Fire Emblem Three Houses: all you need for the game
Fire Emblem Three Houses: list of skills, abilities
Class Abilities
  • Introduction to abilities
  • Personal abilities
  • Standard Abilities
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Fire Emblem Three Houses: Class Abilities

Each class has 3 special skills that can be unlocked once a certain level is reached. It will certainly be wise to unlock several classes for each character in order to unlock their full potential.

Fire Emblem Three Houses

Skill

Effect

Class

Charm

When allies adjacent to unit enter combat,

allies gain +3 Damage.

Lord
Armored Lord
High Lord
Wyvern Master
Emperor
Great Lord
Barbarossa

Canto

After performing an action, user can

use their leftover movement.

Cavalier
Pegasus Knight
Paladin
Wyvern Rider
Wyvern Master
Falcon Knight
Wyvern Lord
Great Knight
Bow Knight
Dark Knight
Holy Knight
Barbarossa
Death Knight

Unarmed Combat

User can fight without a weapon equipped.

Brawler
Grappler

Fire

Enables the use of Fire. If already learned,

doubles the number of uses.

Mage

Miasma △

Enables the use of Miasma △. If already

learned, doubles the number of uses.

Dark Mage
Dark Bishop

Heartseeker

Reduces Avoid of adjacent foes by 20.

Dark Mage
Dark Bishop

Steal

Unit can steal non-weapon items from

enemies with lower Spd than self.

Thief

Locktouch

Unit can open locks and chests

without keys.

Thief
Assassin

Avoid +10

Increases Avoid by 10.

Pegasus Knight
Falcon Knight
Wyvern Lord

Bowrange +1

Increases range of Bows by 1.

Archer
Sniper

Bowrange +2

Increases range of Bows by 2.

Bow Knight

Heal

Unit can use Heal. If it has already been learnt,

the number of times it can be used is doubled.

Priest

White Magic Heal +5

White Magic heals +5 more HP.

Priest

White Magic Heal +10

White Magic heals +10 more HP.

Bishop

Swordfaire

Might +5 when a sword is equipped.

Hero
Swordmaster
Assassin
Mortal Savant
Enlightened One

Axefaire

Might +5 when an axe is equipped.

Fortress Knight
Warrior
Wyvern Rider
Armored Lord
Wyvern Lord
Great Knight
War Master
Emperor

Lancefaire

Might +5 when a lance is equipped.

Paladin
High Lord
Falcon Knight
Great Knight
Great Lord

Bowfaire

Might +5 when a bow is equipped.

Sniper
Wyvern Master
Bow Knight
Barbarossa

Fistfaire

Might +5 when a gauntlet is equipped.

Grappler
War Master

Black Tomefaire

Might +5 when Black Magic is equipped.

Warlock
Dark Knight
Mortal Savant

Dark Tomefaire

Might +5 when Dark Magic is equipped.

Dark Knight

White Tomefaire

Might +5 when White Magic is equipped.

Holy Knight

Vantage

Always attack first when under 50% HP.

Hero

Weight -5

The combined weight of equipment is reduced by 5.

Fortress Knight

Terrain Resistance

Unit does not receive terrain damage.

Paladin
Bishop
Holy Knight
Enlightened One

Black Magic Use x2

Doubles the number of uses of Black Magic spells.

Warlock
Gremory

Dark Magic Use x2

Doubles the number of uses of Dark Magic spells.

Gremory

White Magic Use x2

Doubles the number of uses of White Magic spells.

Bishop
Gremory

Sword Critical +10

Critical +10 when equipped with a sword.

Swordmaster

Axe Critical +10

Critical +10 when equipped with an axe.

Warrior

Critical +20

Critical +20

War Master

Fiendish Blow

MAG+6 when initiating attack.

Dark Bishop

  • Introduction to abilities
  • Personal abilities
  • Class Abilities
  • Standard Abilities
0
Millenium Rédaction
MGG

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