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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 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.

    FE3H Related Links

    Abilities.png
    List of Abilities

    Personal Abilities Class Abilities
    Skill Mastery Abilities Class Mastery Abilities

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