“ | You clearly need every blade you can find and my pockets have been feeling awfully light lately. What do you say? | „ |
~ Shez |
Shez is a character from the video game series, Fire Emblem. Shez debuts in Fire Emblem Warriors: Three Hopes.
Fanon Wiki Ideas So Far[]
Battle Royales[]
- Fire Emblem Main Avatar Battle Royale (Completed)
Battle Record[]
WARNING: The following tab will reveal the numbers of wins and losses for the following character. Read at your own risk.
Battle Record
- Wins: 0
- Losses: 1
- Draws: 0
Possible Opponents[]
History[]
Shez was born in a remote mountain village in Leicester, within Ordelia territory. Their biological parents died when Shez was too young to remember them, and Shez was subsequently adopted by a woman who raised them to maturity before she passed away as well. Shez turned to a career in mercenary work, eventually entering the service of Captain Berling.
Shez and Berling's Mercenaries would come in contact with Jeralt's Mercenaries and Byleth, The Ashen Demon. These two companies would battle, which would lead to the death of everyone in Berling's Mercenaries save Shez. They would barely survive their encounter with Byleth due to intervention from a mysterious being named Arval, who would grant Shez new power. Byleth would still overpower Shez regardless and Jeralt's Mercenaries would continue to their next assignment.
For the next 6 months, Shez would wander the land trying to become stronger, nearly dying multiple times. Until one day, Shez would have a chance encounter with Edelgard, Claude, and Dimitri who were under pursuit by bandits under a man named Kostas. Shez would help the House Leaders to defeat these bandits, and would return with them to camp.
This would lead to Shez putting their pursuit of Jeralt's Mercenaries and The Ashen Demon on hold to attend Garreg Mach Monestary for several months before they had to deploy to either The Empire, Kingdom, or Alliance for a mission. These events would lead to the closure of The Officer's Academy and Shez becoming a commander of the army with which they are allied.
Weapons/Equipment[]
Killing Edge: A curved blade with a high crit rate
Brave Sword: A sword that allows Shez to strike faster than normal
Crimson Blade: Shez's personal sword made with Agarthan technology. They can summon it to their hand at any time, at it disappears when they let go of it.
Surfer's Spire: A light wooden sword that allows Shez to attack faster than normal, deals additional damage = 20% of speed, and allows them hit and run techniques.
Surfer's Spade: A light wooden lance that allows Shez to attack faster than normal, deals additional damage = 20% of speed, and allows them hit and run techniques.
Mercurius: A legendary sword of great might used in The Battle of The Eagle and Lion.
Gravidus: A legendary spear of great might sued in The Battle of The Eagle and Lion
Hauteclere: A legendary axe of great might used in The Battle of The Eagle and Lion.
Crimson War Axe: An axe that increases Attack Power and Speed, as well as reduces damage
Parthia: A legendary bow of great might used in The Battle of The Eagle and Lion.
Dragon Claws: Gauntlets said to have slain a legendary beast. Effective against dragons. Attack twice if initiating combat.
Scholar's Tome: A mighty tome said to have been penned by pioneers of magic using secret techniques
Hexlock Shield: Increases Def+4 and Res+8
Elixir: Restores a large amount of health
Magic[]
Light Magic:
Heal: Basic light magic. Heals surrounding allies.
Physic: Intermediate light magic. Heals allies across a wide area.
Nosferatu: Basic light magic. Absorb a portion of inflicted damage as HP. Might: Small++
Aura: Advanced light attack magic. Assail foes with a column of light. Might: Large++
Dark Magic: Inflicts Spellbound Status (Spellbound units move slowly, have reduced Def/Res, and cannot prevent damage)
Mire B: Basic dark magic that lingers post casting. Might: Small++
Banshee: Intermediate dark magic. Might: Medium++
Luna: Intermediate dark magic. Ignores enemy Res. Might: Medium++
Dark Spikes T: Advanced Dark Magic. Effective vs Cavalry. Might: Large++
Ice Magic:
Blizzard: Basic ice magic. Might: Small++
Combat Arts[]
Swords:
Swift Slice: Strikes a wide area in front of Shez with a series of slashes. Damage dealt increases with Spd. Massive Damage and effective against all foes.
Flash Strike: Unleashes a single, powerful slash. Might: Large++
Grounder: Strikes with a trio of slashes. Effective vs Flying. Might: Small++
Shadowblade: Lash at foes with a dark magic-based sword attack. Damage dealt is based on magic. Might: Small++
Firesweep: Generates a cylcone of fire in front of Shez. Might: Medium++
Windsweep: Generates a cyclone of wind in front of Shez. Effective vs Flying. Might: Medium++
Assassinate: Slash while charging forward for large damage. Has a chance to instantly kill non-commander units.
Mortal Struggle: Reduces Shez's defense temporarily to strike at weak points.
Astra: Perform a series of five slashes while moving swiftly. Might: Large++
Sword Dance: Slash while charging forward three times. Might: Medium++
Haze Slice: Strike a wide area ahead with a series of slashes. Might: Large++
Electric Grounder: Strike with a trio of lightning-charged slashes. Deals damage based on Mag. Might: Medium++
Wrath Strike: A powerful sword attack. Might: Small++
Lances:
Earthsplitter: Jumps high in the air, then slams down to the ground with a lance thrust. Might: Small++
Knightkneeler: A powerful lance thrust. Effective vs Cavalry. Might: Large++
Wheelsweep: Strike a wide area with a sweeping attack that also produces a shockwave. Might: Medium++
Stormblade: Whip up a storm that ravages the surrounding area with blades of wind. Effective vs Flying. Might: Medium++
Frozen Lance: Launch columns of ice at foes. Damage dealt will increase with Mag. Might: Small++
Tempest Lance: Conjure up a whirlwind with an overhead spin of the lance. Effective vs Flying. Might: Medium++
Lance Jab: Perform a thrusting attack that often yields critical hits. Damage dealt will increase with Spd. Might: Medium++
Dark Lance: send dark hexes flying at foes. Damage dealt will increases with Mag. Might: Small++
Titanic Might: Temporarily increases Str.
Lightstrike: Absorb a portion of inflicted damage as HP. Damage dealt will increase with Mag. Might: Small++
Airshaker: Perform a powerful thrust that produces a shockwave. Might: Medium++
Axes:
Returning Axe: Strike a wide area with a hurl of the axe. Might: Small++
Swinging Fury: Perform a consecutive series of axe swings. Might: Medium++
Smash: Pummel a wide area ahead. Often yields critical hits. Might: Medium++
Lightning Axe: Hurl a lightning-charged axe. Deals damage based on Mag. Might: Small++
Spike: Launches the foes ahead into the air, then swat them away with a swing of the axe. Might: Medium++
Wild Abandon: Rip through foes with axe swings. Might: Medium++
War Strike: Bring an axe down so fiercely it sunders the ground and sends enemies flying into the air. Effective against all foes. Might: Large++
Crush: Smash the ground and generate pillars of ice. Might: Medium++
Armored Strike: Hit foes hard with a single, powerful axe blow. Damage dealt will increase with Def. Might: Large++
Helm Splitter: Smash the foes ahead with a powerful overhead strike. Effective vs Armored. Might: Large++
Bows:
Tracking Shot: Send a series of arrows towards a target. Effective vs Flying. Might: Small++
Drill Arrow: Skewer foes with a blinding fast arrow that temporarily reduces their Def. Effective vs Armored and Flying. Might: Medium++
Point Blank Volley: Attack a wide forward area with three consecutive shots. Effective vs Flying. Might: Small++
Curved Shot: unleash a volley of arrows that travels in a straight line. Effective vs Flying. Might: Small++
Spiral Shot: Loose arrows at a wide surrounding area. Effective vs Flying. Might: Medium++
Thunderbolt: Fire a barrage of electrified arrows. Effective vs Flying. Might: Medium++
Tornado Shot: Conjure a cyclone that launches enemies into the air. Effective vs Flying. Might: Medium++
Hunter's Volley: Attack enemies launched into the air with three consecutive shots. Often yields critical hits. Effective vs Flying. Might: Small++
Ward Arrow: Attack enemies launched into the air with three consecutive shots that temporarily reduce their Mag. Effective vs Flying. Might: Medium++
Precision Volley: perform a long-distance attack that hits multiple times. Deals damage based on Dex. Effective vs Flying. Might: Large++
Gauntlets:
Rushing Blow: Charge forward with fists flying. Might: Small++
Dual Devastators: Pummel the enemy with both fists. Technique to expose enemy weak points. Might: Medium++
Battle Trance: Temporarily makes it easier to fill the Warrior and Awakening Gauges.
Bombard: Pummel the enemy with both fists. Often yields critical hits. Might: Medium++
Mystic Blow: Temporarily deals damage based on Mag. Might: Small++
Lightning Fist: Launch foes into the air with an electrified puch, then create a shockwave on landing that sends them flying. Effective vs Armored. Might: Medium++
Fierce Iron Fist: Strike down foes from midair. Damage dealt will increase with Spd. Might: Large++
Flamewhorl Kick: Generate a fiery cyclone in front of unit that launches enemies into the air. Might: Medium++
Mighty Blow: Channel force into a perfectly executed punch. Might: Large++
Abilities[]
Shadowflash: Allows Shez to disappear into dark magic, fly across the battlefield, and then reappear and continue fighting
Shadow Slide: Allows Shez to instantly teleport to an ally stronghold
The Creation: A skill earned from mastering Shez's Asura class. If Shez has one Warrior Gauge full, they become immune to being knocked back.
Shez can materialize/dematerialize a special blade into their hand at will.
Mortal Coil: When HP is at 60% or above: increase the Warrior Gauge fill rate.
Swift Awakening: Increases the amount that successful attacks fill the Awakening Gauge.
Axe Buster: Increases damage to foes wielding axes by 100%
Renewal: Heals Shez a slight amount of HP at regular intervals
Death Blow: Gives Shez more time to expose weak spots
True Awakening: Extends the duration of Awakenings
Rejuvenation: Restores HP after successful attacks
Renewed Carnage: Gradually restores the Warrior Gauge
Pact: Greatly increases the Warrior Gauge fill rate, but also increases the damage the unit sustains.
Dual Wielder's Ploy: Increases the range of some of Shez's attacks.
Impossible Feat: When HP is at 25% or above: greatly increases damage dealt to foes, but attacking also causes Shez to sustain damage for a period of time.
Essence of Darkness: Amplifies dark based attacks to create a more powerful version of that attack.
Backbone: Passively reduces Shez's chance to get knocked back
Vantage: When HP is 50% or below: Perfect Guards restore a small amount of the Warrior/Awakening Gauges
Tableturner: Extends the period of time that Shez can score critical hits after a Perfect Dodge
When HP is at 50% or below: Shez's powerful attacks have a change to expose weak points
Miracle: Allows Shez to survive lethal blows
Lifeforce: Greatly increases damage dealt by magic/combat arts, but Shez sustains damage in proportion to Might of those abilities
Apex Sword: Increase critical damage when equipped with a sword
Critical Boost: Makes it easier for Shez to land critical hits
Aegis: Grants a chance of nullifying damage from magic/projectiles
Defiant Str: When HP is at 25% or below, grants Str+20
Wrath: When HP is at 50% or below: greatly increases damage dealt by critical rushes
Fiendish Blow: Increases the power of elemental effects
Muster: Temporarily increases all stats by 10 after a successful Perfect Dodge
Quick Riposte: When HP is at 50% or below: enemies sustain damage proportional to damage they inflict.
Sword/Lance/Bow/Axe/Brawling/Reason Prowess 3: Increases damage dealt by 30% when using the correlated weapon type
Magic Attack Range+: Extends the range of magical attacks.
Feats[]
Max speed is at least Mach 66, as per Guts vs Dimitri analysis. They are faster than Dimitri, but not by a significant amount.
Quick enough to react to Divine Pulse
Killed Solon, Cleobulus (Cornelia), and Thales, putting Those Who Slither in the Dark to rout.
Killed The Ashen Demon when they were fused with Sothis
Defeated The Immaculate One
Defeated Epimenides and escaped Zaharas
Helped drive back the armies of The Empire, Kingdom, Alliance, Sreng and Almyra
Defeated Edelgard, Claude, and Dimitri in a 3v1
Defeated a dark version of themselves in Zaharas
Is strong enough to break weapons with their unique sword. (Broke Jeralt's steel lance and Byleth's Knight Captain's Sword)