- FE1: Arena
- FE2: Skirmishes, Shrines, Boss Abuse
- FE3: Arena, Dancer Abuse
- FE4: Reinforcements, Dancer Abuse
- FE5: Arena, Infinite Reinforcements, Dancer Abuse
- FE6: Arena, Dancer Abuse
- FE7: Arena, Dancer Abuse
- FE8: Arena, Tower of Valni, Lagdou Ruins, Skirmishes, Dancer Abuse
- FE9: Heron Abuse
- FE10: Heron Abuse, Mist and Rhys (and Soren if he has already promoted into Archsage) Abuse in Incandescent Glow
- FE11: Arena
- FE12 (Remake): Arena, Training Grounds, Dancer Abuse
- FE13: Skirmishes, EXPonential Growth
- FE14: Skirmishes, Boo Camp, Boss Abuse
- FE16: Normal Mode auxiliary battles, Broken Weapon + Adjutant Exploit
In the majority of games, Boss Abuse can result in an almost infinite source of experience, as the player will eventually run out of weapons. There are exceptions to this rule in Gaiden and Fates, as weapons have infinite durability, in addition to certain infinite use weapons in the Tellius Series, such as Ragnell or Amiti.
Dodge Abuse is when a unit repeatedly dodges an enemy's attack, generally gaining 1 EXP per dodge. However, this does not apply to all games, as some games in the series do not grant EXP for only dodging. The unit un-equips or trades away their weapons so that it cannot counterattack, and as long as the enemy misses, the enemy's weapon will never break unless it is a magic tome or ballista. This is best done if the enemy has a 0% or incredibly low chance of hitting the unit. In Fire Emblem: Radiant Dawn, the unit can be positioned on top of a ledge, giving a 50% bonus to avoid and making it much easier to dodge an attack. This tactic requires the enemy to have a ranged weapon such as a Hand Axe or Javelin. There is also priest abuse in which, like in boss abuse, a character repeatedly attacks, while the priest is healed every turn by his staff.
Heron Abuse is when the player passes turns repeatedly, making the Heron chant every turn until the Heron's level is at maximum. This only works to level up the Herons in Fire Emblem: Path of Radiance and Radiant Dawn. In other Fire Emblem games, the same tactic can be done with Dancers or GBA Era Bards.
For Radiant Dawn only, in Incandescent Glow, the player can stock up as many healing staves as possible (usually Heal as it has most durability and is the cheapest staff), then let your units stand on the darkened tiles (where the unit standing on it will lose 10 HP each turn) and let Mist, Rhys and Archsage Soren continuously heal them. Depending on the number of healing staves you have, Mist and Rhys can even promote into Valkyrie and Saint, respectively. This method is also proving that the Holy Crown is redundant.
In Three Houses, there are two ways to gain infinite experience. One, which seems to almost be intended, is the easiest tier of auxiliary battles available on Sundays. On Normal mode, these battles do not cost any activity points, meaning you can potentially grind every character in your starting house up to level 99 in one sitting the day that auxiliary battles are unlocked (although this takes a sizable amount of time). The second is to make use of the adjutant system unlocked at Professor Rank C. This method requires that you have available to you a unit and a map where the unit's Defense or Resistance is high enough not to take any damage from any one enemy unit. Assign the unit you want to level-grind with to your tank, have the tank kill every other enemy on the map, and then give them a broken weapon they are not proficient with and have them fight the chosen enemy unit over and over again. Broken weapons have sizable Hit penalties and infinite durability, so ideally nothing will ever come of the combat but a small experience gain for both of your units. This works best with an armored unit wearing heavy equipment against an evasive but weak enemy like a Thief. An important thing to note is that the unit being level-grinded with should be in a white magic, brawling or armored class themselves to avoid making attack follow-ups.