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Fire Emblem: Three Houses (FE3H)

List of Abilities

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Abilities.png
This is the page for the various abilities in Fire Emblem: Three Houses (FETH, FE3H). Read on to find out what each ability does, who can learn them, and how to acquire them!

List of Abilities and Effects

Personal Abilities

Ability Name Effect
Professor's Guidance Multiplies this unit's adjacent allies' experience earned by 1.2.
Equipped by: Byleth
Professor's Guidance+ Unit deals 2 extra damage during combat. Multiplies this unit's adjacent allies' experience earned by 1.2.
Equipped by: Byleth
Imperial Lineage Multiplies experience earned by 1.2
Equipped by: Edelgard
Imperial Lineage+ If unit takes no action except Wait, grants Res +4 for 1 turn. Multiplies experience earned by 1.2.
Equipped by: Edelgard
Royal Lineage Multiplies experience earned by 1.2.
Equipped by: Dimitri
Royal Lineage+ Grants Avo +20 while unit is at full HP. Multiplies experience earned by 1.2.
Equipped by: Dimitri
Leicester Lineage Multiplies experience earned by 1.2.
Equipped by: Claude
Leicester Lineage+ Allows unit to pass through spaces occupied by foes. Multiplies experience earned by 1.2.
Equipped by: Claude
Officer Duty Grants Mt +5 with gambits.
Equipped by: Hubert
Songstress Adjacent allies recover up to 10% of max HP at the start of each turn.
Equipped by: Dorothea
Confidence Grants Hit/Avo +15 when unit is at full HP.
Equipped by: Ferdinand
Persecution Complex Grants Atk +5 when unit is not at full HP.
Equipped by: Bernadetta
Born Fighter Adjacent foes suffer Avo -10 during combat.
Equipped by: Caspar
Catnap If unit takes no action except Wait, recovers up to 10% of max HP.
Equipped by: Linhardt
Hunter's Boon Grants Crit +20 when foe's HP is ≤ 50%.
Equipped by: Petra
Live to Serve When healing an ally with white magic, unit recovers the same amount of HP.
Equipped by: Mercedes
Staunch Shield If unit takes no action except Wait, grants Def +4 for 1 turn.
Equipped by: Dedue
Lone Wolf Unit deals 5 extra damage when no battalion is assigned or when battalion endurance is 0.
Equipped by: Felix
Lockpick Unit can open doors and chests without needing a key.
Equipped by: Ashe
Perserverance Use Rally to grant Str +4 to an adjacent ally for one turn.
Equipped by: Annette
Philanderer If a female ally is adjacent, unit deals 2 extra damage and takes 2 less damage during combat.
Equipped by: Sylvain
Lady Knight Grants Mt +3 and Hit +5 with gambits.
Equipped by: Ingrid
Distinguished House Unit deals 2 extra damage while in formation with a battalion.
Equipped by: Lorenz
Advocate Adjacent male allies deal 3 extra damage during combat.
Equipped by: Hilda
Goody Basket Chance to recover up to 10% of max HP at the start of each turn. Trigger % = Lck stat.
Equipped by: Raphael
Mastermind Doubles skill experience earned in battle.
Equipped by: Lysithea
Watchful Eye Grants Hit +20.
Equipped by: Ignatz
Animal Friend Unit recovers up to 20% of max HP at the start of each turn when adjacent to a cavalry or flying ally.
Equipped by: Marianne
Rivalry If a male ally is adjacent, unit deals 2 extra damage and takes 2 less damage during combat.
Equipped by: Leonie
Infirmary Master Adjacent allies gain Crit Avo +10 during combat.
Equipped by: Manuela
Crest Scholar Use Rally to grant Mag +4 to an adjacent ally for one turn.
Equipped by: Hanneman
Fighting Spirit Unit takes 5 less damage when no battalion is assigned or when battalion endurance is 0.
Equipped by: Catherine
Compassion Use Rally to grant Lck +8 to an adjacent ally for one turn.
Equipped by: Alois
Guardian Adjacent female allies deal 3 extra damage during combat.
Equipped by: Seteth
Lily's Poise Adjacent allies take 3 less damage during combat.
Equipped by: Flayn
Veteran Knight Unit takes 2 less damage while in formation with a battalion.
Equipped by: Gilbert
Survival Instinct If unit initiates combat and defeats foe, grants Str/Mag/Dex/Spd +4 for one turn.
Equipped by: Shamir
Aptitude Makes each stat 20% more likely to increase on level up.
Equipped by: Cyril
Murderous Intent If unit initiates combat, grants Hit +20 during combat.
Equipped by: Jeritza
Business Prosperity Increases Lck by 5.
Equipped by: Anna
Honorable Spirit If unit is not near an ally, grants Atk +3 when in combat with a foe one space away.
Equipped by: Yuri
Circadian Beat Grants Str/Mag +3 when indoors and Def/Res +3 when outdoors.
Equipped by: Constance
King of Grappling Grants Str/Def +6 when HP is ≤ 50%.
Equipped by: Balthus
Monstrous Appeal Makes all attacks effective against monsters and makes it easier for monsters to target unit.
Equipped by: Hapi

These are abilities that come with ceratin units by default. These abilities cannot be removed, and stay with the character all throughout the game.

Personal Abilities

Class Abilities

Ability
Classes
Effect
Avo +10
• Pegasus Knight
Increases Avo by 10.
Axe Crit +10
• Warrior
Grants +10 Crit when using an axe.
Axefaire
• War Master
• Great Knight
• Wyvern Lord
• Warrior
• Wyvern Rider
• Fortress Knight
Grants +5 Atk when using an axe.
Black Magic Range +1
• Valkyrie
Increases black magic range by 1.
Black Magic Uses x2
• Warlock
Doubles the number of uses for black magic.
Black Tomefaire
• Dark Knight
• Mortal Savant
• Warlock
Grants +5 Atk when using black magic.
Bowfaire
• Bow Knight
• Sniper
Grants +5 Atk when using a bow.
Bowrange +1
• Sniper
• Archer
Increases bow range by 1.
Bowrange +2
• Bow Knight
Increases bow range by 2.
Canto
• Holy Knight
• Dark Knight
• Bow Knight
• Great Knight
• Wyvern Lord
• Wyvern Rider
• Paladin
• Pegasus Knight
• Cavalier
Allows unit to move again after completing certain actions, if there is movement remaining
Charm
• Great Lord
• High Lord
• Lord
Adjacent allies deal 3 extra damage during combat.
Crit +20
• War Master
Increases Crit by 20.
Dark Magic Range +1
• Valkyrie
Increases dark magic range by 1.
Dark Magic Uses x2
• Gremory
Doubles the number of uses for dark magic.
Dark Tomefaire
• Dark Knight
Grants +5 Atk when using dark magic.
Fiendish Blow
• Dark Bishop
If unit initiates combat, grants Mag +6 during combat.
Fire
• Mage
Allows unit to cast Fire. If Fire is already available, then unit can cast it twice as often.
Fistfaire
• War Master
Grants +5 Atk when brawling.
Heal
• Priest
Allows unit to cast Heal. If Heal is already available, then unit can cast it twice as often.
Heartseeker
• Dark Bishop
• Dark Mage
Adjacent foes suffer Avo -20 during combat.
Lancefaire
• Great Knight
• Paladin
• Great Lord
• High Lord
Grants +5 Atk when using a lance.
Locktouch
• Assassin
• Thief
Allows unit to open doors and chests without keys.
Lucky Seven
• Trickster
Each turn, grants +5 to one of the following stats: Str, Mag, Spd, Def, Res, Hit, or Avo.
Miasma Δ
• Dark Bishop
• Dark Mage
Allows unit to cast Miasma Δ. If Miasma Δ is already available, then unit can cast it twice as often.
Steal
• Thief
Allows a unit to steal a non-weapon item from a foe with a lower Spd stat.
Stealth
• Assassin
Makes it more difficult for foes to target unit.
Sword Crit +10
• Swordmaster
Grants +10 Crit when using a sword.
Swordfaire
• Enlightened One
• Mortal Savant
• Assassin
• Swordmaster
• Hero
Grants +5 Atk when using a sword.
Terrain Resistance
• Enlightened One
• Holy Knight
• Bishop
• Paladin
Nullifies damage from terrain.
Transmute
• Dark Flier
If unit is hit with a magic attack during enemy phase, grants +3 to all stats until next player phase ends.
Unarmed Combat
• Grappler
• Brawler
• War Monk
• War Cleric
Fight without a weapon.
Vantage
• Hero
When foe initiates combat, unit still attacks first if HP is ≤ 50%.
Weight -5
• Fortress Knight
Reduces total equipment weight by 5.
White Magic Heal +10
• Bishop
Heal 10 extra HP when using white magic.
White Magic Heal +5
• Priest
Heal 5 extra HP when using white magic.
White Magic Uses x2
• Bishop
Doubles the number of uses for white magic.
White Tomefaire
• Holy Knight
Grants +5 Atk when using white magic.

These are abilities that are automatically equipped when a unit is a certain class. A unit loses them when they change classes.

Class Abilities

Skill Abilities

These are abilities that can be learned by upgrading a certain skill to the necessary skill level that the ability needs in order to be learned.

Skill Mastery Abilities

Sword Abilities

Ability Effect
Swordfaire Grants +5 Atk when using a sword.
Sword Crit +10 Grants +10 Crit when using a sword.
Sword Prowess Lv 1 Grants Hit +5, Avo +7, and Crit Avo +5 when using a sword.
Sword Prowess Lv 2 Grants Hit +6, Avo +10, and Crit Avo +6 when using a sword.
Sword Prowess Lv 3 Grants Hit + 7, Avo +13, and Crit Avo +7 when using a sword.
Axebreaker Grants Hit/Avo +20 when using a sword against axe users.
Sword Prowess Lv 4 Grants Hit +8, Avo +16, and Crit Avo +8 when using a sword.
Sword Prowess Lv 5 Grants Hit +10, Avo +20, and Crit Avo +10 when equipped with a sword.

Lance Abilities

Ability Effect
Lancefaire Grants +5 Atk when using a lance.
Lance Prowess Lv 1 Grants Hit +6, Avo +6, and Crit Avo +5 when using a lance.
Lance Prowess Lv 2 Grants Hit +8, Avo +8, and Crit Avo +6 when using a lance.
Lance Prowess Lv 3 Grants Hit +10, Avo +10, and Crit Avo +7 when using a lance.
Swordbreaker Grants Hit/Avo +20 when using a lance against sword users.
Lance Prowess Lv 4 Grants Hit +12, Avo +12, and Crit Avo +8 when using a lance.
Lance Prowess Lv 5 Grants Hit +15, Avo +15, and Crit Avo +10 when using a lance.
Lance Crit +10 Grants Crit +10 when using a lance.

Axe Abilities

Ability Effect
Axefaire Grants +5 Atk when using an axe.
Axe Crit +10 Grants +10 Crit when using an axe.
Axe Prowess Lv 1 Grants Hit +7, Avo +5, and Crit Avo +5 when using an axe.
Axe Prowess Lv 2 Grants Hit +10, Avo +6, and Crit Avo +6 when using an axe.
Axe Prowess Lv 3 Grants Hit +13, Avo +7, and Crit Avo +7 when using an axe.
Lancebreaker Grants Hit/Avo +20 when using an axe against lance users.
Axe Prowess Lv 4 Grants Hit +16, Avo +8 and Crit Avo +8 when using an axe.
Axe Prowess Lv 5 Grants Hit +20, Avo +10, and Crit Avo +10 when using an axe.

Bow Abilities

Ability Effect
Bowfaire Grants +5 Atk when using a bow.
Bow Prowess Lv 1 Grants Hit +6, Avo +6, and Crit Avo +5 when using a bow.
Bow Prowess Lv 2 Grants Hit +8, Avo +8, and Crit Avo +6 when using a bow.
Close Counter Allows unit to counterattack adjacent foes.
Bow Prowess Lv 3 Grants Hit +10, Avo +10, and Crit Avo +7 when using a bow.
Bow Prowess Lv 4 Grants Hit +12, Avo +12, and Crit Avo +8 when using a bow.
Bow Prowess Lv 5 Grants Hit +15, Avo +15, and Crit Avo +10 when using a bow.
Bow Crit +10 Grants Crit +10 when using a bow.

Brawl Abilities

Ability Effect
Fistfaire Grants +5 Atk when brawling.
Brawling Prowess Lv 1 Grants Hit +5, Avo +7, and Crit Avo +5 when brawling.
Brawling Prowess Lv 2 Grants Hit +6, Avo +10, and Crit Avo +6 when brawling.
Brawling Prowess Lv 3 Grants Hit +7, Avo +13, and Crit Avo +7 when brawling.
Brawling Prowess Lv 4 Grants Hit +8, Avo +16, and Crit Avo +8 when brawling.
Brawling Prowess Lv 5 Grants Hit +10, Avo +20, and Crit Avo +10 when brawling.
Brawl Crit +10 Grants Crit +10 when brawling.

Reason Abilities

Ability Effect
Black Tomefaire Grants +5 Atk when using black magic.
Dark Tomefaire Grants +5 Atk when using dark magic.
Black Magic Range +1 Increases black magic range by 1.
Dark Magic Range +1 Increases dark magic range by 1.
Reason Prowess Lv 1 Grants Hit +7, Avo +5, and Crit Avo +5 when using black or dark magic.
Reason Prowess Lv 2 Grants Hit +10, Avo +6, and Crit Avo +6 when using black or dark magic.
Reason Prowess Lv 3 Grants Hit +13, Avo +7, and Crit Avo +7 when using black or dark magic.
Reason Prowess Lv 4 Grants Hit +16, Avo +8, and Crit Avo +8 when using black or dark magic.
Reason Prowess Lv 5 Grants Hit +20, Avo +10, and Crit Avo +10 when using black or dark magic.

Faith Abilities

Ability Effect
White Tomefaire Grants +5 Atk when using white magic.
Faith Prowess Lv 1 Grants Hit +5, Avo +7, and Crit Avo +5 when using white magic.
Faith Prowess Lv 2 Grants Hit +6, Avo +10, and Crit Avo +6 when using white magic.
Faith Prowess Lv 3 Grants Hit +7, Avo +13, and Crit Avo +7 when using white magic.
Faith Prowess Lv 4 Grants Hit +8, Avo +16, and Crit Avo +8 when using white magic.
Faith Prowess Lv 5 Grants Hit +10, Avo +20, and Crit Avo +10 when using white magic.
White Magic Range +1 Increases white magic range by 1 for attacks that damage foes.

Heavy Armor Ability

Ability Effect
Weight -5 Reduces total equipment weight by 5.

Class Mastery Abilities

Ability
Req. Class Mastery
Effect
Hit +20
• Archer
Increases Hit by 20.
Armored Blow
• Armored Knight
If unit initiates combat, grants Def +6 during combat.
Pomp & Circumstance
• Armored Lord
• High Lord
• Wyvern Master
Grants Lck/Cha +4.
Lethality
• Assassin
Chance to instantly kill a foe when dealing damage. Trigger % = 0.25xDex.
Renewal
• Bishop
Unit recovers up to 20% of max HP at the start of each turn.
Defiant Speed
• Bow Knight
Grants Spd +8 when HP is ≥ 25%.
Unarmed Combat
• Brawler
Fight without a weapon.
Death Blow
• Brigand
If unit initiates combat, grants Str +6 during combat.
Desperation
• Cavalier
If unit initiates combat with HP ≤ 50% unit's follow-up attack (if possible) occurs before foe's counterattack.
Special Dance
• Dancer
When using the Dance ability, grant Dex/Spd/Lck +4 to target ally.
Lifetaker
• Dark Bishop
Unit recovers HP equal to 50% of damage dealt after defeating a foe.
Transmute
• Dark Flier
If unit is hit with a magic attack during enemy phase, grants +3 to all stats until next player phase ends.
Seal Resistance
• Dark Knight
If unit damages foe during combat, foe suffers Res -6 for 1 turn after combat.
Poison Strike
• Dark Mage
If unit initiates combat and lands a hit, targeted foe loses up to 20% of max HP after combat.
Counterattack
• Death Knight
Allows unit to counterattack regardless of distance to attacker.
Sacred Power
• Enlightened One
Adjacent allies deal 3 extra damage and take 3 less damage during combat.
Defiant Avoid
• Falcon Knight
Grants Avo +30 when HP is ≤ 25%.
Strength +2
• Fighter
Increases Str by 2.
Pavise
• Fortress Knight
Chance to reduce sword/lance/axe/brawling damage by half. Trigger % = Dex stat.
Tomebreaker
• Grappler
Grants Hit/Avo +20 when brawling against magic users.
Defiant Defense
• Great Knight
Grants Def +8 when HP is ≥ 25%.
Defiant Magic
• Gremory
Grants Mag +8 when HP is ≥ 25%.
Defiant Strength
• Hero
Grants Str +8 when HP is ≤ 25%.
Defiant Resistance
• Holy Knight
Grants Res +8 when HP is ≥ 25%.
Resistance +2
• Lord
Increases Res by 2.
Fiendish Blow
• Mage
If unit initiates combat, grants Mag +6 during combat.
Vantage
• Mercenary
When foe initiates combat, unit still attacks first if HP is ≤ 50%.
Magic +2
• Monk
Increases Mag by 2.
Warding Blow
• Mortal Savant
If unit initiates combat, grants Res +6 during combat.
Speed +2
• Myrmidon
Increases Spd by 2.
HP +5
• Noble
• Commoner
Increases HP by 5.
Aegis
• Paladin
Chance to reduce bow/magic damage by half. Trigger % = Dex stat.
Darting Blow
• Pegasus Knight
If unit initiates combat, grants AS +6 during combat.
Miracle
• Priest
Chance to survive lethal damage with 1 HP, if HP is >1. Trigger % = Lck stat.
Defense +2
• Soldier
Increases Def by 2.
Steal
• Thief
Allows a unit to steal a non-weapon item from a foe with a lower Spd stat.
Duelist's Blow
• Trickster
If unit initiates combat, grants Avo +20 during combat.
Uncanny Blow
• Valkyrie
If unit initiates combat, grants Hit +30 during combat.
Quick Riposte
• War Master
If foe initiates combat while unit's HP is ≥ 50%, unit makes guaranteed follow-up attack.
Brawl Avo +20
• War Monk
• War Cleric
Grants Avo +20 when brawling.
Bowbreaker
• Warlock
Grants Hit/Avo +20 when using magic against bow users.
Wrath
• Warrior
If foe initiates combat while unit's HP is ≤ 50%, grants Crit +50.
Defiant Critical
• Wyvern Lord
Grants Crit +50 when HP ≥ 25%.
Seal Defense
• Wyvern Rider
If unit damages foe during combat, foe suffers Def -6 for 1 turn after combat.

These are abilities that can only be learned by mastering a specific class.

Class Mastery Abilities

White Heron Cup

Ability Name Effect
Sword Avo +20 Grans Avo +20 when using a sword.

This ability is unique because it can only be gained by a unit after winning the White Heron Cup event and becoming a Dancer.

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