Gambits are a new combat action introduced in Fire Emblem: Three Houses.
Overview[]
Gambits are special tactics units can perform dependent on their assigned battalion. Some gambits are used for offense, while others are used for support. Each gambit has a defined area of effect, with many gambits targeting more than one map tile at once. The strength and accuracy of a gambit is affected by the unit's Charm. Each gambit has a set number of uses per battle determined by the battalion. If a unit's battalion takes too much damage and runs out of endurance, its gambits can not be used. Enemy units are also capable of deploying gambits against the player's force.
Depending on the offensive gambit deployed, a variety of effects may occur in addition to damage inflicted. Such effects include temporarily spreading damaging fire on tiles within the area of effect, poisoning the enemy, or shifting the enemy's position by pushing them away or drawing them to the attacking unit's rear. In all cases, the enemy cannot counterattack, even when the gambit user is in range.
Most human enemies struck by gambits become rattled, temporarily reducing their stats, as well as preventing movement and usage of their own battalions (if any) on the following turn. Bosses with the Commander ability are immune to being rattled, but can still be damaged.
When fighting giant enemies such as demonic beasts, gambits can be used to damage and shatter the beast's shield tiles. Targeting a beast with a gambit will also draw the beast's aggro toward the unit that used the gambit.
When a gambit is used on an enemy within the attack range of one or more of your allied units, it will become a Gambit Boost which increases the might (Mt) and hit rate of the gambit. This boost will increase based on the number of participating units and their respective support levels to the user.
List of Gambits[]
Physical Gambits[]
Name | Might | Hit | Range | Uses | Area of Effect | Notes |
---|---|---|---|---|---|---|
Absorption | 4 | 30 | 1 | 1 | Restores (damage dealt / 2) HP to the user from each enemy target hit. Inflicts the Rattled condition on all enemy targets in range. | |
Ashes and Dust | 12 | 50 | 2-3 | 2 | Deals bonus damage to flying units. Inflicts the Rattled condition on all enemy targets in range. | |
Assault Troop | 10 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. | |
Assembly | 4 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. After combat, the user moves one space backward while the primary target moves into the user's previous space. | |
Battleground Clean Up* | 15 | 40 | 1 | 1 | Inflicts the Rattled condition on all enemy targets in range. | |
Blaze | 10 | 50 | 1 | 1 | Inflicts the Rattled condition on all enemy targets in range. Sets certain terrain in range on fire for one turn. | |
Disturbance | 4 | 60 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. | |
Flash-Fire Arrows | 7 | 50 | 1 | 2 | Deals bonus damage to flying units. Inflicts the Rattled condition on all enemy targets in range. Sets certain terrain in range on fire for one turn. | |
Fusillade | 5 | 50 | 2-3 | 2 | Deals bonus damage to flying units. Inflicts the Rattled condition on all enemy targets in range. | |
Group Lance Attack | 6 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. | |
Line of Lances | 5 | 50 | 1 | 2 | Inflicts rattle stats on enemy units. Deals bonus damage to cavalry units. | |
Linked Horses | 12 | 50 | 1 | 1 | Inflicts rattle stats on enemy units. | |
Lure | 4 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. After combat, the primary target moves behind the user. | |
Mad Melee | 4 | 60 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. | |
Onslaught | 8 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. Pushes the primary target 1 space away. It can not push the target if there is a another target in the way or reaches a space where it cannot be pushed. | |
Poison Tactic | 5 | 60 | 1 | 1 | Inflicts the Rattled and Poison conditions on all enemy targets in range. | |
Poisoned Arrows | 4 | 60 | 2-3 | 2 | Deals bonus damage to flying units. Inflicts the Rattled and Poison conditions on all enemy targets in range. | |
Raging Flames | 15 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. Sets certain terrain in range on fire for one turn. | |
Random Shot | 8 | 40 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. | |
Reversal | 8 | 50 | 1 | 2 | Inflicts the Rattled condition on all enemy targets in range. After combat, the primary target swaps places with the user. | |
Wave Attack | 13 | 60 | 1 | 2 | Deals bonus damage to armored units. Inflicts the Rattled condition on all enemy targets in range. |
Magical Gambits[]
Name | Might | Hit | Range | Uses | Area of Effect | Notes |
---|---|---|---|---|---|---|
Group Flames | 2 | 60 | 1-2 | 1 | Inflicts the Rattled condition on all enemy targets in range. Sets certain terrain in range on fire for one turn. | |
Group Ice | 3 | 50 | 1-2 | 1 | Inflicts the Rattled condition on all enemy targets in range. | |
Group Lightning | 4 | 40 | 1-2 | 1 | Inflicts the Rattled condition on all enemy targets in range. | |
Resonant Flames | 6 | 60 | 1-2 | 1 | Inflicts the Rattled condition on all enemy targets in range. Sets certain terrain in range on fire for one turn. | |
Resonant Ice | 7 | 50 | 1-2 | 1 | Inflicts the Rattled condition on all enemy targets in range. | |
Resonant Lightning | 8 | 40 | 1-2 | 1 | Inflicts the Rattled condition on all enemy targets in range. |
Support Gambits[]
Name | Might | Hit | Range | Uses | Area of Effect | Notes |
---|---|---|---|---|---|---|
Absolute Defense* | - | 100 | 1 | 2 | Grants +6 Defense to all ally targets in range for one turn. | |
Bag of Tricks* | - | 100 | 1 | ? | Set Gambit Counter of all allies within range to 0. | |
Battleground Café* | - | 100 | 1 | 3 | Grants +4 Strength to all ally targets in range for one turn. | |
Blessing | - | 100 | 1 | 1 | Grants the Blessing condition on all ally targets in range, guaranteeing units will survive a single lethal blow with 1 HP if they start combat with >1 HP. | |
Dance of the Goddess | - | 100 | 1 | 1 | Allows all ally targets in range to act again. | |
Impregnable Wall | - | 100 | 1 | 5 | Grants the Impregnable Wall condition on all ally targets in range for one turn. | |
Recovery Roar | - | 100 | 1 | 5 | Removes any negative status conditions from all ally targets in range. | |
Resonant White Magic | 8 | 100 | 1 | 3 | Heals all player and ally units in range. | |
Retribution | - | 100 | 1 | 2 | Allows player and ally units to counterattack regardless of distance for 5 turns. | |
Sacred Shield | - | 100 | 1 | 5 | Grants the Sacred Shield condition to all allies in range, nullifying damage from ranged attacks for the rest of the turn. | |
Stride | - | 100 | 1 | 2 | Grants +5 Movement to all ally targets in range. |