Hey, I’m Zathong and this guide is about Shinon Build in Fire Emblem Heroes (FEH).
Best Shinon build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Shinon build for the meta. Learn more about Shinon’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Shinon Builds
: Double Bow | A : Atk/Def Solo 4 |
: Swap | B : Null Follow-Up 3 |
: Sol | C : Time’s Pulse 3 |
S : Spd/Res Solo 3 |
Recommended IVs
- +Spd/-Res
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 297/814 |
Atk | 38 | Rank: 81/814 |
Spd | 42 | Rank: 4/814 |
Def | 27 | Rank: 338/814 |
Res | 24 | Rank: 397/814 |
Roles
- Ranged Physical
- Effective Weapon
- Exclusive Skill
- All-Range Counter
Counters & Teammates
Counters
These picks are strong against Shinon in game.
Teammates
These picks are good against Shinon in game.
Gameplay
Skills
These are all skill for Shinon: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Def Solo 1 | If unit is not adjacent to an ally, grants Atk/Def+2 during combat. | 5★ |
Atk/Def Solo 2 | If unit is not adjacent to an ally, grants Atk/Def+4 during combat. | 5★ |
Atk/Def Solo 3 | If unit is not adjacent to an ally, grants Atk/Def+6 during combat. | 5★ |
Atk/Def Solo 4 | If unit is not adjacent to an ally, grants Atk/Def +7 during combat. | 5★ |
Lull Atk/Spd 1 | Inflicts Atk/Spd-1 on foe and neutralizes foe’s bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. | 5★ |
Lull Atk/Spd 2 | Inflicts Atk/Spd-2 on foe and neutralizes foe’s bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. | 5★ |
Lull Atk/Spd 3 | Inflicts Atk/Spd-3 on foe and neutralizes foe’s bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. | 5★ |
Time’s Pulse 1 | At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
Time’s Pulse 2 | At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
Time’s Pulse 3 | At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Glimmer | (Cooldown Count = 2) Boosts damage dealt by 50%. | 5★ |
Deadeye | (Cooldown Count = 3) Doubles damage dealt. Disables non-Special skills that “reduce damage by X%.” | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Bow | 4 | 2 | Effective against flying units. | 5★ |
Steel Bow | 6 | 2 | Effective against flying units. | 5★ |
Silver Bow | 9 | 2 | Effective against flying units. | 5★ |
Double Bow | 14 | 2 | Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe’s range. | 5★ |
Read more: Fire Emblem Heroes Build