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★ Use Zelestia, Gregory, & Madeline in Wave 4 of the DLC!
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Inherited skills can be used by units without Emblem Rings equipped in Fire Emblem Engage. Learn what are the best skills to inherit and how to inherit skills from Emblems.
List of Contents
Jump to an Emblem! | |||
---|---|---|---|
Marth | Celica | Sigurd | Leif |
Roy | Lyn | Eirika | Ike |
Micaiah | Lucina | Corrin | Byleth |
DLC Emblems | |||
Edelgard | Tiki |
Bond Lv | Skill | Description |
---|---|---|
3 | Break Defenses |
SP Cost:
2000 If unit's attack breaks foe, unit makes an extra attack at 50% damage. |
19 | Avoid +30 |
SP Cost:
4500 Grants Avo+30. |
Avoid is always appreciated since it increases the chance a unit will take no damage when in combat. This skill also stacks with skills like Sword Agility if you're looking to build an evasion tank.
Break Defenses is a significant damage buff whenever you break an opponent. It's more useful in classes that use multiple weapons, like Hero and Wyvern Knight.
► Marth Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
8 | Favorite Food |
SP Cost:
200 When unit eats a packed lunch, its engage meter is maxed out. |
19 | Magic +5 |
SP Cost:
5000 Grants Mag+5. |
Favorite Food is a great skill to have since it's basically portable Emblem Energy. Celica's other skills aren't as great, but a constant Magic increase can also help out.
► Celica Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
13 | Canter+ |
SP Cost:
2000 Unit can move 3 spaces after acting. |
18 | Lance Power 5 |
SP Cost:
5000 Grants Atk+10 at a cost of Avo-10 when using a lance. |
Canter and its upgrade are great skills to have for repositioning, even for non-mounted units. Lance Power gives decent power boosts at lower levels and a sizeable one later on.
► Sigurd Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
16 | Arms Shield++ |
SP Cost:
600 When unit has weapon advantage, unit takes 7 less damage. |
18 | Vantage++ |
SP Cost:
2000 If unit's HP is 75% or less and foe initiates combat, unit can counter before foe's first attack. |
19 | Knife Precision 5 |
SP Cost:
2000 Grants Hit/Avo+15 when using a knife. |
Depending on the weapon your unit will use, Leif has good options for them. Arms Shield should help mitigate damage for most physical weapons, while Knife Precision is great for Thieves and Wolf Knights to boost their Avoid rate. Vantage is good all around to get the jump on enemies when your HP is low enough.
► Leif Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
2 | Strength +2 |
SP Cost:
1000 Grants Str+2. |
3 | Advance |
SP Cost:
500 Use to move 1 space toward a foe that is 2 spaces away and attack. |
16 | Sword Power 5 |
SP Cost:
5000 Grants Atk+10 at a cost of Avo-10 when using a sword. |
Sword Power and similar skills can give more mileage over Strength at the cost of some Avoid since it does more damage overall at similar SP costs, as seen when going beyond Strength +2. Advance can also be helpful when you need just one more space to reach your target.
► Roy Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
4 | Speedtaker |
SP Cost:
2000 Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10) |
18 | Alacrity++ |
SP Cost:
3000 If unit initiates combat with a Spd advantage of 5 or more, unit's follow up (if possible) occurs before foe can counterattack. |
Speedtaker is fantastic at building up speed for your units, which is always useful for follow-ups or avoiding them. Alacrity essentially gives you a Brave weapon, attacking twice provided you're fast enough. Both skills pair well with each other too.
► Lyn Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
13 | Lunar Brace+ |
SP Cost:
5000 If unit initiates combat with a physical attack, deals extra damage=30% of foe's Def. |
18 | Gentility+ |
SP Cost:
3000 Unit takes 5 less damage. |
Eirika's inheritable skills are better than they appear as they can change effects with Night and Day or when Eirika is Engaged. Depending on the situation, you can switch between Lunar/Solar Braces to either heal or get through high defenses. Gentility/Bravery can be switched around when a flat damage reduction or buff is needed.
► Eirika Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
5 | Reposition |
SP Cost:
200 Use to move an adjacent ally to the opposite side of unit. |
13 | Wrath |
SP Cost:
2000 At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) |
17 | Axe Power 5 |
SP Cost:
5000 Grants Atk+10 at a cost of Avo-10 when using an axe. |
18 | Resolve+ |
SP Cost:
2000 If unit's HP is 75% or less after combat, grants Def/Res+7 as long as unit's HP stays below 75%. |
Reposition essentially gives 2 Mov in one direction to one of your allies, allowing you to either bring an ally closer to combat or bring them behind for safety. Resolve is also good for added tankiness as it affects both Def and Res while being fairly easy to activate.
Wrath also gets a recommendation due to pairing well with Vantage, easily scoring crits at lower HP.
► Ike Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
5 | Healing Light |
SP Cost:
200 When unit heals an ally with a staff, unit also recovers HP=50% of the amount healed. |
7 | Silence Ward |
SP Cost:
200 Grants immunity to silence. |
Micaiah's skills are geared toward staff users, and Healing Light should be on all your healers since it has a relatively low SP cost. Silence Ward can also be helpful for your magic users on chapters with Silence users.
► Micaiah Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
13 | Dual Support |
SP Cost:
2000 Grants a bonus to Avo that increases with unit's support level with adjacent allies. (Max +90) |
17 | Bow Agility 5 |
SP Cost:
5000 Grants Avo+30 at a cost of Crit-10 when using a bow. |
18 | Dual Assist+ |
SP Cost:
2000 If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70. |
Dual Support is great for units that are usually surrounded by allies. Dual Assist can also find a use for Backup units since it greatly extends the range they can help with additional damage. Archers and Snipers will also appreciate Bow Agility's added Avoid, especially in terrain.
► Lucina Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
13 | Pair Up |
SP Cost:
2000 Prevents damage from foes' chain attacks against unit. |
18 | Quality Time+ |
SP Cost:
500 After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them. |
19 | HP +15 |
SP Cost:
3000 Grants max HP+15. |
Pair Up is essential for tanky units as chain attacks can bypass defenses and easily wear them down. Quality Time almost acts like a free heal for nearby allies while increasing support. HP +5 is effectively a Seraph Robe for 300 SP and can be improved with higher levels.
► Corrin Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
5 | Mentorship |
SP Cost:
250 Grants 1.2x EXP modifier to unit and adjacent allies. |
Byleth mostly provides Luck, which gives minor improvements to Hit, Avoid, and Dodge and is generally not worth increasing or relying on. Mentorship, however, is one of the few sources of bonus EXP in the game, making it a must-have for units you're training.
► Byleth Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
5 | Lineage |
SP Cost:
150 Increases unit's earned experience by 20%. |
5 | Assembly Gambit |
SP Cost:
1500 Use to attack an adjacent foe, then move 1 space away after combat. Target foe moves to unit's previous space. |
17 | Weapon Sync+ |
SP Cost:
5000 If unit initiates combat using same weapon type as the synced Emblem, grants Atk+7. If engaged, grants Atk+7 regardless of weapon type. |
Lineage, like Byleth's Mentorship, is one of the few ways EXP gain can be boosted. It's also got fairly low SP cost, so it should be worth putting on any unit.
Several units work well with Emblems that share their weapon type, making Weapon Sync a strong consideration for inheritance. Assembly Gambit is also worth it for being one of the few ways you can move enemies besides Smash.
► Edelgard Engage Skills, Abilities, and Engage Weapon
Bond Lv | Skill | Description |
---|---|---|
5 | Starsphere |
SP Cost:
1500 Grants unit enhanced stat growth when leveling up. |
16 | Geosphere+ |
SP Cost:
1000 At start of player phase, if there are allies adjacent to unit, grants Def/Res+5 to unit and those allies for 1 turn. |
19 | Lifesphere++ |
SP Cost:
3000 If unit uses Wait without attacking or using items, restores 40 HP and heals status effects. |
Starsphere is Tiki's most notable skill, providing a higher chance of gaining stat growths per level up.
Tiki's other skills have powerful effects no matter how you want to use them. Geosphere improves the bulk of the user and their allies, while Lifesphere reduces reliance on healers and can be great for tanky solo units.
► Tiki's Engage Skills, Abilities, and Engage Weapon
Skill Inheritance allows your normal units to acquire Emblem Skills for themselves and use them even when not equipped with the Emblem Ring that granted them the skill.
Each character can only equip up to two inherited skills, and their effects typically don't stack with the Emblem's Sync skills.
Skill inheritance can be done in the Ring Chamber at the Somniel home base after completing Chapter 4. At the Central Pedestal of the chamber, you can cycle through the Emblems you've collected on your playthrough and their corresponding lists of skills, which you can inherit using Skill Points.
You can also equip/configure your inherited skills via Inventory > Manage Skills.
Skill Points (SP) are the currency needed to inherit a skill from the Emblem. This is gained whenever you're in combat while equipped with Emblems or Bond Rings. Units will not be able to gain SP when they have no ring equipped. Depending on the skill, the cost could be anywhere from 100 to 8,400 SP.
Ring Equipped | SP Gain |
---|---|
Emblem Ring | 100% |
Bond Ring | 50% |
No Ring | 0% |
► SP Farming Guide: How to Get Skill Points
Skills with similar effects, such as Avoid +10 and Avoid +15 reflect their total cost. This means if you inherited Avoid +10 first, the cost to upgrade to Avoid +15 or higher will be reduced. It also means inheriting a higher level skill first automatically inherits the lower level skills.
You also need to have Bond Level 5 with an Emblem in order to unlock Skill Inheritance with them. Increasing the Bond Level past 5 and doing their paralogues will unlock more skills for you to inherit from that Emblem. You can raise your Bond Level by having Bond Conversations, taking part in Emblem Training at the Arena, and polishing their Emblem Rings.
► How to Reach Level 20 Bond Level With Emblems
When equipped with the inherited skill, the unit keeps and can use the skill even when not equipped with the Emblem Ring that they purchased the skill from. In fact, this is encouraged since inherited skill effects don't stack with an Emblem's Sync skills.
Your units can only inherit skills from the Emblems. There's no way for normal units to inherit skills from each other.
▶︎ Beginner's Guide to Fire Emblem Engage
Skill Inheritance Guide: Best Skills to Inherit
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