Fire Emblem: Three Houses (FE3H)

List of Abilities

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

Personal Abilities

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

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

Class Abilities

Class Abilities

These are abilities that are attached together to certain classes. You equip these abilities when your units equip a specific class, and lose them when switching to other ones.

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

    Skill Abilities

    Skill Mastery 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.

    Sword Abilities

    Ability Name Effect
    Swordfaire Grants +5 Atk when using a sword.
  • Enlightened One
  • Mortal Savant
  • Assassin
  • Swordmaster
  • Hero
  • Sword Crit +10 Grants +10 Crit when using a sword.
  • Swordmaster
  • 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 Name Effect
    Lancefaire Grants +5 Atk when using a lance.
  • Great Knight
  • Paladin
  • Great Lord
  • High Lord
  • 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 Name Effect
    Axefaire Grants +5 Atk when using an axe.
  • War Master
  • Great Knight
  • Wyvern Lord
  • Warrior
  • Wyvern Rider
  • Fortress Knight
  • Axe Crit +10 Grants +10 Crit when using an axe.
  • Warrior
  • 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 Name Effect
    Bowfaire Grants +5 Atk when using a bow.
  • Bow Knight
  • Sniper
  • 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 Name Effect
    Fistfaire Grants +5 Atk when brawling.
  • War Master
  • 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 Name Effect
    Black Tomefaire Grants +5 Atk when using black magic.
  • Dark Knight
  • Mortal Savant
  • Warlock
  • Dark Tomefaire Grants +5 Atk when using dark magic.
  • Dark Knight
  • Black Magic Range +1 Increases black magic range by 1.
    Under Construction.
    Dark Magic Range +1 Increases dark magic range by 1.
    Under Construction.
    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 Name Effect
    White Tomefaire Grants +5 Atk when using white magic.
  • Holy Knight
  • 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 Name Effect
    Weight -5 Reduces total equipment weight by 5.
  • Fortress Knight
  • Class Mastery Abilities

    Class Mastery Abilities

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

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

    Others

    This ability doesn't fall to any of the aforementioned categories listed above. This ability can be learned by winning the White Heron Cup event.

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

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