Community Posts with Keyword Shigure All

Table of Contents

Tier Rating

Analysis by SirOxorsid
Shigure - Uplifting Artist


Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 33
SPD 37
DEF 27
RES 25

Stat Variations

Level 1 Stat Variation
Low 17 6 8 4 7
Middle 18 7 9 5 8
High 19 8 10 6 9

Level 40 Stat Variations
Low 36 30 34 23 22
Middle 40 33 37 27 25
High 43 36 40 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.

Shigure would love to take his already great Speed even further with a boon to ensure he doubles as many units as possible. An Attack boon is always nice as well, but as Shigure already has a workable Attack stat (especially when compared to some of his flying lance peers), Speed should be prioritized. Defense can be a decent boon if working with an Enemy Phase oriented build.


  • +ATK: More Attack means more damage output, and Shigure will certainly appreciate it.

  • +SPD: Easily Shigure’s best boon. One should capitalize on Shigure’s incredible Speed, as he has the potential to avoid follow up attacks from even some of the speediest sword units and double many units himself.


  • HP: HP is a superbane, and as Shigure would rather not compromise his overall physical bulk, it is preferred to not take an HP bane.

  • DEF: Should not be dropped for similar reasons as HP. Defense is also a superbane and should be kept neutral if possible.


  • -RES: As Shigure generally won’t be used for tanking magic hits, Resistance is the preferred choice of bane as it will affect him the least overall.

Skill Sets

Soaring Singer (Offensive)

Harmonic Lance+ (+Spd) A Swift Sparrow 2
Alternate: Fury 3
Alternate: Swap
B Desperation 3
Alternate: Swordbreaker 3
Alternate: Luna
C Spd Smoke 3
Alternate: Ward Fliers
SP1545SSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or ATK / -RES

  • Weapon: Harmonic Lance+ (+Spd)

  • Assist: Reposition / Swap / Ardent Sacrifice

  • Special: Moonbow / Luna

  • Passive A: Swift Sparrow / Fury / Life and Death / Brazen Atk/Spd

  • Passive B: Desperation / Swordbreaker

  • Passive C: Spd Smoke / Goad Fliers / Ward Fliers / Guidance / Flexible

  • Sacred Seal: Speed +3 / Quickened Pulse / Guidance

Shigure makes great use of his new lance, allowing him to run a very effective offensive build.

Speed is the preferred choice of boon to ensure Shigure doubles as many units as possible while helping him avoid double attacks himself, although Attack is decent as well.

The Harmonic Lance is a wonderful weapon, providing the same effect as the Wo Dao. When combined with his Special, Shigure will be able to deal significant amount of damage. A Speed refine is taken to help Shigure double as many enemy units as possible.

Reposition is a great assist skill that allows for great map control, with Swap being a decent alternative. Ardent Sacrifice is a decent choice as well that will put a neutral Shigure with a weapon refine into Brazen Atk/Spd range, but it won’t be enough to put him into Desperation range unless he is -HP.

Moonbow is the preferred choice of Special, synergizing well with Harmonic Lance due to its low cooldown. Luna is a decent option as well, and whether more damage or more consistent Special activations are desired is up to user preference. It should be noted that Luna can be activated in a single combat if paired with the Quickened Pulse seal.

There are a plethora of options available for the A slot. Swift Sparrow is a solid option, giving Shigure more firepower and speed when on the offensive. The more commonly available Fury is also great as well, as it works on both phases and will help Shigure reach Desperation range with the self-chip damage. Life and Death is a decent choice as well, although it should be noted that Shigure has decent bulk that he’d love to keep if possible. Brazen Atk/Spd is another great albeit much more expensive option, synergizing very well with Desperation at the the cost of being slightly more difficult to activate.

Shigure can make great use of Desperation given his great Speed, and generally won’t have too much of an issue entering Desperation range as he won’t often be eliminated in one round. Shigure will probably still have issues doubling the speedier sword units such as Mia and Ayra, so Swordbreaker can be taken to good effect as well.

Shigure can make good use of Spd Smoke, allowing him to nearly guarantee double attacks on units that get affected by it. However, if being run on a flier team, a simple team boosting skill such as Goad Fliers or his default Ward Fliers can work well too. Guidance is a wonderful skill if Shigure is being used on a mixed team, especially if he is paired with an armored unit.

A simple Speed seal goes a long way in helping guarantee Shigure doubles all units he attacks. Quickened Pulse can work well too, allowing Shigure to potentially proc Luna on his first initiation, provided he doubles the enemy. Guidance can be a great choice of seal if it wasn’t taken as a C slot, although it is generally preferred as a C slot so Shigure can run a seal that directly benefits himself.

Sweeping Singer (Firesweep)

Firesweep Lance+ A Swift Sparrow 2
Alternate: Life and Death 3
Alternate: Swap
B Chill Spd 3
Alternate: Swordbreaker 3
Alternate: Moonbow
C Goad Fliers
SP1995SSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or ATK / -RES

  • Weapon: Firesweep Lance+

  • Assist: Reposition / Swap

  • Special: Luna / Moonbow

  • Passive A: Swift Sparrow / Life and Death

  • Passive B: Chill Speed / Swordbreaker / Hit and Run / Drag Back

  • Passive C: Goad Fliers / Spd Smoke / Ward Fliers / Flexible

  • Sacred Seal: Speed +3 / Attack +3 / Quickened Pulse

With his amazing Speed, Shigure rivals Tana and Cordelia as a very solid user of the Firesweep Lance.

Speed is without a doubt Shigure’s best choice of boon, as every point of Speed matters in a Firesweep set. Attack is appreciated as well though.

The Firesweep Lance works wonderfully on Shigure. With 2 more base Speed than Cordelia and 1 more base Speed than Tana at the cost of 1 and 2 less Attack respectively, Shigure might be considered a marginally better Firesweep Lance user as Speed is generally more important than 1 or 2 Attack. However, he cannot run Heavy Blade seal as easily. Shigure will be able to double attack most units he initiates on without fear of retaliation.

Moonbow and Luna are interchangeable; as Shigure won’t be activating Moonbow on his first initiation unless he is running Quickened Pulse, Luna can be taken for slightly extra damage.

Swift Sparrow is a premium choice of A slot that doesn’t compromise Shigure’s bulk in the event he is forced to take a hit, but Life and Death is a much more commonly available choice that can be run to great effect as well.

Chill Speed is taken to debuff the fastest enemy unit, significantly improving Shigure’s chances of being able to double any unit he attacks. Swordbreaker is a much more available choice that is very decent as well, allowing Shigure to guarantee double attacks on those pesky fast sword units. Hit and Run or Drag Back can be taken too to help get Shigure back to safety range after engaging an enemy.

Spd Smoke will work great if Shigure is paired with a Dancer or Singer in order to engage multiple enemies in a turn, allowing him to practically guarantee a double on nearly all units. However, if already running Chill Spd, one may find Spd Smoke to be a bit redundant, and a simple team boosting skill such as Goad or Ward Fliers works great as well.

A Speed seal works great to help Shigure guarantee he double attacks the enemy. As the Firesweep Lance is non-refinable for a Speed boost, one will definitely want to take as many points of Speed as they can if Shigure’s boon is not SPD. However, with the combination of an A slot, IVs, and buffs, one may find that Shigure’s Speed is already high enough, and Attack +3 can be taken to improve Shigure’s damage output. Quickened Pulse can be taken too to allow Shigure to activate Moonbow on his first combat, helping him secure a few KOs.

Patient Singer (Enemy Phase)

Harmonic Lance+ (+Def) A Atk/Def Bond 3
Alternate: Darting Stance 3
Alternate: Swap
B Quick Riposte 3
Alternate: Vantage 3
Alternate: Moonbow
C Atk Smoke 3
Alternate: Threaten Atk 3
SP1605SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +SPD or ATK or +DEF / -RES

  • Weapon: Harmonic Lance+ (+Def/+Spd) / Tannenboom! (+Def/+Spd)

  • Assist: Reposition / Swap

  • Special: Bonfire / Moonbow

  • Passive A: Atk/Def Bond / Atk/Spd Bond / Fury / Darting Stance

  • Passive B: Quick Riposte / Flier Formation / Vantage

  • Passive C: Atk Smoke / Goad Fliers / Threaten Atk / Flexible

  • Sacred Seal: Quickened Pulse / Close Def

Although being an offensive powerhouse may be his forte, Shigure can work pretty decently as an Enemy Phase unit. Unlike Subaki who has great Defense but pitiful Attack, Shigure has decent Defense and very workable Attack, allowing him to work as a somewhat tanky unit that can also deal heavy Special damage.

Speed, Attack, and Defense are all solid choices for boons, and Shigure’s IVs should play somewhat of an influence over what skills he will use.

Shigure’s default Harmonic Lance should be taken over Slaying Lance as the +10 extra damage is significant and should not be overlooked. Tannenboom! Is another solid but very expensive option that synergizes well with running Shigure as an Enemy Phase unit, but is by no means necessary. A Def or Spd forge should be taken. One might want to consider Shigure’s IVs when deciding which stat to boost. E.g. if Shigure has a Speed IV, then a Def forge might be preferred and vice-versa.

As Shigure will very easily reach over 30 Defense with this build, Bonfire is a great choice of Special that will deal very solid damage, especially when combined with Harmonic Lance. Moonbow can be taken too if faster Special procs are more valued by the player.

A Bond skill such as Atk/Def Bond or Atk/Spd Bond is preferred. Either one will work quite well, and is ultimately up to the player to decide if Shigure’s Speed is already enough. As Shigure will likely be run in a flier team where he may be receiving buffs, this should be taken into consideration when deciding which skill to take. Fury is a decent budget choice as well, and his default Darting Stance works decently enough too.

Quick Riposte can be taken as the B slot to guarantee Shigure doubles any unit that attacks into him. Depending on his skills and IVs, Quick Riposte might be overkill and unnecessary, and a team-oriented skill such as Flier Formation will work decently as well. Vantage is a very commonly available skill that can be effective as well. However, one should take into account that it may possibly mess up the order of Shigure’s Special activation.

Atk Smoke can be taken to minimize the damage Shigure takes in a turn, allowing him to potentially tank hits from multiple enemies at once. However, it is by no means a necessary skill, and a regular team boosting skill such as Goad Fliers or a simple Threaten skill can be taken just as well.

Quickened Pulse works great when paired with Bonfire, allowing Shigure to deal massive damage when he is first initiated on when combined with the Harmonic Lance. Close Defense can be taken as well to both improve his bulk and increase the amount of damage Bonfire will deal.


Shigure makes his appearance once more in Heroes, this time as his original lance-wielding Sky Knight class. Having the highest Speed of any lance unit in the game as well as having a very serviceable Attack stat, Shigure is capable of being a very powerful offensive unit. The introduction of the new Wo Dao-style lance Harmonic Lance means not only great things for Shigure, but for other lance units who suffer from low Attack as well.

One will quickly take note of his great 33/37 offensive stats, allowing him to rival both Tana and Cordelia as meta Firesweep Lance users. Although he will have a more difficult time activating Heavy Blade when compared to Cordelia, one can argue Shigure may actually be the preferred choice of unit for a sweep build due to the importance of the Speed stat in such a build.

Despite being suggested to be an offensive Player Phase unit, Shigure can actually work as a decent Enemy Phase unit as well due to having workable physical bulk. Although unable to run Steady/Warding Breath due to being a flier, The Harmonic Lance has created options for allowing for a very respectable Special activation.

Shigure is certainly a somewhat versatile unit, and he can easily find a place in both flier teams and mixed team compositions alike.


Great Speed

Shigure has one of the highest base Speed values for lance units, sitting at a pretty 37. When combined with the right skills and team support, Shigure manages to reach very high speeds that can potentially allow him to double even common fast sword units.

Good Attack

Unlike other Speedy lance units that suffer from terrible Attack, Shigure’s Attack stat of 33 is quite decent. When combined with a Special proc and the extra damage from Harmonic Lance, Shigure can definitely reach very respectable levels of damage output.

Flier Unit

Being a flying unit, Shigure both has great mobility and access to Hone Fliers buffs, allowing him to reach crazy offensive stats. The benefits of being a flier greatly outweigh the cons (i.e. being weak to archers).


Lowish Res

Shigure has enough Speed and magical bulk to ensure that he will usually not fall in a single round to most mages that aren’t running Lancebreaker, and the chances of him being doubled by any dragon unit is practically nonexistent. However, his Resistance is on the lower side, and he will suffer significant damage either way.


Shigure will most definitely fall to any archer with decent Attack, although this is a weakness common to nearly all fliers unit, not just him.

Weapon Skills

Weapons SP Rng. Mt.
Steel Lance
Lance Users Only
100 1 8
Harmonic LanceDeals +10 damage when Special triggers.
Learns by default at 4 ★
Lance Users Only
200 1 9
Harmonic Lance+Deals +10 damage when Special triggers.
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 13
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
DaylightRestores HP = 30% of damage dealt.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
NoontimeRestores HP = 30% of damage dealt.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Darting Stance 1Grants Spd+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Darting Stance 2Grants Spd+4 during combat when this unit is attacked
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Darting Stance 3Grants Spd+6 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Spur Res 2Grants adjacent allies Res+3 during combat
Inheritable by all units.
Ward FliersGrants flying allies within 2 spaces Def/Res+4 during combat. Requires Spur Def 2 or Spur Res 2.
Only inheritable by flier units.
Unlocks at 4 ★

Other Info

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