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Fire Emblem: Three Houses (FE3H)

Class Abilities

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This page lists all the abilities equipable by reclassing in Fire Emblem: Three Houses. Check out our class ability list to be able to plan out your unit's class advancements.

List of Class Abilities

Class Abilities are abilities that are equipped to the available classes in the game. The list below shows all abilities that are unique to each class.

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.

FE3H Related Links

Abilities.png
List of Abilities

Personal Abilities Class Abilities
Skill Mastery Abilities Class Mastery Abilities

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