Shez

Fire Emblem · Games · Human, Mercenary, Vessel of Arval/Epimenides, Fluegel | Same as before | Asura

Academy Phase

Tier
7-C
Attack Potency
Town Level
Speed
Subsonic, up to Ftl
Durability
Town Level

War Phase (Part I)

Tier
HIGH 6-A
Attack Potency
Unknown
Speed
Subsonic, up to Ftl
Durability
Unknown

War Phase (Part II)

Tier
HIGH 6-A
Attack Potency
Unknown
Speed
Subsonic, up to Ftl
Durability
Unknown

Powers and abilities

  • Superhuman Physical Characteristics
  • Acrobatics (Characters in Three Hopes are capable of performing an air recovery. Can move across collapsing structures without losing their balance. Slid under the Immaculate One's tail attack)
  • Weapon Mastery, Marksmanship and Martial Arts (While their preferred fighting is swordwork, during the course of their adventure, they have acquired mastery over a different variety of weapons during the course of their adventures such as Lances/Javelins, Axes/Hand Axes, Gauntlets, and Bows)
  • Vector Manipulation (Can redirect midair arrows to hit their opponents as demonstrated by Fire Emblem Warriors: Three Hopes - Archer Warrior Special)
  • Danmaku (Can rapidly shoot a large amount of arrows at once as demonstrated by Fire Emblem Warriors: Three Hopes - Archer Critical Rushes)
  • Enhanced Senses (Can fight in fog so dense that it's difficult to even see one's own hand in front of their face. Could fight against Epimenides' and his phantom soldiers in Zahras, a void of eternal darkness)
  • Magic, Status Effect Inducement, Durability Negation and Elemental Manipulation (Can use Dark Magic, as well as Light and Black Magic. While the damage a unit takes from a physical attack is determined partially by that unit's Defense, the amount of damage taken from a magic attack is determined by resistance so magic can be very effective even if the unit being attacked has high defense. Additionally, they can utilize Combat Arts with elemental properties. Hitting an opponent with an elemental attack can inflict them with certain status effects. Magic completely bypasses physical defenses such as armor, or thick hides)
  • Fire Manipulation and Explosion Manipulation (Can use Fire Attacks, such as Firesweep, which also inflicts opponents with the Burning status that damages them over time. Burning enemies will sometimes explode for more damage when they are hit again)
  • Ice Manipulation (Can use Ice Attacks, and Magic, such as Blizzard and Frozen Lance, which freezes enemies on the spot. They cannot attack and cannot defend, making it very easy to whittle down their Stun Gauges)
  • Air Manipulation (Can use Wind Attacks such as Windsweep, which also inflicts opponents with the Windtorn status that makes enemies take far more damage if they are struck while in the air)
  • Electricity Manipulation (Can use Lightning Attacks, such as Lightning Axe and Electric Grounder, which also inflicts opponents with the Shocked status. Hitting a shocked enemy into the air may cause lightning to spread out of them, hurting surrounding enemies)
  • Darkness Manipulation, and Statistics Reduction (Can use Dark Attacks, and Magic, such as Dark Spikes T and Shadowblade, which inflicts opponents with the Spellbound status, which makes them move more slowly, have reduced defense and magic resistance, and make it so guarding does not reduce damage taken)
  • Light Manipulation, Life Manipulation (Life Steal), and Holy Manipulation (Can use Light Attacks, and Magic, such as Lightstrike and Nosferatu, which can also heal the user upon damaging the opponent)
  • Healing (via Healing Magic, such as Heal and Physic. This can heal up to Low-Mid damage, as Healing in Fire Emblem has been shown to be able to heal stab wounds through the torso)
  • Restricted Flight (All magic users can levitate off the ground)
  • Limited Telekinesis (All mage users can telekinetically move around small objects such as their tome)
  • Danmaku (Can rapidly cast a bunch of spells at once as demonstrated by Fire Emblem Warriors: Three Hopes - Mage Critical Rushes)
  • Summoning (Via Banshee Θ)
  • Black Hole Creation and Magic Resistance Negation (Via Luna Λ)
  • Forcefield Creation (Mages are shown capable of creating forcefields, as shown here and here)
  • Limited Power Nullification (Fodder mages are shown capable of dispelling seals)
  • Healing and Regeneration (via Recovery Items, Weapon Attributes and skills. This can heal up to Low-Mid damage, as Healing in Fire Emblem has been shown to be able to heal stab wounds through the torso)
  • Damage Boost (Via Critical Hits. Additionally, characters in Three Hopes can execute a Perfect Dodge, causing attacks to be critical for a short period of time. When landing certain attacks or when the enemy performs certain moves, Characters in Three Hopes can perceive an opponent's weak spot, aka Stun Gauge, and by whittling an opponent's Stun Gauge, they can eventually perform Critical Rushes, an incredibly powerful coup de grace attack. As access to Weapons, Magic, and Combat Arts that deal extra damage against certain types of enemies and force-field. Additionally, they have access to Combat Arts that possesses the trait “Guard Break”, which break an opponent’s guard. After filling the Warrior Gauge, characters in Three Hopes can eventually perform a Warrior Special, which deals a tremendous amount of damage in a large area)
  • Air Manipulation (Can perform air slashes, shockwaves, and cyclones that juggle enemies in the air with normal attacks and/or Combat Arts)
  • Durability Negation (Certain Combat Arts possesses the traits ‘Guard Pierce’, which causes damage even when the opponent is guarding, and ‘Cannot Guard’, which means enemies cannot guard against the strike)
  • Statistics Amplification, Transformation, and Immortality (Type 2) (via Awakening, which for Shez specifically transform them, strengthens their attacks, making the enemy's stun gauge appear at all times, and makes their HP unable to reach 0, which allows them to survive situations that would result in their death such as jumping off cliffs, being swarmed by enemies, etc...)
  • Death Manipulation (Combat Art Assassinate and Unique Action Ability Shadowflash grants the user a chance to instantly kill the enemy)
  • Afterimage Creation (Via Combat Art Astra)
  • Power Mimicry (Can learn different Combat Arts, and Spells just by observing an ally perform them)
  • Accelerated Development (Training/Battle/Leveling; Physical Statistics, Magic, Dexterity, Luck, Magic Resistance, Charm. Knowledge Gem and Experience Gem accelerates class and character's growth respectively)
  • Status Effect Inducement (Characters in Three Hopes can execute a Perfect Guard, which can stagger nearby enemies. When landing certain attacks, having certain skills or when the enemy performs certain moves, Characters in Three Hopes can perceive an opponent's weak spot, aka Stun Gauge, and by whittling an opponent's Stun Gauge, the enemy is left stunned, and unable to move temporarily)
  • Blessed (Their body houses the spirit of Arval, the creation of Epimenides. Even after killing Epimenides, and by extension Arval, Shez still retains the usage over their power)
  • Weapon Control (In Shez's C-Support with Sylvain they mention that their second sword appears in their hand when needed and disappears the moment they let it go. As shown in their battle against the Immaculate One, they can summon their sword ahead of themselves. They have eventually adapted their fighting style to involve throwing the sword without it immediately vanishing. Their second sword uses the same properties as the other sword they have equipped in their other hand, such as the Anti-Cavalry and Anti-Armor traits of a rapier or being a magic-focused sword such as the Levin Sword and Ridill)
  • Multiple Selves (Type 2), and Limited Telepathy (Has a telepathic bond with Arval due to them existing within Shez's mind)
  • Extrasensory Perception (Because Shez's dark magic is of the same variety as the Agarthans, they're able to feel its presence in someone. They use this ability on Scarlet Blaze to help Edelgard ferret out additional Agarthan spies masquerading as normal people and thus more effectively remove their influence from Adrestria, something Edelgard thought would be impossible to thoroughly do. In Azure Gleam, they can sense Myson's presence after their initial encounter with him. Likely due to their connections with Arval/Epimenides, Shez can notice when Byleth/Sothis manipulate and alter time with Divine Pulse, allowing for them to dodge Sothis-possessed Byleth's time-stopped attacks)
  • Teleportation (With Shadow Slide, Shez can instantly warp themselves and others seemingly without limits)
  • Dream Scying (Through their dreams, they can access Epimenides’ memories, thus allowing them to witness events from the past)
  • Instinctive Action (Via Anchor. Stated to let loose their power without thinking to avoid attacks in their Support with Byleth, which is what likely help them to avoid that one point-blank time stopped attack from a serious Sothis-possessed Byleth, who utilize Divine Pulse to change a missed thrust attack into a slash while Shez was still in the dodging motion from the thrust attack)
  • Empowerment, Statistics Reduction, and Statistics Amplification (Through certain skills, Weapon Attributes, actions, combat arts and/or eqippable items, can increase their Strength, Magic, Dexterity/Skill, Speed, Movement, Magic Resistance, Defense, Luck, Charm, Recovery Effect and Range, both conditionally, and passively. Additionally, Shez can also decrease the statistics of their enemies via moves like Ward Arrow and Drill Arrow. When characters are awakened, defeating enemies will grant you bonuses depending on how many you defeat. These bonuses include increased experience points for levels, increased drop rate, and enhanced attributes for dropped weapons)
  • Probability Manipulation (Though eqippable items, and/or weapon attributes, can increase the probability of certain actions happening, increase the change of triggering Crest effects, reduce cooldowns, increase crit hit chance and increase invincibility window when dodging)

Weaknesses

Using Combat Arts, and Magic Spells uses up more weapon durability. There is a difference between basic magic attacks, and magic spells. Basic magic attacks do not use up weapon durability, while magic spells do. Using a Hero's Relic can be taxing on the wielder, wearing away at their soul, and a result of over-usage, can risk the chance of the user transforming into a Demonic Beast. Though, the latter typically only happens after an entire lifetime of usage, or if the user doesn't have a Crest, or to a much lesser extent, an incompatible Crest. In contrast to Arval/Epimenides, Shez's Awakening is a power boost that, like every other character in Fire Emblem Warriors: Three Hopes, appears to be transitory unless coupled with certain skills to make it lasts longer. Characters will also be able to access the Warrior Special during the Awakened state without the need to fill the warrior gauge up. However, using it will end the Awakened state prematurely.

Ranked #10 of 160 in Fire Emblem by strength.

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Compare Shez with another character · Shez on the VS Battles Wiki