Fire Emblem Engage (FE Engage)

Skill Inheritance Guide: Best Skills to Inherit

Fire Emblem Engage Skill Inheritance

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.

Best Skills to Inherit

Jump to an Emblem!
MarthMarth CelicaCelica SigurdSigurd LeifLeif
RoyRoy LynLyn ErikaEirika IkeIke
MicaiahMicaiah LucinaLucina CorrinCorrin BylethByleth
DLC Emblems
EdelgardEdelgard TikiTiki

► List of All Emblems

Marth

Bond Lv Skill Description
3 Break Defenses Break Defenses SP Cost: 2000
If unit's attack breaks foe, unit makes an extra attack at 50% damage.
19 Avoid +30 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

Celica

Bond Lv Skill Description
8 Favorite Food Favorite Food SP Cost: 200
When unit eats a packed lunch, its engage meter is maxed out.
19 Magic +5 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

Sigurd

Bond Lv Skill Description
13 Canter+ Canter+ SP Cost: 2000
Unit can move 3 spaces after acting.
18 Lance Power 5 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

Leif

Bond Lv Skill Description
16 Arms Shield++ Arms Shield++ SP Cost: 600
When unit has weapon advantage, unit takes 7 less damage.
18 Vantage++ 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 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

Roy

Bond Lv Skill Description
2 Strength +2 Strength +2 SP Cost: 1000
Grants Str+2.
3 Advance Advance SP Cost: 500
Use to move 1 space toward a foe that is 2 spaces away and attack.
16 Sword Power 5 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

Lyn

Bond Lv Skill Description
4 Speedtaker 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++ 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

Eirika

Bond Lv Skill Description
13 Lunar Brace+ Lunar Brace+ SP Cost: 5000
If unit initiates combat with a physical attack, deals extra damage=30% of foe's Def.
18 Gentility+ 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

Ike

Bond Lv Skill Description
5 Reposition Reposition SP Cost: 200
Use to move an adjacent ally to the opposite side of unit.
13 Wrath 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 Axe Power 5 SP Cost: 5000
Grants Atk+10 at a cost of Avo-10 when using an axe.
18 Resolve+ 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

Micaiah

Bond Lv Skill Description
5 Healing Light 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 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

Lucina

Bond Lv Skill Description
13 Dual Support 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 Bow Agility 5 SP Cost: 5000
Grants Avo+30 at a cost of Crit-10 when using a bow.
18 Dual Assist+ 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

Corrin

Bond Lv Skill Description
13 Pair Up Pair Up SP Cost: 2000
Prevents damage from foes' chain attacks against unit.
18 Quality Time+ 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 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

Byleth

Bond Lv Skill Description
5 Mentorship 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

Edelgard / Dimitri / Claude

Bond Lv Skill Description
5 Lineage Lineage SP Cost: 150
Increases unit's earned experience by 20%.
5 Assembly Gambit 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+ 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

Tiki

Bond Lv Skill Description
5 Starsphere Starsphere SP Cost: 1500
Grants unit enhanced stat growth when leveling up.
16 Geosphere+ 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++ 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

What is Skill Inheritance?

Emblem Skills can be Inherited by Normal Units

Fire Emblem Engage Skill Inheritance

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.

► How to Use Emblem Rings

How to Inherit Skills

Inherit Skills at the Ring Chamber

Fire Emblem Engage Ring Chamber

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.

► Things to Do at the Somniel

SP and Bond Level 5 are Required

Fire Emblem Engage Skill Points

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

Higher Level Skills Reflect Total SP Cost

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.

Skill Inheritance has Bond Requirements

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

Can be Used Even Without Emblem Ring Equipped

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.

Skills are Inherited From Emblems

Your units can only inherit skills from the Emblems. There's no way for normal units to inherit skills from each other.

Fire Emblem Engage Related Guides

Fire Emblem Engage Tips and Tricks
▶︎ Beginner's Guide to Fire Emblem Engage

All Tips and Tricks

Tier Lists and Builds
Best Units Best Classes for Each Unit
Best Emblem Ring Pairings Class Tier List
Best Party Composition Best Units for Maddening Run
How to Build Characters Emblem Tier List
Unit Guides
How to Recruit Units Class Change: When to Promote Units
Best Gifts for All Characters Growth Rates and Stat Caps
Every Stat Explained How to Increase Weapon Proficiency
How to Get the Pact Ring All Paired Endings
Romance Options What Happens on Your Birthday?
How to Get S Rank Support Should you Gift the Horse Manure?
Valuable Items/Farming Guides
SP Farming EXP Farming
Gold Farming Where to Get Master Seals
Where to Get Second Seals How to Get the Silver Card
How to Farm Iron, Steel, and Silver Ingots How to Farm Bane Books
Emblem Guides
Skill Inheritance How to Farm Bond Fragments
All Synchro Skills How to Reach Level 20 Bond Level
How to Use Emblem Rings Bond Effects
Engage Mechanic Explained -
Battle and Combat Guides
How to Reroll Skirmishes How to Reroll Stats on Level Up
Should You Optimize? Poison Mechanic Explained
Permadeath Explained How to Open Treasure Chests and Doors
Dodge vs Avoid Explained What Does Luck Affect?
Build Stat and Attack Speed Follow-Up Attack Guide
How to Rewind Exploration Guide
How to Use Auto-Battle Break Mechanic Explained
Battle Symbols Explained Weapon Durability
Spirits of the Fallen Weapon Triangle Explained
How to Navigate Dark Maps Terrains Explained
Other Guides/FAQs
Missable Items Post Game Content
How to Unlock DLC Lookout Ridge
Difficulty Level Differences Maddening Difficulty Guide
Lost Items Are There Dark Seals?
Fell Xenologue Unlock Guide -

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