Fire Emblem Wiki
Fire Emblem Wiki
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|[[File:Miasma Δ FE16.png|centre|thumb|35x35px]]
 
|[[File:Miasma Δ FE16.png|centre|thumb|35x35px]]
|[[Miasma ]]
+
|[[Miasma Δ]]
 
|[[File:FE16_Linhardt_Dark_Mage.gif|30px]][[Dark Mage]]<br />[[File:FE16 Ignatz Dark Bishop.gif|30px]][[Dark Bishop]]
 
|[[File:FE16_Linhardt_Dark_Mage.gif|30px]][[Dark Mage]]<br />[[File:FE16 Ignatz Dark Bishop.gif|30px]][[Dark Bishop]]
| Enables the use of [[Miasma|Miasma ]]. If already learned, doubles the number of uses.
+
| Enables the use of [[Miasma|Miasma Δ]]. If already learned, doubles the number of uses.
 
|-
 
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|[[File:Heartseeker FE16.png|centre|thumb|35x35px]]
 
|[[File:Heartseeker FE16.png|centre|thumb|35x35px]]
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|[[File:White Magic Heal+5 FE16.png|centre|thumb|35x35px]]
 
|[[File:White Magic Heal+5 FE16.png|centre|thumb|35x35px]]
|[[White Magic Heal +5]]
+
|[[White Magic Heal +|White Magic Heal +5]]
 
|[[File:FE16_Lysithea_Priest.gif|30px]][[Priest]]
 
|[[File:FE16_Lysithea_Priest.gif|30px]][[Priest]]
 
| White Magic heals +5 more HP.
 
| White Magic heals +5 more HP.
 
|-
 
|-
 
|[[File:White Magic Heal+10 FE16.png|centre|thumb|35x35px]]
 
|[[File:White Magic Heal+10 FE16.png|centre|thumb|35x35px]]
|[[White Magic Heal +10]]
+
|[[White Magic Heal +|White Magic Heal +10]]
 
|[[File:FE16_Annette_Bishop.gif|30px]][[Bishop]]
 
|[[File:FE16_Annette_Bishop.gif|30px]][[Bishop]]
 
| White Magic heals +10 more HP.
 
| White Magic heals +10 more HP.
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|[[File:Fistfaire FE16.png|centre|thumb|35x35px]]
 
|[[File:Fistfaire FE16.png|centre|thumb|35x35px]]
|[[Fisttfaire|Fistfaire]]
+
|[[Fistfaire]]
 
|[[File:FE16_Caspar_Grappler.gif|30px]][[Grappler]]<br />[[War Master]]
 
|[[File:FE16_Caspar_Grappler.gif|30px]][[Grappler]]<br />[[War Master]]
 
| Might +5 when a gauntlet is equipped.
 
| Might +5 when a gauntlet is equipped.
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|[[Fiendish Blow]]
 
|[[Fiendish Blow]]
 
|[[File:FE16 Ignatz Dark Bishop.gif|30px]][[Dark Bishop]]
 
|[[File:FE16 Ignatz Dark Bishop.gif|30px]][[Dark Bishop]]
| MAG+6 when initiating attack.
+
| Mag +6 when initiating attack.
 
|}
 
|}
   

Revision as of 05:37, 28 September 2019

This is a list of Skills, called Abilities in game, found in Fire Emblem: Three Houses.

Personal Abilities

Innate abilities that each character has at the start. Cannot be removed and there’s only one for each character.

Icon Skill Character Effect
Teacher's Guidance Professor's Guidance Byleth +20% Experience Gained to user and adjacent ally
Professor's Guidance+ Professor's Guidance+ Byleth (post-timeskip) +20% Experience Gained to user and adjacent ally, +2 Damage Dealt
Imperial Bloodline Imperial Lineage Edelgard +20% Experience Gained
Imperial Lineage+ Imperial Lineage+ Edelgard (post-timeskip) +20% Experience Gained, If unit takes no action except Wait, grants Res +4 for 1 turn.
Royal Bloodline Royal Lineage Dimitri +20% Experience Gained
Royal Lineage+ Royal Lineage+ Dimitri (post-timeskip) +20% Experience Gained, Grants Avo +20 while unit is at full HP.
Alliance Bloodline Leicester Lineage Claude +20% Experience Gained
Leicester Lineage+ Leicester Lineage+ Claude (post-timeskip) +20% Experience Gained, grants unit effects of Pass
Strategist Officer Duty Hubert Boosts Gambit Might by 5.
Songstress skill Songstress Dorothea At the start of each turn, restores adjacent allies’ HP by 10%.
Confidence skill Confidence Ferdinand When HP is full, unit gains +15 Hit and Avoid
Persecution Complex Persecution Complex Bernadetta When HP is not full, unit gains +5 Damage
Born Fighter Born Fighter Caspar Adjacent foes receive Avoid -10 during combat.
Catnap Catnap Linhardt If unit waits without performing an action, restores 10% HP.
Hunter's Boon Hunter's Boon Petra When foe has less than 50% HP, Critical rate +20
Live to Serve FE16 Live to Serve Mercedes When healing allies with White Magic, unit is healed by the same amount
Staunch Shield skill Staunch Shield Dedue If user waits without acting, Defense +4 for one turn.
Lone Wolf skill Lone Wolf Felix When a Battalion is not deployed or when battalion health is zero, damage dealt +5
Wisdom to Live Lockpick Ashe Unit can open locks and chests without keys
Perseverance Perseverance Annette When Rally command is used on ally, grants Strength +4.
Philanderer Philanderer Sylvain When adjacent to a female ally, damage dealt to foe +2, damage received from foe -2.
Lady Knight skill Lady Knight Ingrid When using a Gambit, Might +3 and Hit Rate +5.
Prestigious Noble Distinguished House Lorenz When a battalion is deployed, damage dealt +2
Plead Advocate Hilda When an adjacent male ally enters battle, ally’s damage dealt +3
Catnap Goody Basket Raphael At the start of a turn, unit has Luck% chance of regaining 10% of HP
Mastermind icon Mastermind Lysithea Unit gains 2x skill EXP from combat
Watchful Eye Watchful Eye Ignatz Hit rate +20.
Animal Friend Animal Friend Marianne When adjacent to a horseback or flying ally, restores 20% HP at the start of the turn.
Rivalry FE16 Rivalry Leonie When adjacent to a male ally, damage dealt to foe +2, damage received from foe -2.
Plead Infirmary Master Manuela Adjacent allies gain Crit Avoid +10 during combat
Crest Scholar FE16 Crest Scholar Hanneman Use Rally to grant Mag +4 to an ally
Confidence skill Fighting Spirit Catherine Unit takes 5 less damage when no battalion is assigned or when battalion endurance is 0.
Compassion FE16 Compassion Alois Use Rally to grant Lck +8 to an ally.
Plead Guardian Seteth Adjacent female allies deal 3 extra damage during combat
Plead Lily's Poise Flayn Adjacent allies take 3 less damage during combat.
Prestigious Noble Veteran Knight Gilbert Unit takes 2 less damage while in formation with a battalion.
Confidence skill Survival Instinct Shamir If unit initiates combat and defeats foe, grants Str/Mag/Dex/Spd +4 for one turn.
Aptitude FE16 Aptitude Cyril Makes each stat 20% more likely to increase on level up.
Hunter's Boon Blade Breaker Jeralt If unit damages foe, foe suffers Str/Def -6 for 1 turn after combat.
Born Fighter Murderous Intent Death Knight If unit initiates combat, grants Hit +20 during combat.
Sacred Power FE16 Sacred Power Rhea Adjacent allies deal 3 extra damage and take 3 less damage during combat.
Miasma Δ FE16 Agarthan Technology Solon, Kronya, Thales, Cornelia Adjacent foes deal 3 less damage during combat.
Mighty King of Legend FE16 Mighty King of Legend Nemesis Negates 1 attack per turn and grants +3 to all stats per member of Ten Elites present.
Ten Elites Skill FE16 10 Elites Blaiddyd, Riegan, Lamine, Goneril, Charon, Fraldarius, Gloucester, Dominic, Gautier, Daphnel Grants power to the Mighty King of Legend.

Class Abilities

Innate abilities for each class. It’s granted to that class only and disappears if you change class.

Icon Skill Class Effect
Charm FE16 Charm FE16 Edelgard LordLord
Armored Lord
High Lord
Wyvern Master
Emperor
Great Lord
Barbarossa
When allies adjacent to unit enter combat, allies gain +3 Damage.
Canto FE16
Canto FE16 Felix CavalierCavalier
FE16 Hilda Pegasus KnightPegasus Knight
FE16 Sylvain PaladinPaladin
FE16 Claude Wyvern RiderWyvern Rider
Wyvern Master
Falcon Knight
Wyvern Lord
Great Knight
Bow Knight
Dark Knight
Holy Knight
Barbarossa
Death Knight
After performing an action, user can use their leftover movement.
Unarmed Combat FE16
Unarmed Combat FE16 Dedue BrawlerBrawler
FE16 Caspar GrapplerGrappler
User can fight without a weapon equipped.
Fire FE16
Fire FE16 Marianne MageMage Enables the use of Fire. If already learned, doubles the number of uses.
Miasma Δ FE16
Miasma Δ FE16 Linhardt Dark MageDark Mage
FE16 Ignatz Dark BishopDark Bishop
Enables the use of Miasma Δ. If already learned, doubles the number of uses.
Heartseeker FE16
Heartseeker FE16 Linhardt Dark MageDark Mage
FE16 Ignatz Dark BishopDark Bishop
Reduces Avoid of adjacent foes by 20.
Steal FE16
Steal FE16 Edelgard ThiefThief Unit can steal non-weapon items from enemies with lower Spd than self.
Locktouch FE16
Locktouch FE16 Edelgard ThiefThief
FE16 Dorothea AssassinAssassin
Unit can open locks and chests without keys.
Avo+10 FE16
Avoid +10 FE16 Hilda Pegasus KnightPegasus Knight
Falcon Knight
Wyvern Lord
Increases Avoid by 10.
Bowrange+1 FE16
Bowrange +1 FE16 Claude ArcherArcher
FE16 Bernadetta SniperSniper
Increases range of Bows by 1.
Bowrange+2 FE16
Bowrange +2 Bow Knight Increases range of Bows by 2.
Heal FE16
Heal FE16 Lysithea PriestPriest Unit can use Heal. If it has already been learnt, the number of times it can be used is doubled.
White Magic Heal+5 FE16
White Magic Heal +5 FE16 Lysithea PriestPriest White Magic heals +5 more HP.
White Magic Heal+10 FE16
White Magic Heal +10 FE16 Annette BishopBishop White Magic heals +10 more HP.
Swordfaire FE16
Swordfaire FE16 Ferdinand HeroHero
FE16 Ingrid SwordmasterSwordmaster
FE16 Dorothea AssassinAssassin
Mortal Savant
Enlightened One
Might +5 when a sword is equipped.
Axefaire FE16
Axefaire FE16 Raphael FortressFortress Knight
FE16 Edelgard WarriorWarrior
FE16 Claude Wyvern RiderWyvern Rider
Armored Lord
Wyvern Lord
Great Knight
War Master
Emperor
Might +5 when an axe is equipped.
Lancefaire FE16
Lancefaire FE16 Sylvain PaladinPaladin
High Lord
Falcon Knight
Great Knight
Great Lord
Might +5 when a lance is equipped.
Bowfaire FE16
Bowfaire FE16 Bernadetta SniperSniper
Wyvern Master
Bow Knight
Barbarossa
Might +5 when a bow is equipped.
Fistfaire FE16
Fistfaire FE16 Caspar GrapplerGrappler
War Master
Might +5 when a gauntlet is equipped.
Black Tomefaire FE16
Black Tomefaire FE16 Hubert WarlockWarlock
Dark Knight
Mortal Savant
Might +5 when Black Magic is equipped.
Dark Tomefaire FE16
Dark Tomefaire Dark Knight Might +5 when Dark Magic is equipped.
White Tomefaire FE16
White Tomefaire Holy Knight Might +5 when White Magic is equipped.
Vantage FE16
Vantage FE16 Ferdinand HeroHero Always attack first when under 50% HP.
Weight -5 FE16
Weight -5 FE16 Raphael FortressFortress Knight The combined weight of equipment is reduced by 5.
Terrain Resistance FE16
Terrain Resistance FE16 Sylvain PaladinPaladin
FE16 Annette BishopBishop
Holy Knight
Enlightened One
Unit does not receive terrain damage.
Black Magic Uses x2 FE16
Black Magic Uses ×2 FE16 Hubert WarlockWarlock
Gremory
Doubles the number of uses of Black Magic spells.
Dark Magic Uses x2 FE16
Dark Magic Uses ×2 Gremory Doubles the number of uses of Dark Magic spells.
White Magic Uses x2 FE16
White Magic Uses ×2 FE16 Annette BishopBishop
Gremory
Doubles the number of uses of White Magic spells.
Sword Crit +10 FE16
Sword Critical +10 FE16 Ingrid SwordmasterSwordmaster Critical +10 when equipped with a sword.
Stealth FE16
Stealth FE16 Dorothea AssassinAssassin
Thief
Unit is less likely to be targeted by enemies.
Axe Crit +10 FE16
Axe Critical +10 FE16 Edelgard WarriorWarrior Critical +10 when equipped with an axe.
Crit +20 FE16
Critical +20 War Master Critical +20
Fiendish Blow FE16
Fiendish Blow FE16 Ignatz Dark BishopDark Bishop Mag +6 when initiating attack.

Standard Abilities

These are abilities learned according to the character’s skill levels or from mastering classes. Unlike class abilities, they can be customized and are independent of class.

Abilities learned from Skill Levels

Skill Skill Lvl Icon Ability Effect Characters
FE16 sword iconSword E+
Sword Prowess Lv 1
Sword Prowess Lv. 1 Grants Hit +5, Avoid +7 and Critical Evade +5 when equipped with Sword All
D+
Sword Prowess Lv 2
Sword Prowess Lv. 2 Grants Hit +6, Avoid +10 and Critical Evade +6 when equipped with Sword All
C+
Sword Prowess Lv 3
Sword Prowess Lv. 3 Grants Hit +7, Avoid +13 and Critical Evade +7 when equipped with Sword All
B
Axebreaker FE16
Axebreaker Grants Hit/Avo +20 when using a sword against axe users. All
B+
Sword Prowess Lv 4
Sword Prowess Lv. 4 Grants Hit +8, Avoid +16 and Critical Evade +8 when equipped with Sword All
A+
Sword Prowess Lv 5
Sword Prowess Lv. 5 Grants Hit +10, Avoid +20 and Critical Evade +10 when equipped with Sword All
S
Sword Crit +10 FE16
Sword Critical +10 Grants Crit +10 when using a sword. All
S+
Swordfaire FE16
Swordfaire Might +5 when a sword is equipped. All
FE16 lance iconLance E+
Lance Prowess Lv 1
Lance Prowess Lv.1 Grants Hit +6, Avoid +6 and Critical Evade +5 when equipped with Lance All
D+
Lance Prowess Lv 2
Lance Prowess Lv.2 Grants Hit +8, Avoid +8 and Critical Evade +6 when equipped with Lance All
C+
Lance Prowess Lv 3
Lance Prowess Lv.3 Grants Hit +10, Avoid +10 and Critical Evade +7 when equipped with Lance All
B
Swordbreaker FE16
Swordbreaker Grants Hit/Avo +20 when using a lance against sword users. All
B+
Lance Prowess Lv 4
Lance Prowess Lv.4 Grants Hit +12, Avoid +12 and Critical Evade +8 when equipped with Lance All
A+
Lance Prowess Lv 5
Lance Prowess Lv.5 Grants Hit +15, Avoid +15 and Critical Evade +10 when equipped with Lance All
S
Lance Crit +10 FE16
Lance Critical +10 Grants Crit +10 when using a lance. All
S+
Lancefaire FE16
Lancefaire Might +5 when a lance is equipped. All
FE16 axe iconAxe E+
Axe Prowess Lv 1
Axe Prowess Lv.1 Grants Hit +7, Avoid +5 and Critical Evade +5 when equipped with Axe All
D+
Axe Prowess Lv 2
Axe Prowess Lv.2 Grants Hit +10, Avoid +6 and Critical Evade +6 when equipped with Axe All
C+
Axe Prowess Lv 3
Axe Prowess Lv.3 Grants Hit +13, Avoid +7 and Critical Evade +7 when equipped with Axe All
B
Lancebreaker FE16
Lancebreaker Grants Hit/Avo +20 when using an axe against lance users. All
B+
Axe Prowess Lv 4
Axe Prowess Lv.4 Grants Hit +16, Avoid +8 and Critical Evade +8 when equipped with Axe All
A+
Axe Prowess Lv 5
Axe Prowess Lv.5 Grants Hit +20, Avoid +10 and Critical Evade +10 when equipped with Axe All
S Axe Crit +10 FE16 Axe Critical +10 Grants Crit +10 when using an axe. All
S+ Axefaire FE16 Axefaire Might +5 when an axe is equipped. All
FE16 bow iconBow E+
Bow Prowess Lv 1 FE16
Bow Prowess Lv.1 Grants Hit +6, Avoid +6 and Critical Evade +5 when equipped with Bow All
D+
Bow Prowess Lv 2 FE16
Bow Prowess Lv.2 Grants Hit +8, Avoid +8 and Critical Evade +6 when equipped with Bow All
C Close Counter FE16 Close Counter Allows unit to counterattack adjacent foes. All
C+
Bow Prowess Lv 3 FE16
Bow Prowess Lv.3 Grants Hit +10, Avoid +10 and Critical Evade +7 when equipped with Bow All
B+
Bow Prowess Lv 4 FE16
Bow Prowess Lv.4 Grants Hit +12, Avoid +12 and Critical Evade +8 when equipped with Bow All
A+
Bow Prowess Lv 5
Bow Prowess Lv.5 Grants Hit +15, Avoid +15 and Critical Evade +10 when equipped with Bow All
S
Bow Crit +10 FE16
Bow Critical +10 Grants Crit +10 when using a bow. All
S+
Bowfaire FE16
Bowfaire Might +5 when a bow is equipped. All
FE16 brawl iconBrawl E+
Brawling Prowess Lv 1 FE16
Brawling Prowess Lv.1 Grants Hit +5, Avoid +7 and Critical Evade +5 when brawling. All
D+
Brawling Prowess Lv 2 FE16
Brawling Prowess Lv.2 Grants Hit +6, Avoid +10 and Critical Evade +6 when brawling All
C+
Brawling Prowess Lv 3 FE16
Brawling Prowess Lv.3 Grants Hit +7, Avoid +13 and Critical Evade +7 when brawling All
B+
Brawling Prowess Lv 4 FE16
Brawling Prowess Lv.4 Grants Hit +8, Avoid +16 and Critical Evade +8 when brawling All
A+
Brawling Prowess Lv 5 FE16
Brawling Prowess Lv.5 Grants Hit +10, Avoid +20 and Critical Evade +10 when brawling All
S
Brawl Crit +10 FE16
Brawl Critical +10 Grants Crit +10 when brawling. All
S+
Fistfaire FE16
Fistfaire Might +5 when a gauntlet is equipped. All
FE16 reason iconReason E+
Reason Lv 1 FE16
Reason Prowess Lv.1 Grants Hit +5, Avoid +7 and Critical Evade +5 when equipped with Reason Magic All
D+
Reason Lv 2 FE16
Reason Prowess Lv.2 Grants Hit +6, Avoid +10 and Critical Evade +6 when equipped with Reason Magic All
C+
Reason Lv 3 FE16
Reason Prowess Lv.3 Grants Hit +7, Avoid +13 and Critical Evade +7 when equipped with Reason Magic All
B+
Reason Lv 4 FE16
Reason Prowess Lv.4 Grants Hit +8, Avoid +16 and Critical Evade +8 when equipped with Reason Magic All
A+
Reason Lv 5 FE16
Reason Prowess Lv.5 Grants Hit +10, Avoid +20 and Critical Evade +10 when equipped with Reason Magic All
S
Black Magic Range +1 FE16
Black Magic Range +1 Increases black magic range by 1. All but Edelgard, Hubert and Lysithea
S
Dark Magic Range +1 FE16
Dark Magic Range +1 Increases dark magic range by 1. Edelgard, Hubert and Lysithea
S+
Black Tomefaire FE16
Black Tomefaire Might +5 when Black Magic is equipped. All but Edelgard, Hubert and Lysithea
S+
Dark Tomefaire FE16
Dark Tomefaire Might +5 when Dark Magic is equipped. Edelgard, Hubert and Lysithea
FE16 faith iconFaith E+
Faith Lv 1
Faith Prowess Lv.1 Grants Hit +5, Avoid +7 and Critical Evade +5 when equipped with Faith Magic All
D+
Faith Lv 2
Faith Prowess Lv.2 Grants Hit +6, Avoid +10 and Critical Evade +6 when equipped with Faith Magic All
C+
Faith Lv 3
Faith Prowess Lv.3 Grants Hit +7, Avoid +13 and Critical Evade +7 when equipped with Faith Magic All
B+
Faith Lv 4
Faith Prowess Lv.4 Grants Hit +8, Avoid +16 and Critical Evade +8 when equipped with Faith Magic All
A+
Faith Lv 5
Faith Prowess Lv.5 Grants Hit +10, Avoid +20 and Critical Evade +10 when equipped with Faith Magic All
S
White Magic Range +1 FE16
White Magic Range +1 Increases White Magic range by 1 for attacks that damage foes. All
S+
White Tomefaire FE16
White Tomefaire Might +5 when White Magic is equipped. All
FE16 authority iconAuthority E+
Authority Lv 1
Authority Prowess Lv.1 Grants Mt +2 with gambits. All
D
Rally Magic FE16
Rally Magic Use Rally to grant Mag +4 to an ally. Hubert, Ingrid
D/

S

Rally Charm FE16
Rally Charm Use Rally to grant Cha +8 to an ally. Dorothea, Manuela, Edelgard, Dimitri, Claude
D/

C+

Rally Dexterity FE16
Rally Dexterity Use Rally to grant Dex +8 to an ally. Ferdinand, Ignatz
D/

C+/ S

Rally Resistance FE16
Rally Resistance Use Rally to grant Res +4 to an ally. Annette, Hubert, Seteth
D/

S

Rally Strength FE16
Rally Strength Use Rally to grant Str +4 to an ally. Raphael, Alois, Ignatz
D/

C+/ S

Rally Speed FE16
Rally Speed Use Rally to grant Spd +4 to an ally. Ignatz, Annette, Hubert
D
Rally Defense FE16
Rally Defense Use Rally to grant Def +4 to an ally. Seteth, Gilbert
D
Rally Luck FE16
Rally Luck Use Rally to grant Lck +8 to an ally. Flayn
D+
Authority Lv 2
Authority Prowess Lv.2 Grants Mt +4 with gambits. All
C/

A

Battalion Vantage FE16
Battalion Vantage When foe initiates combat, unit still attacks first if battalion endurance is ≤ 1/3. Byleth, Edelgard, Felix, Sylvain, Lorenz, Catherine, Dimitri, Ignatz
C/

A

Battalion Wrath FE16
Battalion Wrath If foe initiates combat while unit’s battalion endurance is ≤ 1/3, grants Crit +50. Hubert, Bernadetta, Caspar, Petra, Dimitri, Dedue, Hilda, Raphael, Seteth, Alois, Gilbert, Annette, Claude
C/

A

Battalion Desperation FE16
Battalion Desperation If unit initiates combat when battalion endurance is ≤ 1/3, unit’s follow-up attack (if possible) occurs before foe’s counterattack. Dorothea, Ferdinand, Ashe, Ingrid, Claude, Lysithea, Ignatz, Leonie, Hanneman, Cyril, Shamir, Byleth, Hubert, Seteth
C/

A

Battalion Renewal FE16
Battalion Renewal Unit recovers up to 30% of max HP at the start of each turn while battalion endurance is ≤ 1/3. Linhardt, Mercedes, Annette, Marianne, Manuela, Flayn, Edelgard
C+
Authority Lv 3
Authority Prowess Lv.3 Grants Mt +6 with gambits. All
C+ Sacred Power FE16 Model Leader Doubles experience earned for battalions. Byleth, Edelgard, Dimitri, Seteth, Claude
B
Defensive Tactics FE16
Defensive Tactics Battalion endurance takes half damage. All
B+
Authority Lv 4
Authority Prowess Lv.4 Grants Mt +8 with gambits. All
A+
Authority Lv 5
Authority Prowess Lv.5 Grants Mt +10 with gambits. All
S
Rally Movement FE16
Rally Movement Use Rally to grant Mv +1 to an ally. Byleth, Annette
S+
Offensive Tactics FE16
Offensive Tactics Grants Mt +5 and Hit +20 with gambits. All
FE16 heavy armor iconHeavy Armor C
Weight -3 FE16
Weight -3 The combined weight of equipment is reduced by 3. All
A+
Weight -5 FE16
Weight -5 The combined weight of equipment is reduced by 5. All
S+
Armored Effect Null FE16
Armored Effect Null Nullifies any extra effectiveness against armored units. All
FE16 riding iconRiding C
Dexterity +4 FE16
Dexterity +4 Increases Dex by 4. All
A+
Movement +1 FE16
Movement +1 Increases Mv by 1. All
S+
Cavalry Effect Null FE16
Cavalry Effect Null Nullifies any extra effectiveness against cavalry units. All
FE16 flying iconFlying B
Alert Stance FE16
Alert Stance If unit takes no action except Wait, grants Avo +15 for 1 turn. All
A+
Alert Stance+ FE16
Alert Stance+ If unit takes no action except Wait, grants Avo +30 for 1 turn. All
S+
Flying Effect Null FE16
Flying Effect Null Nullifies any extra effectiveness against flying units. All

Abilities learned from Mastering Classes

Icon Ability Effect Mastered Class
HP+5 FE16
HP +5 Increases HP by 5 Noble
Commoner
Speed 2 FE16
Speed +2 Increases Spd by 2 Myrmidon
Defense 2 FE16
Defense +2 Increases Def by 2 Soldier
Strength 2 FE16
Strength +2 Increases Str by 2 Fighter
Magic 2 FE16
Magic +2 Increases Mag by 2 Monk
Resistance 2 FE16
Resistance +2 Increases Res by 2 Lord
Vantage FE16
Vantage Always attack first when under 50% HP. Mercenary
Steal FE16
Steal Unit can steal non-weapon items from enemies with lower Spd than self. Thief
Desperation FE16
Desperation If unit initiates combat with HP ≤ 50%, unit’s follow-up attack (if possible) occurs before foe’s counterattack. Cavalier
Darting Blow FE16
Darting Blow If unit initiates combat, grants AS +6 during combat. Pegasus Knight
Death Blow FE16
Death Blow If unit initiates combat, grants Str +6 during combat. Brigand
Armored Blow FE16
Armored Blow If unit initiates combat, grants Def +6 during combat. Armored Knight
Hit 20 FE16
Hit +20 Increases Hit by 20. Archer
Unarmed Combat FE16
Unarmed Combat User can fight without a weapon equipped. Brawler
Fiendish Blow FE16
Fiendish Blow If unit initiates combat, grants Mag+6 during combat Mage
Poison Strike FE16
Poison Strike If unit initiates combat, enemy loses up to 20% HP Dark Mage
Miracle FE16
Miracle Luck % chance to survive lethal damage with 1HP if HP is above 1 Priest
Special Dance FE16
Special Dance Dex/Spd/Luck +4 to target ally when using Dance Dancer
Pomp & Circumstance FE16
Pomp & Circumstance Increases Lck/Cha by 4. Armored Lord
High Lord
Wyvern Master
Sacred Power FE16 Sacred Power Adjacent allies deal 3 extra damage and take 3 less damage during combat. Enlightened One
Defiant Str FE16
Defiant Str Grants Str +8 when HP is ≤ 25%. Hero
Lethality FE16
Lethality Chance to instantly kill a foe when dealing damage. Trigger % = 0.25×Dex. Assassin
Aegis FE16
Aegis Chance to reduce bow/magic damage by half. Trigger % = Dex stat. Paladin
Wrath FE16
Wrath If foe initiates combat while unit’s HP is ≤ 50%, grants Crit +50. Warrior
Pavise FE16
Pavise Chance to reduce sword/lance/axe/brawling damage by half. Trigger % = Dex stat. Fortress Knight
Seal Defense FE16
Seal Defense If unit damages foe during combat, foe suffers Def -6 for 1 turn after combat. Wyvern Rider
Tomebreaker FE16
Tomebreaker Grants Hit/Avo +20 when brawling against magic users. Grappler
Bowbreaker FE16
Bowbreaker Grants Hit/Avo +20 when using magic against bow users. Warlock
Lifetaker FE16
Lifetaker Unit recovers HP equal to 50% of damage dealt after defeating a foe. Dark Bishop
Renewal FE16
Renewal Unit recovers up to 20% of max HP at the start of each turn. Bishop
Warding Blow FE16
Warding Blow If unit initiates combat, grants Res +6 during combat Mortal Savant
Defiant Avo FE16
Defiant Avo Grants Avo +30 when HP is ≤ 25%. Falcon Knight
Quick Riposte FE16
Quick Riposte If foe initiates combat while unit’s HP is ≥ 50%, unit makes guaranteed follow-up attack. War Master
Defiant Crit FE16
Defiant Crit Grants Crit +50 when HP is ≤ 25%. Wyvern Lord
Defiant Def FE16
Defiant Def Grants Def +8 when HP is ≤ 25%. Great Knight
Defiant Spd FE16
Defiant Spd Grants Spd +8 when HP is ≤ 25%. Bow Knight
Defiant Mag FE16
Defiant Mag Grants Mag +8 when HP is ≤ 25%. Gremory
Seal Resistance FE16
Seal Resistance If unit damages foe during combat, foe suffers Res -6 for 1 turn after combat. Dark Knight
Defiant Res FE16
Defiant Res Grants Res +8 when HP is ≤ 25%. Holy Knight

Abilities learned from Budding Talents

Icon Ability Budding Talent Effect Characters
White Mag Avo 20 FE16
White Magic Avo +20 Faith Grants Avo +20 when using white magic. Byleth, Dorothea
Black Mag Crit 10 FE16
Black Magic Critical +10 Reason Grants Crit +10 when using black magic. Edelgard, Felix
Seal Movement FE16
Seal Movement Riding If unit damages foe during combat, foe suffers Mv -1 for 1 turn after combat. Dimitri
Seal Speed FE16
Seal Speed Heavy Armor If unit damages foe during combat, foe suffers Spd -6 for 1 turn after combat. Ferdinand, Hilda
Pass FE16
Pass Riding Allows unit to pass through spaces occupied by foes. Bernadetta
Black Mag Avo 20 FE16
Black Magic Avo +20 Reason Grants Avo +20 when using black magic. Sylvain
Seal Strength FE16
Seal Strength Reason If unit damages foe during combat, foe suffers Str -6 for 1 turn after combat. Ignatz
Seal Magic FE16
Seal Magic Reason If unit damages foe during combat, foe suffers Mag -6 for 1 turn after combat. Flayn

Other Abilities

Icon Ability Effect How to Get
Sword Avo 20 FE16
Sword Avo +20 Grants Avo +20 when using a sword. Win the White Heron Cup

Unknown abilites

Icon Ability Effect
Paragon FE16 Paragon Doubles experience earned.
Mastermind icon Discipline Doubles skill experience earned in battle.
White Mag Crit 10 FE16 White Magic Crit +10 Grants Crit +10 when using White Magic.
Dark Mag Crit 10 FE16 Dark Magic Crit +10 Grants Crit +10 when using Dark Magic.
Lance Avo 20 FE16 Lance Avo +20 Grants Avo +20 when using a lance.
Axe Avo 20 FE16 Axe Avo +20 Grants Avo +20 when using an axe.
Bow Avo 20 FE16 Bow Avo +20 Grants Avo +20 when using a bow.
Brawl Avo 20 FE16 Brawl Avo +20 Grants Avo +20 when brawling.
Dark Magic Avo 20 FE16 Dark Magic Avo +20 Grants Avo +20 when using dark magic.
Swordbreaker FE16
Swordbreaker+ Grants Hit/Avo +30 when using a lance against sword users.
Lancebreaker FE16
Lancebreaker+ Grants Hit/Avo +30 when using an axe against lance users.
Axebreaker FE16
Axebreaker+ Grants Hit/Avo +30 when using a sword against axe users.
Wary Fighter? FE16 Missing Number Effect unknown
Poison Skill FE16 Poison Chance to inflict poison on foe when dealing damage. Trigger % = Dex stat.
Cursed Power FE16 Cursed Power Unit recovers HP on swamp terrain.
Unsealable Magic Unsealable Magic Nullifies silence
Immune Status FE16 Immune Status Nullifies status effects and debuffs.
Infinite Magic FE16 Infinite Magic Removes the limitation on the number of times magic can be used.
Black Magic Uses x4 FE16 Black Magic Uses ×4 Quadruples the number of uses for black magic.
Dark Magic Uses x4 FE16 Dark Magic Uses ×4 Quadruples the number of uses for dark magic.
White Magic Uses x4 FE16 White Magic Uses ×4 Quadruples the number of uses for white magic.
Magic Bind FE16 Magic Bind If unit lands a hit, targeted foe is unable to use magic for 1 turn.
Infantry Effect Null FE16 Infantry Effect Null Cancels effectiveness against infantry units.
Dragon Effect Null FE16 Dragon Effect Null Cancels effectiveness against dragons.
Monster Effect Null FE16 Monster Effect Null Nullifies any extra effectiveness against monsters.
Effect Null FE16 Effect Null Cancels all types of effectiveness.
Noncombatant FE16 Noncombatant Unit cannot be targeted by foes.
Anchor FE16 Anchor Prevents unit from being moved.
Counterattack Counterattack Allows unit to counterattack regardless of distance to attacker.
Keen Intuition FE16 Keen Intuition Grants Avo +30 during combat with a foe 2 or more spaces away.
General skill FE16 General Nullifies instant death effects and halves damage from enemy gambits.
Commander FE16 Commander Nullifies instant death effects, status effects, and movement effects, and greatly reduces damage from enemy gambits.
Twin Crests FE16 Twin Crests Allows unit to take two actions in one turn.