Shez

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==Summary==
Shez is the main protagonist of Fire Emblem Warriors: Three Hopes. He/she is a mercenary who were members of Captain Berling's Mercenaries before their captain and comrades were wiped out in a battle with a rival mercenary company led by Jeralt and the infamous Ashen Demon, leaving Shez as the only survivor. Six months later, while on their way to seek revenge against the Jeralt’s Mercenaries for their defeat, Shez rescues and meets the three house leaders, Edelgard von Hresvelg, Dimitri Alexandre Blaiddyd, and Claude von Riegan, and they are appointed as students in the Officers Academy. They are also assisted by a mysterious entity known as Arval.
==Powers and Stats==
Tier: At least , higher with Agarthan Blade, far higher with Awakening | At most , higher with Agarthan Blade, far higher with Awakening | , higher with Agarthan Blade, far higher with Awakening
Key: Academy Phase | War Phase (Part I) | War Phase (Part II)
Name: Shez, Mysterious Mercenary, Partner in Destiny (by Arval)
Origin: Fire Emblem Warriors: Three Hopes
Gender: Male or Female
Age: Approximately 17-19 (Academy Phase), Approximately 19-21 (War Phase)
Classification: Human, Mercenary, Vessel of Arval/Epimenides, Fluegel | Same as before | Asura
Powers and Abilities:
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|-|Abilities= 
|-|Resistance(s)=
*Magic (The higher the Magic Resistance stat of someone is, the higher their resistance to magic and the effects of it. Due to being attuned to its flow, magic users have high resistance to magic)
*Temperature Manipulation (Can withstand the temperatures of Ailell, the Valley of Torment, a volcanic region with large lava lakes. Can traverse lava, albeit while taking small amounts of damage)
*Death Manipulation (Is unaffected by instant death effects from skills such as Assasinate due to being a Commander Unit, who are unaffected by such effects)
* Knockback (Can reduce the effectiveness of Knockbacks via skills like Backbone and The Creation)
*Status Effect Inducement (The Weapon Attribute "Immune Status", which is found on the Ochain Shield, can nullify all status effects)
*Possession (Fought back against Arval/Epimenides's possession long enough for Byleth to flee)
*Unconventional Resistance to Soul Manipulation (Should scale to other characters from Fodlan, who were able to survive having their souls destroyed by Eitri, albeit leaving them as husks of their former selves)
|-|With Optional Equipment=
*With Dragon Sign
**Explosion Manipulation, Electricity Manipulation and Light Manipulation with Heroes Relics (Can create large fiery explosions as well as glow very intensively. Additionally, they emit red electricity that can electrocute those cut by a relic)
**Limited Transmutation (If someone tries to use one of their Heroes' Relics (with the exception of the Sword of the Creator, due to it not having a Crest Stone) without a Crest, they will be turned into a Demonic Beast)
**Resistance to Transmutation and Life Manipulation (Due to possessing Dragon Signs, they can safely use Heroes' Relics without risk of turning into a Demonic Beast or taking damage while using any Relic. They are also far less likely to be transformed into a Demonic Beast even if their Dragon Sign is incompatible with the Relic)
**Resistance to Disease Manipulation (Those that have been granted the power of a Crest are cured of any diseases they have, even if it's terminal and while Shez does not have a Crest, they are in possession of Dragon Signs, which stimulate the power of a Crest)
*Durability Negation (Via Areadbhar)
*Damage Boost (Via Asclepius)
*Probability Manipulation (Via Athame)
*Magic (Via Ridill)
*Regeneration (Low-Mid. via Seiros Sword, Seiros Shield and Asclepius. 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)
*Magma Manipulation (Strong attacks with Luin periodically trigger Bolganone)
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Attack Potency: At least Town levelAcademy Phase Shez scales higher than 15.64 Kilotons, and their awakened state can hold their own against characters that could stomp and kill their base form (Capable of defeating the entirety of the Black Eagles, Blue Lions and Golden Deer single-handedly, cutting them down like "ripe wheat" as Hubert describes it, including the house leaders), higher with Agarthan Blade, far higher with Awakening (Stronger than Base, allowing Shez to hold their own against Byleth, who had easily defeated them prior and would have kill them if not for Arval's power, long enough for the Jeralt's Mercenaries to complete their job and fall back) | At most Multi-Continental levelWar Phase (Part I) Shez downscales from 5.6 Exatons, and their awakened state should provide a better amp than previously due to having a much better handle on it (Byleth noted that they are more capable than they expected, although it was noted by Arval that they were holding back. In Golden Wildfire, Arval states that no one in the Alliance Army except Shez stands a chance against Three Hopes Base Byleth, which would include Holst,Proven to be true since Holst can fight evenly against Count Bergliez, who could fight against Three Hopes Byleth but was beaten back and forced to retreat who is consistently referred to as the strongest warrior in the Leicester Alliance, making him superior to even Heroes' Relics usersAccording to Sylvain, a Hero's Relic can take down hundreds or even thousands of soldiers, who can harm other soldiers capable of withstanding Meteor, in a single swing. Additionally, Heroes' Relics, although stated to be notably weaker than the Sword of the Creator, are capable of harming the Immaculate One, who can withstand attacks from the SoTC when wielded by Sothis-Fused Byleth such as Claude and Hilda, the former of whom stating that he would flee at the sight of Holst if he ever faced him in "true combat". Even Holst himself admitted that he would be in for a world of trouble if he held anything back in a fight against Shez), higher with Agarthan Blade, far higher with Awakening (Stronger than Base. Is stated to have a much better handle over their power than previously. Overpowered a weakened Byleth and would have kill them if it wasn’t for Sothis’ intervention) | Multi-Continental levelWar Phase (Part II) Shez scales to 5.6 Exatons, and their awakened state can easily stomp characters that are comparable to their base form (In Scarlet Blaze, Edelgard has complete confidence in Shez's ability to fight against Holst in place of Count Bergaliez. Is stated to be easily on par with Sothis-Fused BylethSothis-possessed Byleth is strong enough to have previously knock War Phase (Part I) Shez out of their Awakening with one punch and could easily hold their own against them), higher with Agarthan Blade (Shown to be stronger than regular weapons, as demonstrated when Jeralt could block their attack when using their Brave Sword but couldn’t when Shez utilizes their Agarthan sword as it easily slices through the Blade Breaker’s lance. After defeating Epimenides, Arval looks to had enhanced their blade before disappearing, making it likely stronger than before), far higher with Awakening (Stronger than Base, allowing Shez to effortlessly shatter obstacles that could block their strikes in base such as Epimenides’s magic shield and Sothis-possessed Byleth’s Knight-Captain's Sword before proceeding to slay both of them. Could stagger the Immaculate One when she was charging a breath attack, something which Three Hopes Claude w/ Failnaught could not do)
Speed: SubsonicScales to baseline Subsonic tier, Mach 0.1 travel speed (Not much slower than horse-mounted units. Scales to characters that can leave afterimages through sheer speed. Comparable to Caspar, who is stated to be faster than Rapheal, who can run from Garreg Monastery to Fodlan's Throat in less than a day, and Fodlan has a surface area equivalent to 2/3rds of the surface area of Europe), FTL combat speedShez scales to 3.9c (Can keep up with Demonic Beasts, who can keep up with the Immaculate One) with higher attack speed with Brave Weapons (Allows Shez to attack double the numbers of times they normally would), higher travel speed with Shadowflash (A speedy dash that lets Shez travel so quickly they're only visible as a purple ball of light)
Lifting Strength: Class KShez scales to 101.48 Metric Tons (Comparable to Raphael, who can crush a giant rock with his hands)
Striking Strength: At least Town level, higher with Agarthan Blade, far higher with Awakening | At most Multi-Continental level, higher with Agarthan Blade, far higher with Awakening | Multi-Continental level, higher with Agarthan Blade, far higher with Awakening
Durability: At least Town level (Capable of easily withstanding strikes from Pre-Timeskip characters that can injure those who can withstand Meteor, such as Caspar, who compares fighting Shez to "fighting a brick wall"), higher with Agarthan Blade | At most Multi-Continental level (Can withstand attacks from characters wielding Heroes' Relics), higher with Agarthan Blade | Multi-Continental level (Can withstand attacks from Sothis-possessed Byleth), higher with Agarthan Blade
Stamina: Superhuman (Same as Byleth, they are noted to have a big appetite, though they can also go for days without eating anything. Should be immensely superior to Hubert, who, as a ten-year-old, was able to flee and fight off his father's soldiers for three days. Shez's support with Caspar establishes a friendly rivalry between them as they both train to outdo the other, training and sparring together while earning mutual respect for the other's determination to get better. It culminates in Shez asking for a spar with Caspar's father, to which Caspar offers some salient advice before Shez is subjected to Count Bergliez's Training from Hell. After that, Shez has a renewed appreciation for Caspar's energetic personality and determination for being able to handle that kind of beating every single day, and Caspar remarks how Shez has endured said training longer than anyone else has. Several conversations note that Shez has a habit of training every single day without exception, with their support from Constance showing they can train from morning to night with no problem)
Range: Tens of Meters with Melee Weapons (Ordinary melee weapons are capable of hitting opponents from a distance), Hundreds of Meters with Ranged Weaponry, Magic, and Teleportation (Ranged attacks are capable of hitting opponents from the opposite side of the battlefield. With their teleportation power, they can teleport across entire battlefields) 
Standard Equipment:
Weapon(s): 
Every normal weapon in Fire Emblem Warriors: Three Hopes can usually have up to 2 different attributes. However, certain weapons such as as Killer weapons have a set attribute (Boost Critical Lv 2), and can only have 1 additional attribute. Weapons such as Sacred Weapons, and Heroes' Relics, or special weapons have set, unique attributes, and no additional ones.
For more information about Weapon Attributes, go here.
*Primary Weapon(s)
**Agarthan Blade: Shez's primary weapon in Fire Emblem Warriors: Three Hopes, made with Agarthan technology. They can summon it to their hand at any time, and it disappears when they let go of it. This weapon is unique in that it can't directly be equipped with weapon attributes, but it will always adapt and use the same properties as the other sword Shez has equipped in their other hand.
**Killing Edge: This keenly honed blade is exceedingly lethal. Grants "Boost Critical", which increases crit rate. In official artworks for Three Hopes, Shez is seen wielding this weapon alongside their Agarthan Blade.
**Brave Sword: The wielder of this blade is emboldened and will attack twice when initiating combat. When Shez was possessed by Epimendies/Arval in the secret chapter, they were canonically seen wielding this blade alongside the Agarthan Blade.
*Sword(s) 
**Venin Edge: A sword that inflicts foes with a biting poison. Grants "Venom Edge", which grants attacks a high chance to poison enemies and reduce their strength and magic.
**Levin Sword: Coursing with electric energy, this magical sword has been struck by lightning. Grants “Lightning Crash”, which calculates damage using the unit's Mag stat. Strong attacks periodically trigger lightning magic.
**Shamshir: An Almyran sword favored by Prince Shahid. Grants “Boost Combat Arts/Magic”, which greatly increases damage from combat arts and magic. Grants “Boost Aerial Attacks”, Greatly increased damage to enemies launched into the air.
**Rapier: A sword designed to exploit the weaknesses of armored and cavalry unit, dealing bonus damage to them.
**Mercurius: A legendary sword of great might, used in the War of the Eagle and Lion.
*Axe(es)
**Dahaka: A legendary axe belonging to the Almyran royal family, said to have slain many a fierce warrior. Grants “Boost Collisions”, which greatly increases damage dealt when sending enemies flying, not to mention enemies deal a large amount of area damage upon collision. Grants “Boost Mounted Damage”, which greatly increases damage dealt to enemies while mounted.
**Hauteclere: A mighty axe, wielded in the War of Heroes by the Imperial Wyvern Corps. 
*Lance(s) 
**Gravidus: A lance wielded by a brave defender of Fódlan's Throat boasting great might.
**Blessed Lance: A lance blessed with sacred might that smites monsters. Deals bonus damage to monster units. Grants “Holy Glow”, which restores HP at regular intervals.
* Bow(s) 
**Parthia: A bow infused with fiery power boasting great might.
**Blessed Bow: A bow radiating a sacred power that smites monsters. Deals bonus damage to flying and monster units. Grants “Holy Glow”, which restores HP at regular intervals.
**The Inexhaustible: A sacred weapon attuned with the Crest of Indech. Deals bonus damage to flying units. Boosts healing effects to units with the Crest of Indech. Grants “Holy Glow”, which restores a large amount of HP at regular intervals. Grants “Relentless Magic”, which reduces the cooldown of combat arts by 50%.
*Gauntlet(s)
**Dragon Claws: Said to have slain a legendary beast. Effective against dragons. Attack twice if initiating combat.
*Tome(s)
**Scholar's Tome: A mighty tome said to have been penned by pioneers of magic using secret techniques.
**Exorcist's Tome: A tome penned to combat magic users. Grnts "Resistance breaker", whhich reduces the resistance of enemies wielding tomes by 50% when calculating damage (Resistance Breaker).
**Inverted Tome: A tome that gants "Brenstrike", which deals physical damage instead of magical damage.
Equippable Item(s):
*Hexlock Shield: Increases Def +4 and Res +8.
*Critical Ring: A ring that increases critical hit rate. Grants "Boost Critical", which boosts critical hit rate.
*Evasion Ring: A ring that increases avoidance rate. Grants "Alert Stance", which increases the invincibility window when dodging.
*Prayer Ring: A ring imbued with the prayers of a saint. Grants "Renewal", which restores a slight amount of HP at regular intervals.
*Goddess Ring: A ring endowed with the goddess's divine protection. Grants "Renewal", which restores a slight amount of HP at regular intervals.
*Chalice of Beginnings: Grants "Nullify All Effects" and "Counterattack", which nullifies extra effectiveness against the holder, and also has a counterattack effect where attackers will receive damage proportional to what they inflict on the holder.
*Experience Gem: A mysterious gem that accelerates growth. Grants "Experience+", which increases the amount of experience earned.
*Knowledge Gem: A mysterious gem that supports class acquisition. Grants "Class Experience+", which increases the amount of class experience earned.
*Ochain Shield: Increases Defense +12. Increases recovery effects. Grants "Divine Glow", which restores a large amount of HP at regular intervals, and "Immune Status" to user, making the user immune to all status conditions.
*Kadmos Shield: A shield that can stop armor-piercing attacks. Nullifies effectiveness against armored units.
*Lampos Shield: A shield that offers divine protection for steeds. Nullifies effectiveness against calvary units.
*Aurora Shield: A shield that offers divine protection from projectiles. Nullifies effectiveness against flying units.
*Healing Staff: Grants "Expert Healing", which increases the recovery amount of healing magic.
*Caduceus Staff: A sacred staff linked to the Crest of Cethleann. +6 Magic. Increases recovery effects. Grants “Divine Glow”, which restores a large amount of HP at regular intervals, and Far-Reaching Magic, which extends the range of long-distance magic attacks, to user.
*Merc Whistle: A sentimental item and special gift that may be given to one and only one other character with whom Shez shares a Support rank of A per playthrough. Through this item, Shez gains access to accessories that allow them to replace their Unique Action Ability with that of other characters in Fire Emblem: Three Hopes.
Recovery Item(s):
*Elixir: Restores a large amount of health. Max Limit: 5
Optional Equipment:
Weapon(s): 
*Sword(s) 
**Athame: Crafted with archaic methods, this sword is Kronya's weapon of choice. Increases crit rate (Boost Critical).
**Ridill: Crafted with archaic methods, this sword is Thales's weapon of choice. Calculates damage using magic stat (Witstrike).
**Sword of Seiros: A sacred weapon attuned with the Crest of Seiros. Boosts healing effects to units with the Crest of Seiros. Restores a large amount of HP at regular intervals (Divine Glow). Restores HP proportional to damage dealt by unit (Seiros' Flavor).
**Blutgang: A Hero's Relic attuned to the Crest of the Beast. Allows the matching Crest-bearer to use Beast Fang when wielding it. If the user does not have a crest, deals damage to them in battle. Calculates damage using the unit's magic stat (Witstrike). Drastically increases critical hit rate for magical attacks (Subversion).
**Thunderbrand: A Hero's Relic attuned to the Crest of Charon. Allows the matching Crest-bearer to use Foudroyant Strike when wielding it. If the user does not have a crest, deals damage to them in battle. Reduces the cooldown of combat arts by 50% (Relentless Barrage).
**Dark Creator Sword: Dual Crest Stones power this profane blade. Causes attacks to hit twice, essentially causing the Dark Creator Sword to act as a Brave Weapon (Twin crest's Darknes).
*Axe(es) 
**Freikugel: A Hero's Relic attuned to the Crest of Goneril. Allows the matching Crest-bearer to use Apocalyptic Flame when wielding it. If the user does not have a crest, deals damage to them in battle. Greatly increases damage to enemy Stun Gauges (Overwhelm).
**Crusher: A Hero's Relic attuned to the Crest of Dominic. Allows the matching Crest-bearer to use Dust when wielding it. Calculates damage using the unit's Magic stat (Witstrike). If user does not have a crest, deals damage to them in battle. Calculates damage using the unit's magic stat. Periodically produces the stun gauge when attacking (Stagger).
*Lance(s) 
**Areadbhar: A Hero's Relic attuned to the Crest of Blaiddyd. Allows the matching Crest-bearer to use Atrocity when wielding it. If user does not have a crest, deals damage to them in battle. Can damage enemies that are guarding (Lethal Blow). If the user does not have a crest, deals damage to them in battle.
**Lance of Ruin: A Hero's Relic attuned to the Crest of Gautier. Allows the matching Crest-bearer to use Ruined Sky when wielding it. If user does not have a crest, deals damage to them in battle. Drastically increases critical hit rate for combat arts (Impulse).
**Luin: A Hero's Relic attuned to the Crest of Daphnel. Allows the matching Crest-bearer to use Burning Quake when wielding it. If user does not have a crest, deals damage to them in battle. Strong attacks periodically trigger Bolganone (Scorch).
* Bow(s) 
**Failnaught: A Hero's Relic attuned to the Crest of Riegan. Allows the matching Crest-bearer to use Fallen Star when wielding it. If user does not have a crest, deals damage to them in battle. Deals bonus damage to flying units. Greatly extends the range of bows (Windbender).
*Gauntlet(s) 
**Vajra-Mushti: A mysterious relic attuned to the Crest of Chevalier. Allows the matching Crest-bearer to use Eviscerate when wielding it. If user does not have a crest, deals damage to them in battle. Increases damage to enemies as the unit's HP decreases (Eye for an Eye).
*Tome(s) 
**Ichor Scroll: A Hero's Relic attuned to the Crest of Lamine. Allows the matching Crest-bearer to use Abraxas when wielding it. If user does not have a crest, deals damage to them in battle. Periodically triggers a Nosferatu effect on strong attacks (Radiance).
**Hrotti: A Hero's Relic attuned to the Crest of Timotheos. Allows the matching Crest-bearer to use Dark Spikes Τ. when wielding it. If user does not have a crest, deals damage to them in battle. Calculates damage using the higher of the unit's Str or Mag stat (Naturebender).
**Suttungr's Myster: A Hero's Relic attuned to the Crest of Charon. Allows the matching Crest-bearer to use Agnea's Arrow. when wielding it. If user does not have a crest, deals damage to them in battle. Reduces magic cooldown by 50% (Relentless Magic).
Equippable Item(s):
*Asclepius: A magic staff created using ancient technology. Grants "Expert Wizardry", which increases the damage of magic-based attacks. Grants "Renewal", which restores a slight amount of HP at regular intervals.
*Seiros Shield: A sacred shield linked to the Crest of Seiros. +10 defense. Increases healing effects. Grants “Divine Glow”, which restores a large amount of HP at regular intervals. Grants “Monster Aegis”, which halves damage from monsters.
*Dragon Signs: Through these items, Shez can gain access to the effects of a specific Crest.
Intelligence: Gifted
Shez's support of Felix reveals that Shez doesn't subscribe to a particular school or style of combat unlike knights and other mercenaries, who uses a standard set of battle-tested tactics. They are self-taught fighters who developed their current fighting style from the experiences and knowledge they gained while moving from one gang of mercenaries to the next, making their style difficult to discern for a skilled swordsman like Felix, not to mention that Shez does not have to draw their sword like everyone else. Additionally, between their summonable sword and the way they can shapeshift, Felix stated that nobody ever knows what they’ll do next, making them more unpredictable than they were already. A sidequest from the Gatekeeper reveals prior to the first time skip that Shez, who had been exempted from the mock battle between the three houses due to their combat experience, ended up in the area of the mock battle due to getting lost while trying to get back to the monastery and proceeded to curb-stomp all three houses and their leaders completely by accident, with Caspar describing fighting Shez as being like “fighting a brick wall” while Hubert says that Shez cut down the students like ripe wheat. 
Although Shez was completely outmatched by Byleth in their first battle, even with the power granted to them by Arval, after the first time-skip, Shez's combat skills have improved significantly enough that Byleth regarded them as more capable than they expected. When Byleth is later recruited in the second time-skip and asked about their prior recollections, they reply that Shez is the only person they've ever feared on the battlefield, which speaks volumes about how much Shez has improved their battle skills over time, putting Shez above the likes of Count Bergliez, the strongest man in the Empire who is described as fierce an opponent as Base Three Hopes Byleth. By themselves, Shez can hold their own and take down opponents with centuries of combat experience such as Jeralt. Shez is skilled at using a reverse grip to hold their swords, as evidenced by their artwork. Along with Edelgard, Dimitri and Claude, they are able to vanquish Epimenides' phantom soldiers of Hubert, Dedue, Hilda, and Byleth in addition to themselves and it was noted that these soldiers are indistinguishable from the real version. Fought in Zahras, an eternal dark void where the space around them was constantly being warped and twisted, which Epimenides expresses surprise that they could adapt to the world so quickly. During their expedition with Byleth, they argue competitively when discussing about Byleth's preferred style of fighting being that of guerrilla warfare, implying that Shez is knowledgeable in this area.
Shez is a mercenary through and through at the start of the story, taking work wherever they can get and killing whoever they're sent against (with some exceptions as reputable mercs do have a code of honor, such as not killing regular people who can't fight, and not betraying their client should their opponent offer to pay them more). They freely admit that they're only in it for the money and it's only after getting to know the lords for years that they start believing in fighting for something bigger than themselves. While Shez can be impulsive and act like a meathead, leading one to think that they're solely mercenaries good for fighting and not much else, thanks to their adoptive mother, they have an education on par with an average noble, with Ashe expressing surprise that they can understand a complex tactics book in their C-Support. Shez is one to discuss tactics and strategy before a fight and understands the importance of having a game plan even if it doesn't survive contact with the enemy. But Hilda notes that Shez has a tendency to dive into the thickest, most dangerous part of the enemy line in a given fight. Shez explains that this habit of theirs comes from their mercenary days. They needed to fight in a flashy, often reckless way to build a name for themselves in order to find work. If they just played it safe and brought mediocre results, there's no way they would've been hired again. Shez is noted in multiple conversations to have a knack for reading people and possesses great insight into the way they think. Hubert trusts Shez enough to have them choose which mercenaries are most deserving of a promotion. Shez and Felix's entire support chain is devoted to them getting a better read on each other and opens with Shez pointing out that Felix cares a lot more about his friends than he lets on.
Shez is a very good cook. Even when they judge their own work as being lacking, the units they are feeding will happily state that it's some of the best food they've eaten. It should be noted that the worst rating Shez can get while cooking is a Nice with the only way for characters to dislike their cooking is when they dislike the dish itself. Yuri, who is himself also considered an excellent cook, compliments Shez's cooking skills when sharing a meal with them and Ashe.
Shez is quite tactically intelligent but discovering that Arval can bail them out of danger leads them to become extremely casual about their own life when it comes to training. An annoyed Arval points out after the prologue that they have saved Shez 22 times in six months, three times of which were after jumping off a cliff to, quote, "get tougher”, showcasing how reckless they are. They frequently find themselves getting lost or heading in the wrong direction and reading maps is shown to be one of their biggest difficulties. Unlike Byleth, Shez was shown to be unable to see past the three house lords' first impressions.
As someone who is involved in military work, he is knowledgeable in managing resources, making sure that everyone has the armor and weapons they need…
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.
Feats: 
*Fire Emblem: Three Houses Skill Blog
Notable Attacks/Techniques:
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|-|Abilities=
Canonically, Shez’s main classes are Fluegel, which they utilize from Academy Phase to War Phase Part I, and Asura, which they utilize for the rest of the War Phase Part II so their primary class abilities would come from them but can armed themselves with equipped class abilities from other classes, such as Warrior, Mage, Bishop, etc…
Primary Class Abilities:
*Swift Awakening: The Primary Class Ability of the Asura Class. Increases the amount that successful attacks fill the Awakening Gauge.
*Axe Buster: The Primary Class Ability of classes, such as Fluegel and Asura. Grants one tier greater advantage against enemies equipped with axes. At its highest, it increases damage to them by 100%.
Equipped Class Abilities:
*The Creation: Completely prevents knockback if at least one bar of the Warrior Gauge is filled.
*Renewal: Restores a slight amount of HP at regular intervals.
*Death Blow: Keeps the Stun Gauge visible for longer.
*True Awakening: Extends the duration of Awakenings.
*Rejuvenation: Restores HP after a number of hits.
*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 attack range of Asura and Fluegel class actions.
*Impossible Feat: When HP is at 25% or above: greatly increases damage dealt to foes, but attacking also causes the unit to sustain damage for a period of time.
*Essence of Darkness: Causes dark-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
*Backbone: Reduces the unit's chance of getting knocked back by attacks.
*Vantage: When HP is at 50% or below: Perfect Guards restore a small amount of the Warrior and Awakening Gauges.
*Tableturner: Extends the period of critical attack time after a perfect dodge.
*Miracle: Allows the unit to survive a single blow that would otherwise reduce HP to zero.
*Lifeforce: Greatly increases damage dealt by combat arts and magic, but causes the unit to sustain damage with each use in proportion to Mt.
*Apex Sword: Increases critical hit damage when equipped with a sword
*Aegis: Grants a (Dex x 0.25%) chance of nullifying damage from enemies equipped with projectiles or tomes.
*Defiant Str: When HP is at 25% or below: increases Str by 20.
*Defiant Res: When HP is at 25% or below: increases Res by 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: forces enemies to sustain damage proportional to the 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 long-distance tome attacks.
*Anchor: Sometimes automatically guards against enemy attacks that would otherwise knock the unit back.
*Sneak Attack: Attacking foes from behind greatly increases damage in proportion to the unit's Dex.
*Agression: Increases the Warrior Gauge fill rate when attacking foes with status effects.
*Range Master: Increases attack range.
*Specials Master: Defeating 30 or more enemies with a single Warrior Special temporarily increases critical hit rate.
*Cyclical Specials: Temporarily increases the Warrior Gauge fill rate after initiating a Warrior Special.
*Serene Stance: Prevents hits from bows and tomes from knocking back the unit mid-attack.
*Stalwart Stance: Prevents hits from swords, lances, axes, and gauntlets from knocking back the unit.
*Knucklebreaker: Taking a hit while guarding causes the enemy to incur damage proportional to the unit's Def. The enemy's Str is also temporarily reduced by 10.
*Howl: Makes it easier to knock back enemy commanders.
*Item Expertise: Increases the potency of recovery items by 50%.
*Pass: Makes it easier to perform Perfect Guards.
*Medical Expertise: Increases the potency of vulneraries, concoctions, and elixirs by 50%.
*Patience: Hitting an enemy while they are readying an attack greatly increases damage to the Stun Gauge.
*Resistance +10: Increases Res by 10.
*United Front: Increases damage dealt to enemies in proportion to the number of allied commanders nearby.
*Smite: When using cavalry or armored classes, dashing through enemies inflicts damage.
*Provoke: Draws attacks, increasing the frequency that surrounding foes attack the unit.
*Transmute: Taking hits from enemies equipped with tomes increases all stats by 3 for a period of time.
|-|Combat Arts=
Check here for the Might and Range of each combat arts.
Sword Combat Arts
*Swift Slice: Strikes a wide area in front of Shez with a series of slashes. Effective against all enemy units. Deals damage based on unit's Spd.
*Flash Strike: Unleashes a single, powerful slash. Effective against Cavalry units.
*Grounder: Strikes with a trio of slashes. Effective against Flying units.
*Shadowblade: Lash at foes with a dark magic-based sword attack. Damage dealt is based on magic. 
*Firesweep: Generates a cyclone of fire in front of Shez. 
*Windsweep: Generates a cyclone of wind in front of Shez. Effective against Flying units.
*Assassinate: Slash while charging forward for large damage. Has a chance to instantly kill non-commander units.
*Mortal Struggle: Reduces unit's Def and Res for allowing Stun Gauge to remain up for all attacks.
*Astra: Perform a series of five slashes while moving swiftly. Breaks opponent's guard.
*Sword Dance: Slash while charging forward three times. Opponents cannot guard.
*Haze Slice: Strike a wide area ahead with a series of slashes. 
*Electric Grounder: Strike with a trio of lightning-charged slashes. Deals damage based on Mag. 
*Wrath Strike: A powerful sword attack. Breaks opponent's guard.
*Beast Fang: Deals bonus damage to cavalry units. Can only be used with Blutgang.
*Foudroyant Strike: Deals bonus damage to armored units. Can only be used with Thunderbrand.
Brawling Combat Arts
*Rushing Blow: Charge forward with fists flying. Technique to deplete enemy's Stun Gauge. Opponents cannot guard.
*Dual Devastators: Pummel the enemy with both fists. Technique to expose enemy's Stun Gauge. Breaks opponent's guard.
*Battle Trance: Temporarily makes it easier to fill the Warrior and Awakening Gauges.
*Bombard: Pummel the enemy with both fists. Breaks opponent's guard. Often yields critical hits. 
*Mystic Blow: Temporarily deals damage based on Mag. 
*Lightning Fist: Launch foes into the air with an electrified punch, then create a shockwave on landing that sends them flying. Effective against Armored units. 
*Fierce Iron Fist: Strike down foes from midair. Damage dealt will increase with Spd. 
*Flamewhorl Kick: Generate a fiery cyclone in front of unit that launches enemies into the air. 
*Mighty Blow: Channel force into a perfectly executed punch. Breaks opponent's guard.
*Eviscerate: Deals bonus damage to all units. Can only be used with Vajra-Mushti.
Axe Combat Arts
*Returning Axe: Strike a wide area with a hurl of the axe. 
*Swinging Fury: Perform a consecutive series of axe swings. Breaks opponent's guard.
*Smash: Pummel a wide area ahead. Often yields critical hits.
*Lightning Axe: Hurl a lightning-charged axe. Deals damage based on Mag. Breaks opponent's guard.
*Spike: Launches the foes ahead into the air, then swat them away with a swing of the axe. 
*Wild Abandon: Rip through foes with axe swings. 
*War Strike: Bring an axe down so fiercely it sunders the ground and sends enemies flying into the air. Effective against all foes. 
*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. Inflict damage even when opponent is guarding.
*Helm Splitter: Smash the foes ahead with a powerful overhead strike. Effective against Armored units. Breaks opponent's guard.
*Apocalyptic Flame: Can only be used with Freikugel.
*Dust: Can only be used with Crusher.
Lance Combat Arts
*Earthsplitter: Jumps high in the air, then slams down to the ground with a lance thrust. 
*Knightkneeler: A powerful lance thrust. Effective against Cavalry units. Breaks opponent's guard.
*Wheelsweep: Strike a wide area with a sweeping attack that also produces a shockwave.
*Stormblade: Whip up a storm that ravages the surrounding area with blades of wind. Effective against Flying units.
*Frozen Lance: Launch columns of ice at foes. Damage dealt will increase with Mag.
*Tempest Lance: Conjure up a whirlwind with an overhead spin of the lance. Effective against Flying units. Breaks opponent's guard.
*Lance Jab: Perform a thrusting attack that often yields critical hits. Damage dealt will increase with Spd.
*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.
*Airshaker: Perform a powerful thrust that produces a shockwave. Inflict damage even when opponent is guarding.
*Atrocity: Deals bonus damage to all units. Can only be used with Areadbhar.
*Ruined Sky: Deals bonus damage to flying units. Can only be used with Lance of Ruin.
*Burning Quake: Fire element. Can only be used with Lúin.
Bow Combat Arts
*Tracking Shot: Send a series of arrows towards the locked-on target. Technique to deplete enemy's Stun Gauge. Effective against Flying units. 
*Drill Arrow: Skewer foes with a blinding fast arrow that temporarily reduces their Def. Effective against Flying and Armored units. Breaks opponent's guard.
*Point Blank Volley: Attack a wide forward area with three consecutive shots. Effective against Flying units. 
*Curved Shot: Unleash a volley of arrows that travels in a straight line. Effective against Flying units. 
*Spiral Shot: Loose arrows at a wide surrounding area. Effective against Flying units.
*Thunderbolt: Fire a barrage of electrified arrows. Effective against Flying units. 
*Tornado Shot: Conjure a cyclone that launches enemies into the air. Effective against Flying units.
*Hunter's Volley: Attack enemies launched into the air with three consecutive shots. Often yields critical hits. Effective against Flying units.
*Ward Arrow: Attack enemies launched into the air with three consecutive shots that temporarily reduce their Mag. Effective against Flying units.
*Precision Volley: Perform a long-distance attack that hits multiple times. Deals damage based on Dex. Effective against Flying units. Inflict damage even when opponent is guarding.
*Fallen Star: Deals bonus damage to flying units. Can only be used with Failnaught.
|-|Magic=
Check here for the Might and Range of each magic.
Light/Support Magic
*Heal: Basic light magic. Heals surrounding allies.
*Physic: Intermediate light magic. Heals allies across a wide area.
*Nosferatu: Basic light attack magic. Absorb a portion of inflicted damage as HP. 
*Aura: Advanced light attack magic. Assail foes with a column of light.
*Abraxas: Advanced light attack magic. Calls light from the heavens down on foes. The spell calls a massive beam of light to submerge its foe. However, Shez can only utilizes this Magic through Ichor Scroll.
Dark Magic
*Mire B: Basic dark magic. Lingers for a while after casting. It summons an explosion of cursed slime to damage its target.
*Banshee: Intermediate dark magic. The spell summons a horde of phantoms to bind the target
*Luna: Intermediate dark magic. Ignores enemy Res. The spell has been depicted as a moon that transforms into a black hole.
*Dark Spikes T: Advanced dark magic. Effective against Cavalry units. The spikes are depicted as appearing within the air, then impaling the target from all sides at once. Shez can also utilizes this Magic through Hrotti.
Black Magic
*Blizzard: Basic ice magic.
*Bolganone: When cast, this spell will forcefully open up a fissure into the surface of the earth, and trigger an eruption to occur, incinerating the selected enemy target. However, Shez can only utilizes this Magic through Luin.
*Agnea's Arrow: The most powerful form of black magic. A sweltering flame that reduces all to ash. The spell is depicted as an enormous arrow of light from the sky that crashes down on its target. However, Shez can only utilizes this Magic through Suttungr's Myster.
|-|Techniques=
|-|Unique Abilities=
Unique Action Ability:
*Shadowflash Lv 3: Gain a chance to perform many attacks that instantly defeat non-commander units. Chance increases with hit count. Press ZR to dash a long distance.
Unique Support Ability:
*Mortal Coil Lv 3: When HP is 60% or above - increases the Warrior Gauge fill rate.
Unique Support Ability:
*Mercenary Creed Lv 3: When ordered to attack - increases damage dealt to enemies by 50%.
After Shez receive the Merc Whistle, they can speak to any unit in the camp. If their support level with them is A, they will have the option to give them the Merc Whistle. Once they have given them the Merc Whistle, they’ll give Shez a special accessory. When equipped, this accessory replaces Shez’s Unique Action Ability with the Unique Action Ability of the character the accessory belonged to, such as:
*Solar Prominence: Imbue attacks with devastating fire. This is the Unique Action Ability associated with Edelgard’s Imperial Coat of Arms Pen.
*Dark Conjuration: Gain a high chance to impale an attacked enemy with a magic spike. Additional attacks power up the spike. Press ZR to detonate the spike and inflict dark damage based on power level. This is the Unique Action Ability associated with Hubert’s Sharp Dagger.
*Maximum Ambulation: At 150 hits and above: gain an increase in speed proportional to hit count. This is the Unique Action Ability associated with Ferdinand’s Weapon Repair Oil.
*Easy Breezy: Complete a final regular attack to spawn a pair of wind orbs in front of the unit. The orbs automatically attack in a wide range. This is the Unique Action Ability associated with Linhardt’s Portable Lamp.
*One for the Books: Hold the button when performing strong attacks to charge the attack, increasing attack range and damage dealt by up to three tiers. This is the Unique Action Ability associated with Caspar’s Seasoning Set.
*Personal Space: Press ZR to create a zone of ice that increases critical hit rate. Has a short cooldown time. This is the Unique Action Ability associated with Bernadetta’s Shez Doll.
*Prismatic Resonance: Gain a high chance to spawn musical notes around the unit when performing regular attacks. Attacking the notes triggers elemental shockwaves. This is the Unique Action Ability associated with Dorothea’s Silver Bracelet.
*Windstorm: Greatly increase evasion distance. Dodges inflict moderate wind damage. This is the Unique Action Ability associated with Petra’s Knife and Scabbard.
*Wicked Impulse: Strike with the right timing to generate a large shockwave imbued with an element corresponding to the attack. This is the Unique Action Ability associated with Monica’s Portable Tea Set.
*Azure Lightning: Imbue attacks with devastating lightning. This is the Unique Action Ability associated with Dimitri’s Azure Dagger.
*Demolisher: Hold the button when performing strong attacks to trigger blasts on impact that deal major damage to enemies. This is the Unique Action Ability associated with Dedue’s Metal Clasp.
*Intense Velocity: Dodge in the middle of an attack to increase speed by one tier for a period of time. Will reach maximum speed after 3 dodges. This is the Unique Action Ability associated with Felix’s Wooden Training Sword.
*Wind Stance: While holding ZR, press the L-stick to create and place a zone of wind. Has a short cooldown time. This is the Unique Action Ability associated with Ashe’s Loog and the Maiden of Wind.
*Gordian Stroke: At 150 hits and above: increase attack range and damage deal proportional to the hit count. This is the Unique Action Ability associated with Sylvain’s Warm Cloak.
*Radiant Love: Attacking moderately fills the Unique Ability Gauge and gradually restores HP. When the gauge is full, press ZR to damage enemies and heal allies. This is the Unique Action Ability associated with Mercedes’s Rose Water.
*Courageous Aria: Attacking moderately fills the Unique Ability Gauge. When full, press ZR to temporarily strengthen yourself and surrounding allies. This is the Unique Action Ability associated with Annette’s Wooden Doll.
*Icy Plunge: Enemies sent flying explode and deal ice damage to a wide area. This is the Unique Action Ability associated with Ingrid’s Pegasus Hair Charm.
*Martial Prowess: Stroke with the right timing to greatly increase damage, attack range, and knockback rate. This is the Unique Action Ability associated with Rodrigue’s Drinking Horn.
*Dustcloud: Imbue attacks with devastating wind. This is the Unique Action Ability associated with Claude’s Notes on Poisons. 
*Lightning Bound: Hold the button during strong attacks to greatly increase damage and add lightning. While charging, enemies a long distance away will be drawn in. This is the Unique Action Ability associated with Hilda’s Bottle of Flowers.
*Rondo of Roses: Attacking fills the Unique Ability Gauge, while nullifying an enemy attack decreases it. When the gauge is full, press ZR to draw in foes a long distance away. This is the Unique Action Ability associated with Lorenz’s Rose Brooch.
*Pure Brawn: Charge to power up attacks for a set period. Attacks will strengthen up to 4 tiers based on the number of charges. This is the Unique Action Ability associated with Raphael’s Wooden Dish.
*Dreamer's Paintbrush: Send enemies flying to splatter the ground with a large amount of paint. Enemies that step in the paint incur elemental damage matching its color. This is the Unique Action Ability associated with Ignatz’s Travelogue.
*Cursed Explosion: Enemies sent flying explode and deal dark damage to a wide area. Press ZR to draw Spellbound enemies. Can be used again after a cooldown. This is the Unique Action Ability associated with Lysithea’s Amber Sweetener.
*Snowslip: At 150 hits and above: spawn falling ice orbs that deal ice damage to foes at intervals proportional to hit count. This is the Unique Action Ability associated with Marianne’s Fancy Handkerchief.
*Careful Study: Allows the unit to string together 4 times the normal number of regular attacks. Based on the number of consecutive hits, speed will increase, and final regular or strong attacks will strengthen. This is the Unique Action Ability associated with Leonie’s Hunter’s Knife. 
*Galvanic Surge: Attacking greatly fills the Unique Ability Gauge. When it is full, press ZR to temporarily increase speed and imbue attacks with lightning. This is the Unique Action Ability associated with Holst’s Mushroom Powder.
*Deceit: Press ZR to create an orb of wind that draws in enemies and explodes. Has a short cooldown time. This is the Unique Action Ability associated with Yuri’s Silver Ring.
*Golden Fists: At 150 hits and above: power up attacks proportional to the hit count. Sending enemies flying grants a fair amount of gold. This is the Unique Action Ability associated with Balthus’s Secret Medicine.
*Personality Shift: Generate many orbs with each attack. The orbs will be light or dark depending on the stage, up to a total of 13. Press ZR to launch the orbs. This is the Unique Action Ability associated with Constance’s Curse-Repelling Amulet.
*Nether Sigh: Strong attacks and the unit's final regular attack generate large zones in front of the unit that deal dark damage. Press ZR to detonate the zones and cause a large explosion. This is the Unique Action Ability associated with Hapi’s Amethyst Charm.
*Windswept: Imbue non-regular attacks with wind. Press ZR to rend Windtorn enemies with air blades. Has a short cooldown time. This is the Unique Action Ability associated with Seteth’s Simple Fishing Rod.
*Luminous Prayer: Gain a chance to spawn 3 orbs of light around the unit when performing regular attacks. Press ZR to fire a beam of light toward all orbs. This is the Unique Action Ability associated with Flayn’s Sand from Rhoda’s Coast.
*Thunderous Refrain: Attacking generates lightning-imbued musical staves and fills the Unique Ability Gauge. When the gauge is full, press ZR to deal a large amount of damage around the staves. This is the Unique Action Ability associated with Manuela’s First Aid Kit.
*Quietus: Attacking moderately fills the Unique Ability Gauge and increases damage dealt to enemies. When the gauge is full, press ZR to attack, instantly defeating non-commander enemies. This is the Unique Action Ability associated with Jeritza’s Odd Charm.
*Twofold Ruin: Press ZR to make attacks hit twice for a period of time and deal a large amount of additional damage. This skill can be reused periodically. This is the Unique Action Ability associated with Catherine’s Dagdan Whetstone.
*Cold Calculation: Strike with the right timing to greatly increase critical hit rate and imbue attacks with ice. This is the Unique Action Ability associated with Shamir’s Animal Bone Dice.
*Divine Pulse: Press ZR to stop time. A follow-up attack will trigger when time restarts, based on damage dealt during the stoppage. Has a short cooldown time. This is the Unique Action Ability associated with Byleth’s Tactics Primer.
*Blade Breaker: Hold the button when performing strong attacks to increase damage up to three tiers proportional to the charge, guard break, and explode enemies sent flying. This is the Unique Action Ability associated with Jeralt’s Beast Repellant.
</tabber>
==Note/Explanation==
*Through the Merc Whistle, Shez can access any character's unique action ability in place of their own, so when making a versus thread with this character, please note whose unique action ability Shez possesses: another character's or their own.
*If you want to give one of Shez's normal weapons (i.e Brave Sword) a specific weapon attribute during a versus battle, you must make a note of it in the OP. 
==Gallery==
FEWATH Male Shez concept art.webp|Concept artwork of Male Shez from Warriors: Three Hopes
FEWATH Female Shez concept art.webp| Concept artwork of Female Shez from Warriors: Three Hopes
Three Hopes Byleth and Shez.webp|Artwork of Shez vs Byleth from Fire Emblem Warriors: Three Hopes
Male Shez Heroes.webp|Artwork of Male Shez from Fire Emblem Heroes by Akira Egawa
Female Shez Heroes.webp|Artwork of Male Shez from Fire Emblem Heroes by Akira Egawa
Shez Sharpest Blades Heroes.webp|Artwork of Legendary Female Shez from Fire Emblem Heroesby Noy
Shez Mercenary Shade Heroes.webp|Artwork of Summer Male Shez from Fire Emblem Heroes
Shez Mercenary Shine Heroes.webp|Artwork of Summer Female Shez from Fire Emblem Heroes
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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