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A far eastern general who dictates tactics, but also takes a direct approach with its two swords.
In-Game Description, Etrian Odyssey III
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The Shogun is a support and offensive class introduced in Etrian Odyssey III: The Drowned City, where they are unlocked by siding with Armoroad. Well-versed in the art of battle, Shogun take tactical command over their fellow warriors and depend on their support. They also participate with a pair of Katanas, or any other weapon they've trained with. They prioritize inflicting death before their own safety, as evidenced by their weaponry that consumes an armor slot and their restriction to Clothing armor. They originally also have low defensive stats and outstanding offensive stats. Shogun perform best alongside fighters with better armor than their own, but notwithstanding their fragility Shogun are adept at recovering from their own deaths.

Compared to the classes of other Etrian Odyssey games, the Shogun shares some similarities with the Ronin. They both wield katanas, abandon defenses in favor of speed and offense, and utilize stance-like mechanics. However, while the Shogun relies on and supports their allies, the Ronin is solitary and self-sufficient. An army commander samurai, to a wandering masterless samurai.

Profile[]

Shogun has the distinction among classes as the first in the series that can wield two weapons simultaneously, forgoing an armor slot for a second weapon, when they take their class skill Second Sword. Given the appropriate weapon mastery, Shogun can dual-wield any combination of weapon and use skills involving those weapons. This expands their in-battle options as they can use a wide variety of weapon skills without needing to change their loadout. Though their defenses are practically non-existent, Shogun are very fast, have outstanding physical attack power, and are especially skillful at administering and recovering from death. They can support their allies by commanding them to advance forward, counterattack, or retreat from action.

  • Strengths: Often dramatically shortens fights. Unmatched weapon versatility due to dual-wielding and excellent Strength and Agility. Buffs and commands help out the party.
  • Weaknesses: Terrible defenses, especially when dual-wielding. Conferred buffs come with accompanying downsides. Potential team-killing liability. Available only after siding with Kujura.

Stat Progression[]

Does not include any stat bonuses from skills, equipment, Books, or Retirement.

Main article: Shogun/Stats#EO3
Level HP TP STR TEC VIT AGI LUC
1 40 21 8 5 3 9 6
35 196 89 32 25 22 34 21
70 357 159 58 46 41 60 37
99 457 203 73 59 53 76 47

Skills[]

Skills are listed in the same order used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that cell has dashes in it, no other skill is needed to unlock it. Skills are normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1.

The HD remake renames several skills to match the Nexus translations.

Skill Description Type Requires Extra
Second Sword Shogun skill for dual-wielding that rises in power with each level. Class ----- Secondary weapon doesn't affect your attack skills, barring ATK forges.
Katana Mastery Prerequisite for katana skills. Katana damage increases. Mastery -----
Endure May leave you with 1 HP after a fatal attack once per battle. Passive ----- Max Lv5
Bloody Lance Your attack power increases each time you deal a final blow. Passive Endure Lv3 Accumulated bonus doesn't use a buff slot, and expires on death.
Morale Boost When you are revived, all allies recover HP. Passive -----
Kaishaku
(Execution)
May terminate enemies and allies that fall below a certain HP. Passive Morale Boost Lv1
Endure Lv1
Max Lv5. Bypasses most bosses' instakill resistance. Cannot instakill self.
Hilt Strike Katana: A strike attack that uses the hilt. May stun. Katana Katana Mastery Lv1 Lv6 also increases action speed.
Myoujou
(Morning Star)
Katana: Slash attack on all enemies randomly. Stronger in sunlight. Katana Mastery Lv5 Lv6 increases max hits.
Magatoki
(Twilight Hour)
Katana: Slash attack on all enemies randomly. Stronger in moonlight.
5-Ring Sword Katana: Random slash damage at all enemies. Doubled with two swords. Katana Mastery Lv10
Daifuhensha Lv3
Lv5 and 9 increase max hits.
Unified Spirit Concentrate for three turns to nullify bind effects. Support Endure Lv3 Max Lv5
Daifuhensha
(Great Warrior)
Increases attack and defense, but draws enemy attacks for 3 turns. Support Endure Lv5
Fore Honor Designate an attacker for 3 turns. The row* gets ATK up, DEF down. Support Morale Boost Lv3 Also boosts elemental attack and greatly increases turn speed.
Rear Dignity Designate a defender for 3 turns. The row* gets DEF up, ATK down. Support Also greatly decreases turn speed.
Ambush Stance Attacks against the designated row will be countered. Counter Fore Honor Lv3
Rear Dignity Lv3
Each counter by each ally is affected by their equipped weapons' forges.
Warrior Might Sacrifice defense to perform follow up damage to most ally attacks. Special Unified Spirit Lv3
Bloody Lance Lv3
Each chase is affected by your primary weapon's forges.
Fusillade Order all allies equipped with guns or crossbows to fire. Assault Morale Boost Lv5 Each attack by each ally is affected by their equipped weapons' forges.
Blitz Command Order all allies to attack with their equipped weapons. Fusillade Lv3
Retreat Attempt to run with all you can muster for that turn. Escape ----- Max Lv5

*Fore Honor and Rear Dignity are single-target buffs, despite their description.

Skill Breakdown[]

Shogun is one of the more complicated classes. Though their role is quite aggressive, several of their abilities help out allies and/or depend on their participation. Also, their Class skill Second Sword is strongly affected by subclasses. After taking Lv1, Shogun are allowed to equip a weapon in their second equip slot, leaving 2 slots for armor and/or accessories. There are several details attached to this:

  • Autoattacks strike with both weapons, first mainhand, then offhand.
    • Second Sword's level modifies the damage of the offhand strike, but has no other effects.
    • All passives affecting autoattacks affect both strikes.
  • Neither slot has any restriction beyond what Shogun can normally equip.
    • Weapon Mastery skills of subclasses allow equipping those weapons, enabling the use of skills that require them.
      • When attacking with skills, only the attack power and attributes of the weapon in the first slot are factored into the damage formula, regardless of whether the required weapon is in the main or offhand. This also applies to the melee penalty, so equipping a Spear, Gun, or Crossbow in the first slot makes any skills that are normally melee attacks become ranged and vice versa.
    • Empty slots are treated as Fists, whether or not they have Monk's Fist Mastery.
  • Stat, SPD, CRI, HIT, and LIM forges from both weapons apply to the Shogun, but ailment and elemental forges only apply to the weapon they're on.

Second Sword provides a lot of flexibility with subclass weapon skills. The main weapon can be ranged so the Shogun can do everything from the back line, or put whichever weapon has more ATK first, or just use 2 Katanas. Leveling it past Lv1 is not really worth it since that only affects autoattacks and the second weapon can only deal half damage at most. The second weapon need not have high attack power, instead inflicting ailments and binds or providing stats, and helps trigger Kaishaku. If defense is safe to neglect, you can discard armor entirely and fill up on accessories. Of course, you don't have to use this skill, but then Shogun is better chosen as a subclass.

None of Shogun's Katana skills interact with allies. Their high AGI and typical equipment increase their action speed, helping Hilt Strike stun targets before they can act. 5-Ring Sword requires dual wielding to reach full potential (one of the weapons must be a katana), so it's a perk only available to a Shogun main. Myoujou and Magatoki have fewer maximum hits but less variance and don't require dual-wielding, and effective in the day and night, respectively.

Shogun have a set of 4 passives that revolve around preventing or causing death. Endure is a staple that lets a Shogun withstand one mortal blow at an 80% chance. Morale Boost heals the party (including the Shogun themselves) whenever the Shogun is revived, but shouldn't be relied on and should only be taken for the skills it unlocks. Bloody Lance boosts the Shogun's attack power whenever the Shogun scores a kill. This stacks and lasts until either the Shogun or the last enemy dies, great for random battles and the few boss fights that call in reinforcements. Kaishaku helps ensure the Shogun gets those killing blows, by instantly killing any enemy (barring one) or ally whose HP ends up below a threshold after getting attacked. Other party members are not safe, but you can design your team around getting killed and revived repeatedly to build up Bloody Lance. Another Shogun with Endure makes a reliable target. Kaishaku doesn't care if targets took damage or not, so it can kill almost-dead allies that got completely protected by a Hoplite's Lv10 Antifire/cold/volt.

Shogun's supportive aspects are styled as tactical commands. Daifuhensha might be an exception, since Shogun can only use it on themselves to boost their attack and defense, but also boosts their aggro. Fore Honor and Rear Dignity designate one attacker or defender, respectively. The former raises a unit's damage and turn speed at the cost of their defenses, while the latter raises a unit's defenses at the cost of damage output and turn speed. Carefully timing turn speed using these buffs can deliver outstanding results. The other commands do not involve buffs and only last for the turn. Blitz Command has everyone autoattack a single target. Fusillade is cheaper but only involves those wielding Guns or Crossbows. When using Ambush Stance, enemies that attack someone in the selected row will be counterattacked by everyone in that row. Each participant's attack deals less damage than a Monk's Counter and Retaliate, but triggers against any type of attack. All these extra attacks are affected by Prince/ss's Fire/Freeze/Shock Arms.

Warrior Might is a "chaser" skill like those of a Buccaneer, but a bit of an anomaly since it will always chase any attack made by your party, with no upper limit on number of chases per turn. Strategies built around making the most of Warrior Might will tear bosses to shreds.

Subclassing[]

Subclass for Shogun[]

Second Sword makes every weapon-based subclass useful to a Shogun. As a reminder, only the primary weapon's ATK score will affect your skill strength; you can use a weak secondary weapon for the sole purpose of enabling weapon skills without taking any loss to damage output. Shogun can synergize with each other, so it's usually worth it to have more than 1 party member have Shogun as their main or subclass.

  • Buccaneer: Both strikes of Second Sword can trigger Swashbuckling for up to 8 attacks in a single turn. This is a great way to abuse a separate Shogun's Warrior Might. It also builds the limit gauge faster, especially with the help of Limit Boost, allowing you to use limit skills every 3-4 turns, or even the very next turn if you get 8 attacks in. Guns grant ranged damage, and Pincushion scales very well on Shogun's outstanding STR and AGI.
  • Gladiator: A Gladiator sub allows Shogun to deal massive damage with the use of Berserker Vow and Charge. 5-Ring Sword will be dealing large burst damage to bosses. Just be sure to keep a Hoplite with Bodyguard around as using Berserker Vow will bring the Shogun's HP to dangerously low levels.
  • Ninja: Invest in Senpuku and/or Kumogakure to upgrade their evasion to mitigate the Shogun's low defenses. If you wield a katana in main hand but a knife in the off-hand, you can still use the Ninja Knife skills with the good ATK modifiers from the Shogun's weapon and STR, though their mediocre TEC and LUC impairs disable infliction. Every Bunshin clone gets a use of Endure, making them easy targets for Kaishaku to build up a lot of Bloody Lance stacks (provided the one stacking Bloody Lances doesn't get insta-killed in turn).
  • Arbalist: Holding a Crossbow in the main hand with a Katana in the off hand will make the Katana skills deal ranged damage. Crossbow skills are also useful, but Shogun are already accurate enough without Arbalist's accuracy-boosting skills.
  • Hoplite: Take a point in Shield Mastery so you can equip a Shield to shore up defense. If you're using Daifuhensha a lot, invest in Parry and Magic Parry to get a chance at random blocks to offset the aggro-draw effect of that buff. Along with a shield and katana, a Spear deals ranged damage in this game.
  • Prince/ss: There is a bug that has a curious interaction with Negotiation or Inspire. If you use this skill and target a dead party member(s), the dispel attempt on the dead party member will fail, but will trigger Bloody Lance. With Inspire, if your row is all dead party members, it will trigger three Bloody Lance stacks! With enough time you can reach the Bloody Lance cap of +500% damage (13 stacks if Bloody Lance is maxed) which is otherwise not feasible in most battles. At that point, even the Abyssal God will crumble!

Shogun as Subclass[]

Without Second Sword you lose out on dual-wielding, which is the main draw of the Shogun mainclass. Particularly avoid 5-Ring Sword, but Shogun have several other great skills.

  • Gladiator: The best candidate for a Warrior Might focus. Gladiator's high Strength and damage-increasing class skill allows them to deal a lot of damage off Warrior Might chases. A Gladiator/Shogun backed by two Shogun/Buccaneer with Swashbuckling and Second Sword will proc a lot of high-damage chases! Bear in mind that, in the HD remaster, Charge only affects the first Warrior Might chase, while in the DS version, Charge does not affect Warrior Might at all.
  • Prince/ss: With a far larger max TP pool and rapid regen, Prince/ss have an easier time using Shogun's buff and command skills than a main Shogun. Blitz Command and Ambush Stance push out more attacks with the party they've just buffed, and Fore Honor lasts longer than Knighthood with a similar effect.
  • Hoplite: Instead of Provoke, you can invest in Daifuhensha, which offers both a draw rate boost and an attack and defense boost, and use Ambush Stance to capitalize off the aggro buff. You also get access to Katanas for moments that you want to go on the offensive, but mind that the Hoplite's middling Strength means they won't be putting out impressive numbers.
  • Wildling: Use Blitz Command to command everyone, including your animal companion, to attack an enemy; this is one way you can get proactive Tiger damage. You can also have other Shogun give the same command. You can give them access to the Hachiyou katana that bestows a whopping +8 LUC to help with ailments landing.

External Links[]

Profile[]

The Shogun of Armoroad have answered the call to Maginia, where dual-wielding is not unique. They also compete with Ronin, so to differentiate, Shogun's stat growth is almost flat and Second Sword boosts defenses while dual-wielding, placing them much more in line with typical frontliners. Despite quite a bit of shuffling about, retirements, new additions, and loans from other games, their major abilities return, so Shogun reprise mostly the same roles, whether purely for combat, for support, or some mixture of the two.

  • Strengths: Flexible support/combat hybrid. Powerful single-target buffs and extra team attacks. Can dramatically shorten fights.
  • Weaknesses: Potentially suicidal and homicidal, despite several skills requiring teamwork and/or prediction, making a lot of complexity. High equipment costs.
  • Force Boost - Unified Effort: Raises the entire party's MAX HP and damage for 3 turns.
  • Force Break - Decoy Party: Negates the first attack dealt to each party member this turn.

Stat Progression[]

Main article: Shogun/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 55 44 16 14 15 15 15 11
30 104 89 35 31 32 33 32 24
70 208 183 75 66 69 70 68 52
99 308 274 113 100 104 106 103 79
130 445 398 165 146 152 155 150 116

Skills[]

Skill Description Type Requires Extra
Unified Effort For 3 turns, increases MAX HP and all ATK for the entire party. Force Boost --
Decoy Party
For this turn, all allies can negate enemy attacks once. Force Break
NOVICE
Second Sword Increase physical DEF when two weapons are equipped. Support None Sub-weapon slot unlocked.
Echoing Slash
Attacks 1 enemy at start of turn. After target acts, hits again with sub-weapon. Katana Second Sword Lv2
Front Command
When target ally is attacked, front line counterattacks with equipped weapons. Attack None Target ally may also attack if on frontline.
Bolt Slash
Melee cut/volt attack to 1 enemy. Katana None
Avidya Sight All ATK increases at night, or when the user is blind. Support None
Great Warrior
For 3 turns, increases draw rate and physical ATK for one ally. Buff None
Taunt Assassins For a set number of steps, raises encounter rate and EXP gained. Field Great Warrior Lv2
Morale Boost When user is revived during battle, all allies recover HP. Heal None
Take Increases material yield from taking in the labyrinth. Gather None
VETERAN
Twin Swallows
Attacks 1 enemy with equipped weapon. If user has two weapons, attacks twice. Katana Echoing Slash Lv3
Endure Command
When user is attacked, all other allies counterattack with equipped weapons. Attack Attack Command Lv2
Blitz Command
On user's turn, all other allies attack a target enemy with equipped weapons. Endure Command Lv2
Morning Star
Melee cut attack to 1 enemy line. Stronger in sunlight. Katana Bolt Slash Lv3
Twilight Hour
Melee cut attack to 1 enemy. Stronger in moonlight. Katana Avidya Sight Lv2
Bloody Lance User's attack power increases after dealing a lethal blow. Can stack. Support Twilight Hour Lv2 Stacks lost on KO.
Reincarnation After being knocked out, may resurrect at end of turn. Support None
Peerless Demon The more hits the user makes during a turn, the greater the damage dealt. Support None Lv5 and 10 increases attack boost.
Seppuku
User is KO'd to restore party HP, including chance to revive fallen allies. Heal None
MASTER
5-Ring Sword
2-4 attacks to all enemies at random. With two weapons, hits double and alternate between main and subweapon. Katana Twin Swallows Lv4 Lv5 and 10 increases number of attacks.
Shot Command
When target line is attacked, gun/bow users counterattack w/equipped weapons. Attack Blitz Command Lv3 Target line allies may also attack if using bow/gun
Warrior Might
When allies attack this turn, follows up with equipped weapon. Costs HP per hit. Attack Shot Command Lv2 Can die from HP loss.
Curse Strike
Melee bash attack to 1 enemy. May curse and bind arms. Katana Bloody Lance Lv2 Lv5 and 10 increase infliction rate.
Execution
May KO enemies and allies who fall below a certain HP threshold. Attack Curse Strike Lv3
Swift Justice
For 3 turns, raises 1 ally's physical ATK & act speed at the cost of physical DEF. Buff Reincarnation Lv2

Skill Breakdown[]

Nexus is a significantly different environment for the original dual-wielder, Shogun. Merely by selecting a subclass, every character can equip a weapon in the second equip slot to gain access to skills requiring the weapons. When such skills are used, they use the stats and attributes of the required weapon rather than those of the first slot. Two other classes, Nightseeker and Pugilist, also feature skills that improve dual-wielding. Shogun's original stats and weaponry overlaps with Ronin's, threatening sameness across the vast selection of classes. They've had to make many changes to adapt, some major and some minor, but in the end still leverage teamwork throughout their kit, flirt constantly with death, and gain the most benefits from wielding 2 weapons simultaneously.

Most noticeably, Shogun trade a big chunk of AGI and a little STR for more INT, VIT, and WIS, resulting in the flattest stat spread in the game. Second Sword's effect was conceded to Nightseeker in exchange for the physical defense boost Landsknecht had in Legends of the Titan, and their Cloth armor protects against elemental damage. These grant Shogun well-balanced offense, defense, and speed at a fundamental level. When holding two weapons, they have better baseline defense than every non-tank character doing the same, certainly more than Nightseekers and Pugilists, helping them stand on the front line. This is pretty nice since they lost Endure and Rear Dignity (see Imperial's Heavy Guard) and Great Warrior (Daifuhensha) no longer increases defense. It's better for the Shogun to stay alive until their death can be of some use.

When holding two weapons, their attack power is really no worse than before, because two new skills Echoing Slash and Twin Swallows allow Shogun to make much better use of their sub-weapon's power. Both skills hit twice, one from each weapon, with nearly the same power. For a minuscule TP cost Lv1 Echoing Slash essentially lets them make two full autoattacks per turn. Finally a good reason to keep both weapons upgraded! You can even treat the Katana like a sidearm by keeping the Shogun on the back line with a ranged weapon in the main slot, then switch forward to take a swipe when an opening appears. 5-Ring Sword also treats both weapons equally, but that surprisingly makes it weaker than before. All three skills use the element and range attributes each weapon would have in an autoattack, so they are affected by Sovereign's' Fire/Freeze/Shock Arms, but only Ninja's Proficiency allows them to reach from the player's back line to the monsters' back line.

The other three of Shogun's previous Katana skills were reworked and distributed somewhat widely across the skill tree, so they don't interact with dual wielding. Execution functions exactly like Kaishaku, but Bloody Lance is greatly nerfed. In the same branch is Curse Strike, reworked from Hilt Strike to inflict Curse, which allows the party to "spend" their HP to damage the enemy. Avidya Sight comes straight from EO1's Ronin.

Shogun have always put their own lives at risk, but can now be downright suicidal. They can literally commit Seppuku to restore their fallen comrades to glory (this is the only revival skill in the game that scales with WIS; everything else is static). By using Great Warrior and Swift Justice (Fore Honor) on themselves, Shogun face grave danger to gain mighty power, but ofttimes the buffs are best used on an ally with better armor and/or weaponry. The loss of Endure denies Shogun a chance to survive a lethal blow, instead Reincarnation gives them a chance to revive themselves from the dead, relieving their healer of the job and triggering Morale Boost.

If that weren't enough, the Command line of skills has been expanded and reworked more toward counterattacks like Ambush Stance. Blitz Command stands as the only proactive unison attack since Fusillade changed to Shot Command. The participants of every Command attack use the element and range attributes their weapon would have in an autoattack. The bread-and-butter of these is Front Command. It costs next to nothing in TP, but the risk of guessing wrong which ally will get attacked allows other skills to improve its performance, and who you have in front determines its power. A great formation is 3 melee fighters in front including the Shogun, use Great Warrior on 1 of them, have a Protector on the back line use Ally Shield on that, and then select the Protector with Front Command. Also note that enemy AI is most likely to target your characters with the most HP remaining. In rare situations, Endure Command pays off more than Front Command, but taking the Shogun out of the counterattack is not ideal. Shot Command can be very reliable and devastating with a team built around Survivalists, Gunners, and Farmers (like a gathering team), but is otherwise useless. Finally Warrior Might the deadliest of all, still retains its limitless follow-up potential, but its previous tradeoff must have been too easy to circumvent, because this time it costs a static amount of HP per follow-up, which can kill the Shogun. It will hit every enemy the triggering action hit, but only once per target. Nightseeker's Blade Flurry will trigger Warrior Might a second time. In practical use, you'll pay the HP cost 3-6 times, but Blade Flurries can jack this up to 10, provoking maximum use of Peerless Demon.

All these extra attacks are also affected by Sovereign's elemental Arms. There are a few other massive perks to having a Sovereign in the party. The buffs, Royal Veil, and other healing help Shogun survive their reckless actions, and when that includes getting hit, Tactical Decree lends aid. Rally and Dauntless Orders help set up allies for Execution if you want to do that, and multiply with Shogun's new Force Boost Unified Effort (remember Unified Spirit?) to make everything easier. You will also need a reviver to deal with the lethality going around. Taunt Assassins is very good for farming EXP, especially from boss battles.

Subclassing[]

Subclasses for Shogun[]

Shogun care more about coordinating with their party than their subclass, but the selection is still wide open. Like in The Drowned City, subclasses allow Shogun to pair a different weapon with their Katana, so most weapon-based classes work fine for Shogun (Nexus has a lot of these), but they don't require dual wielding to be effective. When used as a mainclass Shogun, Great Warrior is the most powerful attack buff in the game, Execution is essentially a global 15% HP reduction, and a Shogun provides other support including enough WIS for backup healing.

  • Medic: A Shogun that dies a lot links Final Gift into the synergy between Morale Boost, Reincarnation, and Seppuku. The regular healing skills are still powerful enough to lend some First Aid.
  • Ronin: With a Katana already in hand, every Stance is easily accessible and useful for a Shogun looking to stride into the fight. Speed Up, Duel, and Phys ATK Up also help.
  • Highlander: The new trade-off given to Warrior Might triggers Bloodlust with potent regularity. Highlander's penchant for squandering the party's HP helps trigger Execution on allies to stack Bloody Lance, although such abuses can easily prove foolhardy. Shogun often get the last hit, letting them reap the benefits of Turning Tide.
  • Sovereign: Choose this subclass if your team lacks one but you still want a Shogun, the synergies are way too strong to pass up.
  • Farmer: When you want to grind EXP, Earth's Bounty gives a passive boost, and using Safe Stroll will swap out Taunt Assassins. Farmers can equip Guns, letting the Shogun join Shot Commands. Play Possum backs up Great Warrior in throwing attention onto others so the Shogun can select the right ally and get some TP recovery from Fearless.
  • Nightseeker: With the instakill component of Execution, you can build stacks of both Foul Mastery and Bloody Lance for only one death. With those two and Follow Trace, you can deal a calamitous amount of damage should the circumstances align, especially with Peerless Demon and Avidya Sight on top. Shadow Cloak can also help with survival, and Speed Up returns a little of Shogun's former speed.

Shogun as Subclass[]

Even at half their max level, Shogun's offensive support skills are no slouch, except for Execution. This time around the dual-wielding skills are available to anyone, and Peerless Demon is a huge help to classes that deal multiple hits per turn.

  • Highlanders take Warrior Might to the next level. Not only does Hero Battle largely negate the HP cost, Bloodlust triggers even more often than for a mainclass Shogun. Also take Peerless Demon to multiply on Bloodlust attacks and Bloody Lance.
  • Sovereigns leverage all the Commands and buffs well with Reinforce, Elemental Arms, and their various Orders, but are also the best users of Endure and Blitz Commands since they don't participate.
  • The aggressive Nightseeker uses the Shogun's passive buffs to aid their functionality. Second Sword ameliorates their fragility while dual wielding, and Peerless Demon boosts their multi-hit skill Swift Edge as well as Blade Flurry and Follow Trace.
  • Pugilists mainly take Peerless Demon to amplify their many multi-hit attacks. Those who want to take their autoattacks to the next level can take Million Rush and equip a Katana as the main weapon to compensate for the low Fist stats, with Second Sword helping compensate for the armor piece.

External Links[]

Gallery[]

Trivia[]

  • The Shogun class appears to be based on the NPC, Kujura, from Etrian Odyssey III.
  • Some of Second Sword's possible combinations are fairly dubious, such as equipping a shield and dual-wielding Crossbows.
  • The blue-haired female Shogun's hair and eye color greatly resemble one of the female Ronin.
  • When altering the color of the avatars, 2 of the 4 characters change a lot, the female with black hair altering with a blonde haired girl with a happy face and the old man having purple smoke coming out of his eye.
  • The portraits all appear to be wearing medium plate armor, even though they can only equip Cloth armor.
  • The Shogun Class has many references to the Japanese duelist Miyamoto Musashi:
    • Their role as tactician can be seen as a reference to Musashi's writings on strategy.
    • Second Sword is a reference to Musashi's school of swordsmanship, Niten Ichi-ryu.
    • 5-Ring Sword directly references Musashi's last book, The Scroll of the 5 Rings.


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