foe's first attack. These effects soften up his foes during combat while also improving his survivability.
Legendary Shez (M) has average bulk as most of his stats are allocated towards Atk and Spd. He will be heavily reliant on defeating his foes during his first attack with Dual Sword.
Many metagame units have ways to pierce through non-Special damage reduction, rendering Dual Sword's damage reduction on first attack not as effective as it normally would be. Legendary Shez (M) will need to depend on his natural bulk and Shadow Slide's true damage reduction on foe's first attack to survive combat.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Shez: Dual Sword Master only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Shez: Dual Sword Master if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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3 | 2 | After combat, inflicts Def/Res -3 on foe through its next action. | 5★ | |
5 | 2 | After combat, inflicts Def/Res -3 on foe through its next action. | 5★ | |
7 | 2 | After combat, inflicts Def/Res -5 on foe through its next action. | 5★ | |
8 | 2 | Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). Inflicts penalty on Atk/Spd/Def/Res for foes within 3 rows or 3 columns centered on unit during combat = 4 + number of combat instances on current turn x 4 (max 12; includes combat instances unit does not participate in; battles on player phase and on enemy phase are counted separately; does not include this current combat instance). At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. Effect: 【Dagger 7】 |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts Atk by 30%. | 5★ | |
(Cooldown Count = 3) Boosts Atk by 30%. | 5★ | |
(Cooldown Count = 2) Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or beast foe, boosts damage by 40% instead of 20%. | 5★ |
Skill Name | Effect | Learned At |
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If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) | 5★ | |
Unit can move to a space within 2 spaces of any ally that has entered combat during the current turn. Unit can move to a space within 2 spaces of any ally within 2 spaces. If ally has entered combat during the current turn, unit can move through foes' spaces. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def-5 on foe, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
5★ | |
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.) |
5★ | |
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) |
5★ | |
Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) |
5★ | |
Inflicts Spd/Def-3 on foe and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). After combat, inflicts Atk-7 and 【Guard】 on target and foes within 3 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes (cannot exceed the foe's maximum Special cooldown). If unit initiates combat and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). |
5★ |
Value of Skills | ★★★★★ |
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Legendary Shez (M) has Ruptured Sky, Atk/Spd Finish 4, and Pulse Smog as inheritable options.
Pulse Smog is only found on Legendary Shez (M) as of the time of his release, and should be the priority skill to inherit.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Legendary Shez (M) is a limited time Hero who can be pulled from a Legendary Hero Summoning event. They do not appear in regular summons.
Event Name | Focus |
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Double Mythic Heroes: Níðhöggr & Læraðr Mythic Heroes Summon |
Legendary Shez (M)
Starts:11/28/2024 Ends:12/13/2024 |
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Damien Haas |
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Illustrator | Hiiragi Akio |
Appears In |
Heroes from Mythic Heroes - Double Mythic Heroes: Níðhöggr & Læraðr | |||
---|---|---|---|
Kvasir [9.0/10] |
Legendary Shez (M) [9.5/10] |
Níðhöggr [9.5/10] |
Legendary Myrrh [9.0/10] |
Legendary Shez (F) [9.5/10] |
Ascended Amelia [9.0/10] |
Legendary Ninian [9.5/10] |
Legendary Alear (F) [9.5/10] |
Legendary Camilla [9.5/10] |
Mythic Loki [9.5/10] |
Rearmed Sothe [9.0/10] |
Læraðr [9.5/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Legendary Shez (M) Builds and Best IVs
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