Skills



Skills
Inheritable Emblem Personal Class Bond Enemy
DLC Emblem DLC Inheritable DLC Personal DLC Class Enchant DLC Enemy

This is a list of every skill in the game.

Inheritable Skills

Icon Name Description SP Obtain
HP +5 HP +5 Grants max HP+5. 300 Corrin Bond Lv 1
HP +7 HP +7 Grants max HP+7. 500 Corrin Bond Lv 2
HP +10 HP +10 Grants max HP+10. 1000 Corrin Bond Lv 9
HP +12 HP +12 Grants max HP+12. 2000 Corrin Bond Lv 16
HP +15 HP +15 Grants max HP+15. 3000 Corrin Bond Lv 19
Strength +1 Strength +1 Grants Str+1. 500 Roy Bond Lv 1
Strength +2 Strength +2 Grants Str+2. 1000 Roy Bond Lv 2
Strength +3 Strength +3 Grants Str+3. 3000 Roy Bond Lv 9
Strength +4 Strength +4 Grants Str+4. 4000 Roy Bond Lv 14
Strength +5 Strength +5 Grants Str+5. 5000 Roy Bond Lv 17
Strength +6 Strength +6 Grants Str+6. 6000 Roy Bond Lv 19
Dexterity +1 Dexterity +1 Grants Dex+1. 100 Lucina Bond Lv 1
Dexterity +2 Dexterity +2 Grants Dex+2. 300 Lucina Bond Lv 2
Dexterity +3 Dexterity +3 Grants Dex+3. 500 Lucina Bond Lv 9
Dexterity +4 Dexterity +4 Grants Dex+4. 1000 Lucina Bond Lv 16
Dexterity +5 Dexterity +5 Grants Dex+5. 2000 Lucina Bond Lv 19
Speed +1 Speed +1 Grants Spd+1. 100 Lyn Bond Lv 1
Speed +2 Speed +2 Grants Spd+2. 300 Lyn Bond Lv 2
Speed +3 Speed +3 Grants Spd+3. 500 Lyn Bond Lv 9
Speed +4 Speed +4 Grants Spd+4. 1000 Lyn Bond Lv 16
Speed +5 Speed +5 Grants Spd+5. 2000 Lyn Bond Lv 19
Luck +2 Luck +2 Grants Lck+2. 100 Byleth Bond Lv 1
Luck +4 Luck +4 Grants Lck+4. 300 Byleth Bond Lv 2
Luck +6 Luck +6 Grants Lck+6. 500 Byleth Bond Lv 8
Luck +8 Luck +8 Grants Lck+8. 1000 Byleth Bond Lv 16
Luck +10 Luck +10 Grants Lck+10. 2000 Byleth Bond Lv 17
Luck +12 Luck +12 Grants Lck+12. 3000 Byleth Bond Lv 19
Defense +1 Defense +1 Grants Def+1. 100 Ike Bond Lv 1
Defense +2 Defense +2 Grants Def+2. 300 Ike Bond Lv 2
Defense +3 Defense +3 Grants Def+3. 500 Ike Bond Lv 8
Defense +4 Defense +4 Grants Def+4. 1000 Ike Bond Lv 16
Defense +5 Defense +5 Grants Def+5. 2000 Ike Bond Lv 19
Magic +2 Magic +2 Grants Mag+2. 1000 Celica Bond Lv 1
Magic +3 Magic +3 Grants Mag+3. 3000 Celica Bond Lv 2
Magic +4 Magic +4 Grants Mag+4. 4000 Celica Bond Lv 13
Magic +5 Magic +5 Grants Mag+5. 5000 Celica Bond Lv 19
Resistance +2 Resistance +2 Grants Res+2. 300 Micaiah Bond Lv 1
Resistance +3 Resistance +3 Grants Res+3. 500 Micaiah Bond Lv 4
Resistance +4 Resistance +4 Grants Res+4. 1000 Micaiah Bond Lv 14
Resistance +5 Resistance +5 Grants Res+5. 2000 Micaiah Bond Lv 19
Build +3 Build +3 Grants Bld+3. 500 Leif Bond Lv 1
Build +4 Build +4 Grants Bld+4. 1000 Leif Bond Lv 6
Build +5 Build +5 Grants Bld+5. 2000 Leif Bond Lv 14
Avoid +10 Avoid +10 Grants Avo+10. 500 Marth Bond Lv 1
Avoid +15 Avoid +15 Grants Avo+15. 1500 Marth Bond Lv 4
Avoid +20 Avoid +20 Grants Avo+20. 2500 Marth Bond Lv 9
Avoid +25 Avoid +25 Grants Avo+25. 3500 Marth Bond Lv 14
Avoid +30 Avoid +30 Grants Avo+30. 4500 Marth Bond Lv 19
Hit +10 Hit +10 Grants Hit+10. 500 Sigurd Bond Lv 1
Hit +15 Hit +15 Grants Hit+15. 1000 Sigurd Bond Lv 4
Hit +20 Hit +20 Grants Hit+20. 1500 Sigurd Bond Lv 12
Hit +25 Hit +25 Grants Hit+25. 2000 Sigurd Bond Lv 16
Hit +30 Hit +30 Grants Hit+30. 2500 Sigurd Bond Lv 19
Dodge +10 Dodge +10 Grants Ddg+10. 500 Eirika Bond Lv 1
Dodge +15 Dodge +15 Grants Ddg+15. 1000 Eirika Bond Lv 4
Dodge +20 Dodge +20 Grants Ddg+20. 1500 Eirika Bond Lv 8
Dodge +25 Dodge +25 Grants Ddg+25. 2000 Eirika Bond Lv 14
Dodge +30 Dodge +30 Grants Ddg+30. 2500 Eirika Bond Lv 19
Sword Agility 1 Sword Agility 1 Grants Avo+10 at a cost of Crit-10 when using a sword. 500 Marth Bond Lv 2
Sword Agility 2 Sword Agility 2 Grants Avo+15 at a cost of Crit-10 when using a sword. 1000 Marth Bond Lv 6
Sword Agility 3 Sword Agility 3 Grants Avo+20 at a cost of Crit-10 when using a sword. 2000 Marth Bond Lv 8
Sword Agility 4 Sword Agility 4 Grants Avo+25 at a cost of Crit-10 when using a sword. 3000 Marth Bond Lv 13
Sword Agility 5 Sword Agility 5 Grants Avo+30 at a cost of Crit-10 when using a sword. 4000 Marth Bond Lv 17
Sword Power 1 Sword Power 1 Grants Atk+2 at a cost of Avo-10 when using a sword. 1000 Roy Bond Lv 4
Sword Power 2 Sword Power 2 Grants Atk+4 at a cost of Avo-10 when using a sword. 2000 Roy Bond Lv 7
Sword Power 3 Sword Power 3 Grants Atk+6 at a cost of Avo-10 when using a sword. 3000 Roy Bond Lv 9
Sword Power 4 Sword Power 4 Grants Atk+8 at a cost of Avo-10 when using a sword. 4000 Roy Bond Lv 12
Sword Power 5 Sword Power 5 Grants Atk+10 at a cost of Avo-10 when using a sword. 5000 Roy Bond Lv 16
Sword Focus 1 Sword Focus 1 Grants Hit+10 at a cost of Ddg-10 when using a sword. 100 Corrin Bond Lv 4
Sword Focus 2 Sword Focus 2 Grants Hit+15 at a cost of Ddg-10 when using a sword. 300 Corrin Bond Lv 7
Sword Focus 3 Sword Focus 3 Grants Hit+20 at a cost of Ddg-10 when using a sword. 500 Corrin Bond Lv 12
Sword Focus 4 Sword Focus 4 Grants Hit+25 at a cost of Ddg-10 when using a sword. 700 Corrin Bond Lv 14
Sword Focus 5 Sword Focus 5 Grants Hit+30 at a cost of Ddg-10 when using a sword. 1000 Corrin Bond Lv 17
Lance Agility 1 Lance Agility 1 Grants Avo+10 at a cost of Crit-10 when using a lance. 500 Eirika Bond Lv 2
Lance Agility 2 Lance Agility 2 Grants Avo+15 at a cost of Crit-10 when using a lance. 1000 Eirika Bond Lv 7
Lance Agility 3 Lance Agility 3 Grants Avo+20 at a cost of Crit-10 when using a lance. 2000 Eirika Bond Lv 12
Lance Agility 4 Lance Agility 4 Grants Avo+25 at a cost of Crit-10 when using a lance. 3000 Eirika Bond Lv 16
Lance Agility 5 Lance Agility 5 Grants Avo+30 at a cost of Crit-10 when using a lance. 4000 Eirika Bond Lv 17
Lance Power 1 Lance Power 1 Grants Atk+2 at a cost of Avo-10 when using a lance. 1000 Sigurd Bond Lv 2
Lance Power 2 Lance Power 2 Grants Atk+4 at a cost of Avo-10 when using a lance. 2000 Sigurd Bond Lv 6
Lance Power 3 Lance Power 3 Grants Atk+6 at a cost of Avo-10 when using a lance. 3000 Sigurd Bond Lv 8
Lance Power 4 Lance Power 4 Grants Atk+8 at a cost of Avo-10 when using a lance. 4000 Sigurd Bond Lv 14
Lance Power 5 Lance Power 5 Grants Atk+10 at a cost of Avo-10 when using a lance. 5000 Sigurd Bond Lv 18
Axe Power 1 Axe Power 1 Grants Atk+2 at a cost of Avo-10 when using an axe. 1000 Ike Bond Lv 4
Axe Power 2 Axe Power 2 Grants Atk+4 at a cost of Avo-10 when using an axe. 2000 Ike Bond Lv 7
Axe Power 3 Axe Power 3 Grants Atk+6 at a cost of Avo-10 when using an axe. 3000 Ike Bond Lv 12
Axe Power 4 Axe Power 4 Grants Atk+8 at a cost of Avo-10 when using an axe. 4000 Ike Bond Lv 14
Axe Power 5 Axe Power 5 Grants Atk+10 at a cost of Avo-10 when using an axe. 5000 Ike Bond Lv 17
Bow Agility 1 Bow Agility 1 Grants Avo+10 at a cost of Crit-10 when using a bow. 500 Lucina Bond Lv 4
Bow Agility 2 Bow Agility 2 Grants Avo+15 at a cost of Crit-10 when using a bow. 1000 Lucina Bond Lv 7
Bow Agility 3 Bow Agility 3 Grants Avo+20 at a cost of Crit-10 when using a bow. 2000 Lucina Bond Lv 12
Bow Agility 4 Bow Agility 4 Grants Avo+25 at a cost of Crit-10 when using a bow. 3000 Lucina Bond Lv 14
Bow Agility 5 Bow Agility 5 Grants Avo+30 at a cost of Crit-10 when using a bow. 4000 Lucina Bond Lv 17
Bow Focus 1 Bow Focus 1 Grants Hit+10 at a cost of Ddg-10 when using a bow. 100 Lyn Bond Lv 4
Bow Focus 2 Bow Focus 2 Grants Hit+15 at a cost of Ddg-10 when using a bow. 300 Lyn Bond Lv 7
Bow Focus 3 Bow Focus 3 Grants Hit+20 at a cost of Ddg-10 when using a bow. 500 Lyn Bond Lv 12
Bow Focus 4 Bow Focus 4 Grants Hit+25 at a cost of Ddg-10 when using a bow. 700 Lyn Bond Lv 14
Bow Focus 5 Bow Focus 5 Grants Hit+30 at a cost of Ddg-10 when using a bow. 1000 Lyn Bond Lv 17
Art Focus 1 Art Focus 1 Grants Hit+10 at a cost of Ddg-10 when using an art. 100 Byleth Bond Lv 4
Art Focus 2 Art Focus 2 Grants Hit+15 at a cost of Ddg-10 when using an art. 300 Byleth Bond Lv 6
Art Focus 3 Art Focus 3 Grants Hit+20 at a cost of Ddg-10 when using an art. 500 Byleth Bond Lv 7
Art Focus 4 Art Focus 4 Grants Hit+25 at a cost of Ddg-10 when using an art. 700 Byleth Bond Lv 12
Art Focus 5 Art Focus 5 Grants Hit+30 at a cost of Ddg-10 when using an art. 1000 Byleth Bond Lv 14
Knife Precision 1 Knife Precision 1 Grants Hit/Avo+3 when using a knife. 100 Leif Bond Lv 4
Knife Precision 2 Knife Precision 2 Grants Hit/Avo+5 when using a knife. 300 Leif Bond Lv 9
Knife Precision 3 Knife Precision 3 Grants Hit/Avo+7 when using a knife. 700 Leif Bond Lv 13
Knife Precision 4 Knife Precision 4 Grants Hit/Avo+10 when using a knife. 1000 Leif Bond Lv 17
Knife Precision 5 Knife Precision 5 Grants Hit/Avo+15 when using a knife. 2000 Leif Bond Lv 19
Tome Precision 1 Tome Precision 1 Grants Hit/Avo+3 when using a tome. 100 Celica Bond Lv 4
Tome Precision 2 Tome Precision 2 Grants Hit/Avo+5 when using a tome. 300 Celica Bond Lv 7
Tome Precision 3 Tome Precision 3 Grants Hit/Avo+7 when using a tome. 700 Celica Bond Lv 9
Tome Precision 4 Tome Precision 4 Grants Hit/Avo+10 when using a tome. 1000 Celica Bond Lv 14
Tome Precision 5 Tome Precision 5 Grants Hit/Avo+15 when using a tome. 2000 Celica Bond Lv 17
Staff Mastery 1 Staff Mastery 1 Grants Hit+10 when using a staff. Staves also heal an additional 3 HP. 100 Micaiah Bond Lv 2
Staff Mastery 2 Staff Mastery 2 Grants Hit+15 when using a staff. Staves also heal an additional 5 HP. 300 Micaiah Bond Lv 8
Staff Mastery 3 Staff Mastery 3 Grants Hit+20 when using a staff. Staves also heal an additional 7 HP. 500 Micaiah Bond Lv 12
Staff Mastery 4 Staff Mastery 4 Grants Hit+25 when using a staff. Staves also heal an additional 10 HP. 700 Micaiah Bond Lv 16
Staff Mastery 5 Staff Mastery 5 Grants Hit+30 when using a staff. Staves also heal an additional 15 HP. 1000 Micaiah Bond Lv 17

Sync Skills, Engage Skills & Engage Attacks

Icon Name Description SP Obtain
Perceptive Perceptive If the unit initiates combat, grants Avo+15 during combat. Avo increases with high Spd. [+1 Avoid for every 4 Speed.] 250 Marth Bond Lv 1
Perceptive+ Perceptive+ If the unit initiates combat, grants Avo+30 during combat. Avo increases with high Spd. [+1 Avoid for every 4 Speed.] 500 Marth Bond Lv 16
Break Defenses Break Defenses If unit’s attack breaks foe, unit makes an extra attack at 50% damage. 2000 Marth Bond Lv 3
Unyielding Unyielding At start of player phase, if HP is 20% or less, restores 20% of unit’s max HP. 100 Marth Bond Lv 7
Unyielding+ Unyielding+ At start of player phase, if HP is 30% or less, restores 30% of unit’s max HP. 200 Marth Bond Lv 12
Unyielding++ Unyielding++ At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP. 300 Marth Bond Lv 18
Divine Speed Divine Speed Unit performs an extra attack at 50% damage in combat.
[Covert] If extra attack hits, poisons foe.
[Dragon] Unit recovers HP equal to damage dealt by extra attack.
Marth Bond Lv 1
Lodestar Rush Lodestar Rush Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only.
[Dragon] +2 attacks.
[Backup] +1 attack.
[Mystical] Damage based on Mag.
Marth Bond Lv 1
Canter Canter Unit can move 2 spaces after acting. 1000 Sigurd Bond Lv 1
Canter+ Canter+ Unit can move 3 spaces after acting. 2000 Sigurd Bond Lv 13
Momentum Momentum Grants Atk+1 to first attack during combat for each space unit moved before attacking. (Max +10) 1000 Sigurd Bond Lv 3
Momentum+ Momentum+ Grants Atk+1 to first attack during combat for each space unit moved before attacking. 2000 Sigurd Bond Lv 17
Headlong Rush Headlong Rush Grants immunity to freeze. 200 Sigurd Bond Lv 7
Gallop Gallop Grants Mov+5.
[Dragon] Grants another Mov+1.
[Cavalry] Grants another Mov+2.
[Covert] Unit does not pay extra movement cost on any terrain.
Sigurd Bond Lv 1
Dark Gallop Dark Gallop Grants Mov+3. Enemy
Override Override Use to attack and move through a line of adjacent foes. Sword/lance only.
[Dragon] +20% damage.
[Armored] 10% chance of breaking target.
[Mystical] Deals extra damage=25% of Mag.
[Qi Adept] 20% chance of breaking target.
Sigurd Bond Lv 1
Holy Stance Holy Stance If a Corrupted attacks unit, deals 10% of damage taken back to foe. 100 Celica Bond Lv 1
Holy Stance+ Holy Stance+ If a Corrupted attacks unit, deals 30% of damage taken back to foe. 500 Celica Bond Lv 12
Holy Stance++ Holy Stance++ If a Corrupted attacks unit, deals 50% of damage taken back to foe. 1000 Celica Bond Lv 18
Unholy Stance Unholy Stance If a non-Corrupted foe attacks unit, deals 50% of damage taken back to foe. Enemy
Resonance Resonance When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +2 damage during combat. 2000 Celica Bond Lv 3
Resonance+ Resonance+ When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat. 3000 Celica Bond Lv 16
Favorite Food Favorite Food When unit eats a packed lunch, its engage meter is maxed out. 200 Celica Bond Lv 8
Echo Echo Use to attack with magic at 50% damage. Use a second time to launch another 50% attack.
[Dragon] Range +1.
[Mystical] +10% damage.
Celica Bond Lv 1
Warp Ragnarok Warp Ragnarok Use to warp up to 10 spaces and make a powerful magic attack.
[Dragon] Attack range +1.
[Cavalry] Warp distance +2.
[Flying] Warp distance +5.
[Mystical] +20% damage.
Celica Bond Lv 1
Dark Warp Dark Warp Use to warp up to 5 spaces and make a powerful magic attack. Enemy
Ragnarok Warp Ragnarok Warp Use to make a powerful magic attack, then warp somewhere else on the map. Enemy (Chapter 20)
Cleric Cleric Unit can equip staves up to level C. Micaiah Bond Lv 1
Cleric+ Cleric+ Unit can equip staves up to level B. Micaiah Bond Lv 13
Cleric++ Cleric++ Unit can equip staves up to level A. Micaiah Bond Lv 18
Silence Ward Silence Ward Grants immunity to silence. 200 Micaiah Bond Lv 7
Healing Light Healing Light When unit heals an ally with a staff, unit also recovers HP=50% of the amount healed. 200 Micaiah Bond Lv 3
Augment Augment Grants staff range +5 and area of effect +1.
[Dragon] Additional staff range +1.
[Qi Adept] +20% to HP healed by staves.
Micaiah Bond Lv 1
Dark Augment Dark Augment Grants staff range +3 and area of effect +1. Enemy
Great Sacrifice Great Sacrifice Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1.
[Dragon] Unit’s HP=30% current.
[Armored] Grants Def+1 to all healed during their next combat.
[Qi Adept] Also cures status.
Micaiah Bond Lv 1
Hold Out Hold Out If unit had 30% HP or more at start of combat, unit always survives combat with at least 1 HP. 2000 Roy Bond Lv 1
Hold Out+ Hold Out+ If unit had 20% HP or more at start of combat, unit always survives combat with at least 1 HP. 3000 Roy Bond Lv 8
Hold Out++ Hold Out++ If unit had 10% HP or more at start of combat, unit always survives combat with at least 1 HP. 4000 Roy Bond Lv 13
Hold Out+++ Hold Out+++ If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP. 5000 Roy Bond Lv 18
Advance Advance Use to move 1 space toward a foe that is 2 spaces away and attack. 500 Roy Bond Lv 3
Rise Above Rise Above Grants Lvl+5.
[Dragon] Additional Lvl+1.
[Cavalry] Mov+1.
[Armored] Max HP+5.
Roy Bond Lv 1
Sink Below Sink Below Grants Lvl+3. Enemy
Blazing Lion Blazing Lion Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only.
[Dragon] Expands attack area.
[Mystical] Expands flame area.
Roy Bond Lv 1
Arms Shield Arms Shield When unit has weapon advantage, unit takes 3 less damage. 200 Leif Bond Lv 1
Arms Shield+ Arms Shield+ When unit has weapon advantage, unit takes 5 less damage. 400 Leif Bond Lv 7
Arms Shield++ Arms Shield++ When unit has weapon advantage, unit takes 7 less damage. 600 Leif Bond Lv 16
Vantage Vantage If unit’s HP is 25% or less and foe initiates combat, unit can counter before foe’s first attack. 500 Leif Bond Lv 3
Vantage+ Vantage+ If unit’s HP is 50% or less and foe initiates combat, unit can counter before foe’s first attack. 1000 Leif Bond Lv 12
Vantage++ Vantage++ If unit’s HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack. 2000 Leif Bond Lv 18
Adaptable Adaptable If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.).
[Dragon] Hit+30 during combat.
[Backup] Crit+10 during combat.
[Covert] Avo+20 during combat.
[Armored] Def+5 during combat.
[Flying] Res+5 during combat.
Leif Bond Lv 1
Quadruple Hit Quadruple Hit Use to attack once each with sword, lance, axe, and bow.
[Dragon] +20% damage.
[Covert] Foes may drop 1,000G. Trigger %=Lck.
[Qi Adept] Breaks foe.
Leif Bond Lv 1
Dual Strike Dual Strike Unit participates in chain attacks as if it were a backup unit. Lucina Bond Lv 1
Dual Assist Dual Assist If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=35. 1000 Lucina Bond Lv 3
Dual Assist+ Dual Assist+ If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70. 2000 Lucina Bond Lv 18
Dual Support Dual Support Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) [+5 Avoid for each support level. None = 1, C = 2, B = 3, A = 4, S = 6.] 2000 Lucina Bond Lv 13
Bonded Shield Bonded Shield Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80.
[Dragon] +10% to trigger rate.
[Cavalry] Trigger %=100 for cavalry allies.
[Armored] Trigger %=100 for armored allies.
[Flying] Trigger %=100 for flying allies.
[Qi Adept] Trigger %=100.
Lucina Bond Lv 1
All for One All for One Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack.
[Dragon] Ally chain attacks are guaranteed to hit.
[Backup] Range +1.
Lucina Bond Lv 1
Alacrity Alacrity If unit initiates combat with a Spd advantage of 9 or more, unit’s follow-up (if possible) occurs before foe can counterattack. 1000 Lyn Bond Lv 1
Alacrity+ Alacrity+ If unit initiates combat with a Spd advantage of 7 or more, unit’s follow-up (if possible) occurs before foe can counterattack. 2000 Lyn Bond Lv 13
Alacrity++ Alacrity++ If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack. 3000 Lyn Bond Lv 18
Speedtaker Speedtaker Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10) 2000 Lyn Bond Lv 3
Call Doubles Call Doubles Creates four illusory doubles that can make chain attacks with unit.
[Dragon] +1 double created.
[Flying] Doubles have +10 Avo
Lyn Bond Lv 1
Astra Storm Astra Storm Use to launch 5 bow attacks at 30% damage, up to range 10.
[Dragon] Range +5.
[Covert] Range +10.
[Qi Adept] Breaks the target.
Lyn Bond Lv 1
Demolish Demolish Break destructible terrain in a single blow when using Destroy. 200 Ike Bond Lv 1
Reposition Reposition Use to move an adjacent ally to the opposite side of unit. 200 Ike Bond Lv 3
Wrath Wrath At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) 2000 Ike Bond Lv 13
Resolve Resolve If unit’s HP is 75% or less after combat, grants Def/Res+5 as long as unit’s HP stays below 75%. 1000 Ike Bond Lv 1
Resolve+ Resolve+ If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%. 2000 Ike Bond Lv 18
Laguz Friend Laguz Friend Unit takes 50% less damage, but sets unit’s Avo to 0.
[Dragon] Extra -10% to damage.
Ike Bond Lv 1
Great Aether Great Aether Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only.
[Dragon] +1 damage per hit taken.
[Armored] Grants an extra Def+5.
[Flying] Grants an extra Res+5.
Ike Bond Lv 1
Divine Pulse Divine Pulse May turn a missed attack into a hit. Trigger %=30. Chance increases with high Lck. [+1% for every 1 Luck.] 250 Byleth Bond Lv 1
Divine Pulse+ Divine Pulse+ May turn a missed attack into a hit. Trigger %=50. Chance increases with high Lck. [+1% for every 1 Luck.] 500 Byleth Bond Lv 18
Mentorship Mentorship Grants 1.2× EXP modifier to unit and adjacent allies. 250 Byleth Bond Lv 3
Lost & Found Lost & Found If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck. 250 Byleth Bond Lv 13
Instruct Instruct Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn.
[Dragon] All seven basic stats +3.
[Backup] Str+4.
[Cavalry] Dex+10.
[Covert] Spd+5.
[Armored] Def+5.
[Flying] Res+5.
[Mystical] Mag+4.
[Qi Adept] Lck+10.
Byleth Bond Lv 1
Goddess Dance Goddess Dance Use to grant another action to all adjacent allies.
[Dragon] Grants +3 to all targets’ basic stats for 1 turn.
[Backup] Grants Str+4 to targets for 1 turn.
[Cavalry] Grants Dex+10 to targets for 1 turn.
[Covert] Grants Spd+5 to targets for 1 turn.
[Armored] Grants Def+5 to targets for 1 turn.
[Flying] Grants Res+5 to targets for 1 turn.
[Mystical] Grants Mag+4 to targets for 1 turn.
[Qi Adept] Grants Lck+10 to targets for 1 turn.
Byleth Bond Lv 1
Diabolical Dance Diabolical Dance Use to grant another action to allies within 2 spaces. Enemy
Dragon Vein Dragon Vein Use to add a special effect to certain spaces.
[Dragon] Choose any Vein effect.
[Backup] Creates stone pillars that increase Def/Res.
[Cavalry] Creates water that decreases Avo.
[Covert] Creates fog that increases Avo.
[Armored] Creates vines that grant immunity to break.
[Flying] Creates healing glow that restores HP.
[Mystical] Creates flames that inflict damage.
[Qi Adept] Creates ice pillars that hinder movement.
Corrin Bond Lv 1
Draconic Hex Draconic Hex If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.) 2000 Corrin Bond Lv 8
Pair Up Pair Up Prevents damage from foes’ chain attacks against unit. 2000 Corrin Bond Lv 13
Quality Time Quality Time After unit acts or waits, restores 5 HP to adjacent allies and slightly increases support with them. 250 Corrin Bond Lv 3
Quality Time+ Quality Time+ After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them. 500 Corrin Bond Lv 18
Dreadful Aura Dreadful Aura If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.
[Covert] Also Avo-20 on target.
Corrin Bond Lv 1
Torrential Roar Torrential Roar Use to attack 3 spaces in a line, turning those spaces into water terrain.
[Dragon] Range +1
Corrin Bond Lv 1
Sacred Twins Sacred Twins While engaged with Eirika, changes Lunar Brace to Eclipse Brace and Gentility to Blue Skies for all allies. Eirika Bond Lv 1
Night and Day Night and Day Use to switch Emblems and swap between Lunar Brace/Gentility and Solar Brace/Bravery for all allies. Eirika Bond Lv 1
Lunar Brace Lunar Brace If unit initiates combat with a physical attack, deals extra damage=20% of foe’s Def. 3000 Eirika Bond Lv 1
Solar Brace Solar Brace If unit initiates combat, unit recovers HP=30% of damage dealt. Lunar Brace when swapped to Ephraim
Eclipse Brace Eclipse Brace If unit initiates combat, unit deals extra damage=20% of foe’s Def with physical attacks and recovers HP=30% of damage dealt. Lunar Brace when Engaged
Lunar Brace+ Lunar Brace+ If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def. 5000 Eirika Bond Lv 13
Solar Brace+ Solar Brace+ If unit initiates combat, unit recovers HP=50% of damage dealt. Lunar Brace+ when swapped to Ephraim
Eclipse Brace+ Eclipse Brace+ If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt. Lunar Brace+ when Engaged
Gentility Gentility Unit takes 3 less damage. 2000 Eirika Bond Lv 3
Bravery Bravery Unit deals +3 damage. Gentility when swapped to Ephraim
Blue Skies Blue Skies Unit takes 3 less damage and deals +3 damage. Gentility when Engaged
Gentility+ Gentility+ Unit takes 5 less damage. 3000 Eirika Bond Lv 18
Bravery+ Bravery+ Unit deals +5 damage. Gentility+ when swapped to Ephraim
Blue Skies+ Blue Skies+ Unit takes 5 less damage and deals +5 damage. Gentility+ when Engaged
Twin Strike Twin Strike Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe. Effective: Corrupted.
[Dragon] +20% damage.
[Cavalry] Ephraim deals +50% damage.
Eirika Bond Lv 1
Holy Aura Holy Aura Unit is Effective: Fell Dragon. Allies within 2 spaces with Effective: Dragon gain Effective: Fell Dragon. [Might multiplier of 2.] Alear Bond Lv 1
Holy Shield Holy Shield Neutralizes Effective against this unit. Alear Bond Lv 20
Bond Forger Bond Forger Grants Hit/Avo+20 to unit and allies within 2 spaces that are synced or engaged with an Emblem. Alear Bond Lv 5
Bond Forger+ Bond Forger+ Grants Hit/Avo+30 to unit and allies within 2 spaces that are synced or engaged with an Emblem. Alear Bond Lv 20
Boon of Elyos Boon of Elyos If unit initiates combat, grants bonus to Crit and Ddg equal to 2× the number of allies who have acted this turn. Alear Bond Lv 21
Attuned Attuned If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged.
[Dragon] Extra +1 to all stats.
[Backup] Extra +2 to Str.
[Cavalry] Extra +2 to Dex.
[Covert] Extra +2 to Spd.
[Armored] Extra +2 to Def.
[Flying] Extra +2 to Res.
[Mystical] Extra +2 to Mag.
[Qi Adept] Extra +2 to Lck.
Alear Bond Lv 1
Dragon Blast Dragon Blast Use to make two attacks against an adjacent foe with a sword and powerful magic beam.
[Dragon] +20% damage.
[Backup] Adds 20% of Str to sword attack.
[Mystical] Adds 20% of Mag to beam attack.
[Qi Adept] Breaks foe.
Alear Bond Lv 1
Bond Blast Bond Blast Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe.
[Dragon] +20% damage.
[Backup] +20% of Str to sword.
[Mystical] +20% of Mag to beam.
[Qi Adept] Breaks foe.
Dragon Blast when Alear and engage partner are adjacent

Personal Skills

Icon Name Description Obtain
Divinely Inspiring Divinely Inspiring Adjacent allies deal +3 damage and take 1 less damage. Alear
Alabaster Duty Alabaster Duty If unit is adjacent to the Divine Dragon, grants Crit+5 during combat to both of them. Vander
Verdant Faith Verdant Faith If unit is adjacent to the Divine Dragon, grants Hit+10 during combat to both of them. Clanne
Crimson Cheer Crimson Cheer If unit is adjacent to the Divine Dragon, grants Avo+10 during combat to both of them. Framme
Self-Improver Self-Improver If unit uses Wait without attacking or using items, grants Str+2 for 1 turn. Alfred
Energized Energized When unit recovers HP using an item, grants Str+2 for 1 turn. Etie
Moved to Tears Moved to Tears When an ally joins a chain attack in this unit’s combat, unit deals +2 damage. Boucheron
Gentle Flower Gentle Flower Recovery items used by allies within 2 spaces heal +50% HP. Céline
Fairy-Tale Folk Fairy-Tale Folk If a male and a female ally are adjacent within 2 spaces, unit deals +2 damage during combat. Chloé
Admiration Admiration If two female allies are adjacent within 2 spaces, this unit takes 2 less damage during combat. Louis
Trained to Kill Trained to Kill While unit occupies terrain that provides an Avo bonus, grants Crit+15. Yunaka
Get Behind Me! Get Behind Me! When an ally within 2 spaces is attacked, grants Str+3 to unit for 1 turn. Alcryst
Generosity Generosity When this unit uses a healing item, adjacent allies also recover the same amount of HP. Citrinne
Share Spoils Share Spoils If there is an ally within 1 space, grants Hit/Avo+10 at a cost of Crit-10 to unit. Lapis
Fair Fight Fair Fight If unit initiates combat, grants Hit+15 to unit and foe if foe is able to counterattack. Diamant
Aspiring Hero Aspiring Hero If no other units are within 1 space of unit or foe, grants Hit+20 at a cost of Avo-10 during combat. Amber
Meditation Meditation If unit uses Wait without attacking or using items, grants Res+2 for 1 turn. Jade
Single-Minded Single-Minded During combat with a foe who was also unit’s most recent opponent, grants Hit+20. Ivy
Blinding Flash Blinding Flash If unit initiates combat, inflicts Avo-10 on foe during combat. Kagetsu
Not *Quite* Not *Quite* If foe initiates combat, inflicts Hit-10 on that foe during combat. Zelkov
Charmer Charmer During combat with a foe who was also unit’s most recent opponent, inflicts Crit-10 on that foe. Fogado
Party Animal Party Animal Grants a bonus to Hit and Avo equal to 3× the number of allies and foes within 2 spaces. Pandreo
Seconds? Seconds? On eating a packed lunch, unit may obtain another of the same item. Trigger %=Lck. Bunet
Racket of Solm Racket of Solm Inflicts Crit-5 on foes within 3 spaces. Timerra
Blood Fury Blood Fury If unit’s HP is not at max after combat, grants Crit+10 as long as unit’s HP stays below max. Panette
Knightly Escort Knightly Escort When 2 or more female allies are within 2 spaces, grants Hit/Avo+5 to unit and those allies. Merrin
Big Personality Big Personality When unit uses a healing staff, grants range +1. Hortensia
Curious Dance Curious Dance At start of turn, allies within 2 spaces of unit recover 10% of their max HP. Seadall
Stunning Smile Stunning Smile If foe is male, inflicts Avo-20 on that foe during combat. Rosado
Disarming Sigh Disarming Sigh If foe is male, inflicts Hit-20 on that foe during combat. Goldmary
Weapon Insight Weapon Insight If unit is equipped with a weapon of lower level than foe’s, grants Crit+20 during combat. Lindon
Will to Win Will to Win If unit’s HP is 50% or less at start of combat, grants Hit/Avo+20 during combat. Saphir
Fell Protection Fell Protection Adjacent allies deal +1 damage and take 3 less damage. Veyle
Contemplative Contemplative If unit uses Wait without attacking or using items, grants Def+2 for 1 turn. Mauvier
Make a Killing Make a Killing May obtain 500G when unit defeats a foe. Trigger %=Lck. Anna
Expertise Expertise Grants unit enhanced stat growth when leveling up. [Doubles class growths.] Jean

Class Skills

These skills can be obtained by reaching Level 5 in the specified class (Level 25 for Special classes).

Unfortunately, you cannot equip these skills in other classes.

Icon Name Description Obtain
Run Through Run Through Use to attack an adjacent foe, then move to the space opposite that foe. Swordmaster
Brave Assist Brave Assist If unit’s HP is at max while unit makes a chain attack, unit attacks twice. Hero
Pincer Attack Pincer Attack If unit initiates combat while an ally is on the opposite side of the foe, always follow up (if weapon allows). Halberdier
Reforge Reforge If unit’s HP is 11 or more and an adjacent ally is broken after combat, sacrifices 10 HP and removes the break status from that ally. Royal Knight
Smash+ Smash+ When making a smash attack, push the target 2 spaces instead of 1. Berserker
Merciless Merciless Unit deals +50% damage against broken foes. Warrior
No Distractions No Distractions Grants Crit+10 during combat with a foe that can’t counter. Sniper
Careful Aim Careful Aim If unit initiates combat without moving first, grants Hit+40 during combat. Bow Knight
Swap Swap Use to switch places with an adjacent ally. General
Allied Defense Allied Defense If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. Great Knight
Pivot Pivot Use to move to the opposite side of an adjacent ally. Paladin
Hobble Hobble If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. Wolf Knight
Clear the Way Clear the Way Unit’s space and adjacent spaces have a movement cost of 1 for allies. Griffon Knight
Air Raid Air Raid If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. Wyvern Knight
Pass Pass Foes do not block this unit’s movement. Thief
Spell Harmony Spell Harmony If unit initiates combat with a tome, grants Atk equal to the number of adjacent allies with tomes. Sage
Chaos Style Chaos Style If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. Mage Knight
Diffuse Healer Diffuse Healer When unit is healed by a staff, all adjacent allies also recover 50% of the HP that the unit recovered. Martial Master
Self-Healing Self-Healing Unit can target itself with healing staves. High Priest
Divine Spirit Divine Spirit Unit’s engage meter is shortened one step. Divine Dragon
Fell Spirit Fell Spirit At the start of each turn, unit’s engage meter is filled by 1. Fell Child (Enemy), Fell Monarch, Great Fell Dragon
Dark Spirit Dark Spirit Inflicts -1 to the engage meters of foes within 2 spaces at the start of the turn. Fell Child
Golden Lotus Golden Lotus During combat, may prevent 50% of physical damage taken. Trigger %=Dex. Avenir
Ignis Ignis During combat, may add half of Str to magic damage or half of Mag to all other damage. Trigger %=Dex. Vidame
Sol Sol Unit may recover HP=50% damage dealt. Trigger %=Dex. Successeur
Luna Luna While making an attack, may ignore half of foe’s Def/Res. Trigger %=Dex. Tireur d’élite
Grasping Void Grasping Void When attacking with a tome, unit may deal extra damage = half of foe’s Mag. Trigger %=Dex. Lindwurm
World Tree World Tree When unit uses a staff, may not consume a use. Trigger %=Dex. Sleipnir Rider
Sandstorm Sandstorm While making a physical attack, may calculate damage with 150% of Def instead of Str. Trigger %=Dex. Picket
Back at You Back at You When countering, unit may deal extra damage = half of damage taken. Trigger %=Dex. Cupido
Soulblade Soulblade When attacking with a sword, damage is calculated using average of foe’s Def and Res. Melusine
Special Dance Special Dance If unit uses Dance, grants Dex/Spd/Lck+3 to target for 1 turn. Dancer

Bond Ring Skills

Icon Name Description Obtain
Sympathetic Sympathetic If foe initiates combat and if unit’s HP is 50% or less, unit takes 5 less damage. Caeda S
Deadly Blade Deadly Blade If unit initiates combat with a sword, grants Crit+10 during combat. Navarre S
Battlewise Battlewise Grants a stacking Crit+1 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10) Seliph S
Renewal Renewal Unit recovers 5 HP each turn. Deirdre S
Windsweep Windsweep If unit initiates combat with a sword, foe may not counterattack. Trigger %=Lck. Alm S
Great Thunder Great Thunder If unit uses Thunder, Elthunder, or Thoron, deals +20% damage. Mae S
Bane Bane May reduce foe’s HP to 1. Trigger %=half of Dex. (Certain foes are immune to this effect.) Sothe S
Mercy Mercy If dealing enough damage to defeat foe, instead leaves foe with 1 HP. Elincia S
Raging Fire Raging Fire If unit uses Fire, Elfire, or Bolganone, deals +20% damage. Lilina S
Strong Arm Strong Arm Grants Hit+20 while unit is equipped with a smash weapon. Dieck S
Miracle Miracle Avoids foe’s attack when unit would be defeated. Trigger %=Lck. (Max 50%) Finn S
Dire Thunder Dire Thunder When unit initiates combat with Thunder equipped, unit attacks twice. (Excludes Elthunder and Thoron.) Olwen S
Rightful Ruler Rightful Ruler Adds +5% to trigger rate for all skills with trigger rates. Chrom S
Healtouch Healtouch When unit heals an ally with a staff, restores +5 HP to target. Lissa S
Draw Back Draw Back Use to move 1 space away from adjacent ally and pull the ally along. Eliwood S
Giga Excalibur Giga Excalibur If unit initiates combat with Excalibur, deals +20% damage. Nino S
Wind Adept Wind Adept If unit initiates combat with Wind equipped, unit may attack twice. Trigger %=Dex. (Excludes Elwind and Excalibur.) Soren S
Shove Shove Use to push an adjacent ally with less Bld 1 space away. Mia S
Flickering Flower Flickering Flower If unit initiates combat, freezes foe. Trigger % = total damage dealt. Edelgard S
Paraselene Paraselene Use to make an attack against an adjacent foe, then move 1 space away from that foe after combat. Dimitri S
Wind God Wind God If unit’s HP=100%, grants range +1 with bows. Claude S
Chivalry Chivalry If unit initiates combat while foe’s HP=100%, unit deals +2 damage and takes 2 less damage. Xander S
Bushido Bushido If unit’s level is higher than foe’s, grants Crit+10 during combat, and unit deals +2 damage and takes 2 less damage. Ryoma S
Lethality Lethality When landing a critical hit, instantly kills foe. Trigger %=30. (Excludes certain powerful foes.) Marisa S
Sure Strike Sure Strike If unit initiates combat, attacks are guaranteed to hit. Trigger %=Dex Innes S
Spur Attack Spur Attack Grants Atk+2 to adjacent allies. Alfonse S
Fortify Def Fortify Def Grants Def+2 to adjacent allies for 1 turn at start of player phase. Sharena S
Spur Res Spur Res Grants Res+2 to adjacent allies. Anna S

Enemy-only Skills

Note: For the enemy class skills, they only appear on Maddening difficulty. During skirmishes, there’s a 20% chance of a Level 5 enemy having one of these skills. (In story chapters/paralogues etc., the chance is fixed.)

Icon Name Description Obtain
Poison Strike Poison Strike If unit initiates combat, deals damage to foe equal to 20% of their max HP after combat. Enemy Wolf Knight
Savage Blow Savage Blow If unit initiates combat, deals damage to foes within 2 spaces equal to 20% of their max HP after combat. Enemy Thief
Swordbreaker Swordbreaker If unit’s HP is 50% or higher at start of combat and foe has a sword equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Lancebreaker Lancebreaker If unit’s HP is 50% or higher at start of combat and foe has a lance equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Axebreaker Axebreaker If unit’s HP is 50% or higher at start of combat and foe has an axe equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Tomebreaker Tomebreaker If unit’s HP is 50% or higher at start of combat and foe has a tome equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Bowbreaker Bowbreaker If unit’s HP is 50% or higher at start of combat and foe has a bow equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Knifebreaker Knifebreaker If unit’s HP is 50% or higher at start of combat and foe has a knife equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Artbreaker Artbreaker If unit’s HP is 50% or higher at start of combat and foe has an art equipped, unit can follow up and foe cannot follow up. Enemy Paladin
Seal Strength Seal Strength If unit initiates combat, inflicts Str-6 on foe after combat. (Penalty shrinks by 1 each turn.) Enemy Bow Knight
Seal Magic Seal Magic If unit initiates combat, inflicts Mag-6 on foe after combat. (Penalty shrinks by 1 each turn.) Enemy Mage Knight
Seal Defense Seal Defense If unit initiates combat, inflicts Def-6 on foe after combat. (Penalty shrinks by 1 each turn.) Enemy Sniper
Seal Speed Seal Speed If unit initiates combat, inflicts Spd-6 on foe after combat. (Penalty shrinks by 1 each turn.) Enemy Halberdier
Seal Resistance Seal Resistance If unit initiates combat, inflicts Res-6 on foe after combat. (Penalty shrinks by 1 each turn.) Enemy Sage
Fierce Stance Fierce Stance If foe initiates combat, grants Str+6 during combat. Enemy Warrior
Steady Stance Steady Stance If foe initiates combat, grants Def+6 during combat. Enemy General, Mage Cannoneer
Darting Stance Darting Stance If foe initiates combat, grants Spd+6 during combat. Enemy Royal Knight
Warding Stance Warding Stance If foe initiates combat, grants Res+6 during combat. Enemy Great Knight
Life and Death Life and Death Unit deals +10 damage and takes +10 damage during combat. Enemy Barbarian
Triangle Adept Triangle Adept When unit has weapon advantage, always follows up. When unit has disadvantage, foe always follows up. Enemy Hero
Cornered Beast Cornered Beast If unit’s HP is 50% or less at start of combat, grants Crit+30 during combat. Enemy Berserker
Self-Destruct Self-Destruct If unit’s HP is 50% or less at the start of player phase, unit dies and deals 50% of its max HP to foes within 2 spaces. Enemy Martial Master, Enchanter
Duelist's Blow Duelist’s Blow When unit initiates combat, grants Avo+30 during combat. Enemy Corrupted/Phantom Wolf
Darting Blow Darting Blow When unit initiates combat, grants Spd+5 during combat. Enemy Griffin Knight
Death Blow Death Blow When unit initiates combat, grants Crit+20 during combat. Enemy Swordmaster
Certain Blow Certain Blow When unit initiates combat, grants Hit+40 during combat. Enemy Wyvern Knight
Armored Blow Armored Blow When unit initiates combat, unit takes 10 less physical damage during combat.
Warding Blow Warding Blow When unit initiates combat, unit takes 20 less magical damage during combat. Enemy High Priest
Spirit Strike Spirit Strike When unit hits with an attack, inflicts -5 to foe’s engage meter. Enemy  Corrupted/Phantom Wyrm & Wyvern
Unbreakable Unbreakable Prevents unit from being broken.
Stalwart Stalwart Reduces damage from effectiveness. [Might multiplier decreased from 3 to 2.]
Unwavering Unwavering Negates damage from effectiveness.
Anchor Anchor Unit cannot be moved by skills, smash weapons, etc.
Veteran Veteran Prevents unit from being broken. Reduces damage from effectiveness. [Might multiplier decreased from 3 to 2.]
Veteran+ Veteran+ Prevents unit from being broken. Negates damage from effectiveness.
Void Curse Void Curse Foes do not earn EXP fighting this unit.
Fell Barrier Fell Barrier A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents 50% of damage to unit.
Fell Barrier+ Fell Barrier+ A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents 70% of damage to unit.
Fell Barrier++ Fell Barrier++ A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents 85% of damage to unit.
Fell Barrier+++ Fell Barrier+++ A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents all damage to unit.
Dark Barrier Dark Barrier A barrier created by Dark Emblems. Prevents 20% of damage to unit.
Dark Barrier+ Dark Barrier+ A barrier created by Dark Emblems. Prevents 40% of damage to unit.
Dark Barrier++ Dark Barrier++ A barrier created by Dark Emblems. Prevents 60% of damage to unit.
Dark Barrier+++ Dark Barrier+++ A barrier created by Dark Emblems. Prevents 80% of damage to unit.
Bond Breaker Bond Breaker Makes enemy chain attack accuracy always 30%. Reduces damage taken. [Prevents 80% of damage.]

DLC Sync Skills, Engage Skills & Engage Attacks

Note: For Weapon Sync(+), these are considered the Emblems’ weapon type:

  • Sword: Marth, Sigurd, Roy, Leif, Lucina, Ike, Byleth, Corrin, Eirika, 13th Emblem, Chrom
  • Lance: Ephraim, Dimitri
  • Axe: Edelgard, Hector, Camilla
  • Bow: Lyn, Claude
  • Tome: Celica, Micaiah, Veronica, Soren
  • Special: Tiki
  • None: Robin
Icon Name Description SP Obtain
Friendly Rivalry Friendly Rivalry At start of player phase, the Emblem will randomly switch to Edelgard, Dimitri, or Claude. Edelgard Bond Lv 1
Gambit Gambit Effects change based on synced Emblem.

 

 

  • Flame Gambit: Use when synced with Edelgard to attack a foe, then set the target foe’s space and nearby spaces on fire.
  • Shield Gambit: Use when synced with Dimitri to negate damage from first attacks of ranged foes targeting unit in next enemy phase.
  • Poison Gambit: Use when synced with Claude to attack a foe, then poison target and all foes adjacent to it after combat.
Edelgard Bond Lv 1
Assembly Gambit Assembly Gambit Use to attack an adjacent foe, then move 1 space away after combat. Target foe moves to unit’s previous space. 1500 Edelgard Bond Lv 1
Weapon Sync Weapon Sync If unit initiates combat using same weapon type as the synced Emblem, grants Atk+5. If engaged, grants Atk+5 regardless of weapon type. [See note above.] 3000 Edelgard Bond Lv 12
Weapon Sync+ Weapon Sync+ If unit initiates combat using same weapon type as the synced Emblem, grants Atk+7. If engaged, grants Atk+7 regardless of weapon type. [See note above.] 5000 Edelgard Bond Lv 17
Lineage Lineage Increases unit’s earned experience by 20%. 150 Edelgard Bond Lv 3
Combat Arts Combat Arts Enables use of Edelgard, Dimitri, or Claude’s Combat Art. Spends some remaining engage turns.
[Dragon] +10% damage.
[Covert] Avo+20.

 

 

  • Raging Storm: After combat, take another action. (Spend 3 turns.)
  • Atrocity: Attack at double weapon’s Mt. (Spend 1 turn.)
  • Fallen Star: Avoid foe’s attacks during next combat. (Spend 1 turn.)
Edelgard Bond Lv 1
Houses Unite Houses Unite Use to attack with Aymr, Areadbhar, and Failnaught at 50% damage.
[Dragon] +10% damage.
[Cavalry] +10% damage with Areadbhar.
[Covert] +10% damage with Failnaught.
[Armored] +10% damage with Aymr.
[Qi Adept] Breaks foe.
Edelgard Bond Lv 1
Houses Unite+ Houses Unite+ Use to attack with Aymr, Areadbhar, and Failnaught at 50% damage. After combat, take another action.
[Dragon] +10% damage.
[Cavalry] +10% damage with Areadbhar.
[Covert] +10% damage with Failnaught.
[Armored] +10% damage with Aymr.
[Qi Adept] Breaks foe.
Houses Unite when adjacent to Emblem Byleth
Lightsphere Lightsphere If unit initiates combat, halves chance of receiving critical hit from foe. 900 Tiki Bond Lv 10
Starsphere Starsphere Grants unit enhanced stat growth when leveling up. [Adds +15% to final growth rates.] 1500 Tiki Bond Lv 1
Lifesphere Lifesphere If unit uses Wait without attacking or using items, restores 20 HP and heals status effects. 1000 Tiki Bond Lv 8
Lifesphere+ Lifesphere+ If unit uses Wait without attacking or using items, restores 30 HP and heals status effects. 2000 Tiki Bond Lv 14
Lifesphere++ Lifesphere++ If unit uses Wait without attacking or using items, restores 40 HP and heals status effects. 3000 Tiki Bond Lv 19
Geosphere Geosphere At start of player phase, if there are allies adjacent to unit, grants Def/Res+3 to unit and those allies for 1 turn. 500 Tiki Bond Lv 3
Geosphere+ Geosphere+ At start of player phase, if there are allies adjacent to unit, grants Def/Res+5 to unit and those allies for 1 turn. 1000 Tiki Bond Lv 16
Draconic Form Draconic Form Unit transforms into and fights as a dragon while engaged. Grants +10 to max HP and +5 to Bld and all basic stats.
[Armored] Negates terrain damage.
[Mystical] Grants an extra Res+5.
Tiki Bond Lv 1
Draconic Form (Null) Draconic Form (Null) Unit transforms into and fights as a dragon while engaged. Grants +10 to max HP and +5 to Bld and all basic stats. Enemy
Divine Blessing Divine Blessing Use to grant 1 ally a Revival Stone.
[Dragon] Restore 20 HP to ally.
[Qi Adept] Heal their status effects.
Tiki Bond Lv 1
Divine Blessing (Null) Divine Blessing (Null) Use to grant 1 ally a Revival Stone. [Dragon] Restore 20 HP to ally. Enemy
Divine Blessing+ Divine Blessing+ Use to grant 1 ally a Revival Stone. If ally is not synced, fully restore HP. If ally is synced, +3 to engage meter. If ally is engaged, restore engage turns.
[Dragon] Restore 20 HP to ally.
[Qi Adept] Heal their status effects.
Divine Blessing when adjacent to Emblem Marth
Quick Riposte Quick Riposte If unit’s HP is 80% or more and foe initiates combat, unit will always follow up (if weapon allows). 2000 Hector Bond Lv 1
Quick Riposte+ Quick Riposte+ If unit’s HP is 60% or more and foe initiates combat, unit will always follow up (if weapon allows). 3000 Hector Bond Lv 16
Heavy Attack Heavy Attack When making a physical attack, if an equipped weapon’s Wt exceeds unit’s Bld, adds excess as damage. (Max +5) 3000 Hector Bond Lv 8
Piercing Glare Piercing Glare Use when HP is full to consume 20% of max HP and prevent foes from entering the 4 spaces diagonally adjacent to unit for 1 turn. Hector Bond Lv 12
Adaptability Adaptability When hit by a foe’s attack, grants Def+2 for a physical attack or Res+2 for a magical attack after combat. Lasts until end of battle, or until activated again. 350 Hector Bond Lv 3
Adaptability+ Adaptability+ When hit by a foe’s attack, grants Def+3 for a physical attack or Res+3 for a magical attack after combat. Lasts until end of battle, or until activated again. 700 Hector Bond Lv 19
Impenetrable Impenetrable If foe initiates combat, grants Def/Res+30% during combat.
[Dragon] Ddg+50%.
[Cavalry] Grants immunity to freeze.
[Armored] Grants Def+50% instead of +30%.
[Flying] Grants Res+50% instead of +30%.
Hector Bond Lv 1
Storm's Eye Storm’s Eye Grants immunity to break. Foe cannot follow up. Unit follows up. Lasts 1 turn. Sword/axe only.
[Dragon] Prevent one critical hit.
[Backup] Crit+20.
[Covert] Avo+30.
Hector Bond Lv 1
Storm's Eye+ Storm’s Eye+ Grants immunity to break. Foe cannot follow up. Unit counters before foe’s first attack and follows up. Lasts 1 turn. Sword/axe only.
[Dragon] Prevent one critical hit.
[Backup] Crit+20.
[Covert] Avo+30.
Storm’s Eye when adjacent to Emblem Lyn
SP Conversion SP Conversion Grants +20 SP for each defeated foe. Triggers even without a ring or bracelet equipped. 300 Veronica Bond Lv 13
Reprisal Reprisal If unit’s HP is not full, adds 30% of lost HP to Atk. 5000 Veronica Bond Lv 1
Reprisal+ Reprisal+ If unit’s HP is not full, adds 50% of lost HP to Atk. 6000 Veronica Bond Lv 18
Level Boost Level Boost When unit defeats a foe of a higher level, grants Lvl+1 until the end of battle. (Max +3) 300 Veronica Bond Lv 8
Book of Worlds Book of Worlds Book of Worlds advances 1 stage (to max 5) for each consecutive round that unit uses Wait. Reverts to base stage if unit triggers the effect. 300 Veronica Bond Lv 3
Book I: Seal Book I: Seal If unit initiates combat, freezes foe after combat. Book of Worlds after waiting 1 turn
Book II: Flame Book II: Flame If unit initiates combat, freezes foe and sets foe’s space on fire after combat. Book of Worlds after waiting 2 turns
Book III: Death Book III: Death If unit initiates combat, deals 10 damage, freezes foe, and sets foe’s space on fire after combat. Book of Worlds after waiting 3 turns
Book IV: Dream Book IV: Dream If unit initiates combat, restores HP equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat. Book of Worlds after waiting 4 turns
Book V: Science Book V: Science If unit initiates combat, restores HP to self and adjacent allies equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat. Book of Worlds after waiting 5 turns
Contract Contract Use to grant another action to an adjacent ally who has already acted. (Ally cannot move.)
[Dragon] Grants Str/Mag/Def/Res+2 to ally during action.
[Backup] Unit participates in chain attack during ally action.
[Covert] Grants Hit/Avo+30 to ally during action.
Veronica Bond Lv 1
Summon Hero Summon Hero Use to summon a random unit.
[Dragon] Summons a powerful unit. [Removes 3-stars from pool. The 3-star rate is added to 4-star rate.]
[Backup] Summoned unit has the “Dual Strike” skill.
[Cavalry] Summoned unit gets Mov+1.
Veronica Bond Lv 1
Anima Focus Anima Focus When using tomes, unit inflicts Def-3 with fire, Hit-20 with thunder, or Mov-2 with wind magic for 1 turn. 800 Soren Bond Lv 4
Keen Insight Keen Insight When unit deals Effective damage, deal +5 damage. 1500 Soren Bond Lv 9
Keen Insight+ Keen Insight+ When unit deals Effective damage, deal +7 damage. 3000 Soren Bond Lv 18
Assign Decoy Assign Decoy Use to make one chosen ally more likely to be targeted by enemies for 1 turn. Effect is removed after ally is targeted by or otherwise damaged by foes 3 times. 1500 Soren Bond Lv 1
Block Recovery Block Recovery When attacking a broken foe with a tome, grants a chance the foe will remain broken. Chance increases with high Spd. [Trigger% = (Spd – foe’s Spd) x 5, max 50] 1500 Soren Bond Lv 13
Flare Flare When attacking with tomes, inflicts Res-20% on foe, and unit recovers 50% of damage dealt.
[Dragon] Critical rate is doubled.
[Mystical] Extra -10% to foe’s Res.
[Qi Adept] Unit recovers 100% of damage dealt instead.
Soren Bond Lv 1
Flare Flare (Dark) When attacking with tomes, unit recovers 50% of damage dealt. Enemy
Cataclysm Cataclysm Use to attack foes in an area with fire, thunder and wind magic at 40% damage. Wind is effective: Flying.
[Dragon] Sets terrain on fire.
[Mystical] +10% damage.
[Qi Adept] 20% chance of breaking target.
Soren Bond Lv 1
Cataclysm+ Cataclysm+ Use to attack foes in an area with fire, thunder and wind magic at 40% damage. Wind is effective: Flying.
[Dragon] Sets terrain on fire.
[Mystical] +10% damage.
[Qi Adept] 20% chance of breaking target.
Cataclysm when adjacent to Emblem Ike
Cataclysm Cataclysm (DP4) Use to attack foes in an area with fire, thunder and wind magic at 30% damage. Wind is effective: Flying. Enemy
Cataclysm Cataclysm (Dark) Use to attack with fire, thunder and wind magic to foes in an area. Wind is effective: Flying. Enemy
Dragon Vein Dragon Vein Use to add a special effect to certain spaces.
[Dragon] Choose any Vein effect.
[Backup] Creates stone pillars that increase Def/Res.
[Cavalry] Creates water that decreases Avo.
[Covert] Creates smoke that decreases Def/Avo.
[Armored] Creates vines that grant immunity to break.
[Flying] Creates healing glow that restores HP.
[Mystical] Creates flames that inflict damage.
[Qi Adept] Creates ice floor that increases movement.
Camilla Bond Lv 1
Groundswell Groundswell After unit acts or waits in flames, miasma, or similar terrain effect, unit clears effect and recovers 10 HP. 500 Camilla Bond Lv 12
Detoxify Detoxify Cures poison at start of turn. 250 Camilla Bond Lv 8
Decisive Strike Decisive Strike If unit initiates combat and lands a critical, deals 5 damage to foe after combat. 500 Camilla Bond Lv 4
Decisive Strike+ Decisive Strike+ If unit initiates combat and lands a critical, deals 10 damage to foe after combat. 1000 Camilla Bond Lv 18
Soar Soar Grants Mov+2. Unit can cross terrain as if flying.
[Dragon] If unit initiates combat, deals damage to foes within 2 spaces equal to 10% of their max HP after combat.
[Cavalry] Grants an extra Mov+2.
[Flying] Grants an extra Mov+1.
Camilla Bond Lv 1
Dark Inferno Dark Inferno Use to deal damage to foes on certain spaces near unit and set those spaces on fire.
[Dragon] Increases area of effect.
[Mystical] +20% damage.
[Qi Adept] Adds Glow to adjacent spaces.
Camilla Bond Lv 1
Dark Inferno+ Dark Inferno+ Use to deal damage to foes on certain spaces near unit and set those spaces on fire.
[Dragon] Increases area of effect.
[Mystical] +20% damage.
[Qi Adept] Adds Glow to adjacent spaces.
Dark Inferno when adjacent to Emblem Corrin
Brute Force Brute Force While making a physical attack, critical hits deal increased damage. [Damage increased by one third.] 1500 Chrom Bond Lv 1
Charm Charm If unit’s attack triggers a chain attack, increases chain attack accuracy to 90%. 800 Chrom Bond Lv 13
Surprise Attack Surprise Attack If unit initiates combat from terrain that provides an Avo bonus, foe cannot counterattack. 3000 Chrom Bond Lv 1
Rally Spectrum Rally Spectrum Use to grant adjacent allies +3 to all seven basic stats for 1 turn. 1500 Chrom Bond Lv 4
Rally Spectrum+ Rally Spectrum+ Use to grant allies within 2 spaces +3 to all seven basic stats for 1 turn. 2000 Chrom Bond Lv 18
Other Half Other Half If unit initiates combat, Robin chain attacks. Grants Mag+10 while engaged.
[Dragon] Robin chain attacks 2 times.
[Backup] Guaranteed hit with chain attack.
[Covert] Grants Mov+1 while engaged.
Chrom Bond Lv 1
Other Half (DP6) Other Half (Solo) Chain attacks triggered by this unit are guaranteed to hit. Grants Str+5 and Mag+10. Arena
Giga Levin Sword Giga Levin Sword Use to attack with a magic sword. Magic attack that uses physical attack power. Swords only.
[Dragon] Deals extra damage = half of Str.
[Flying] Deals extra damage = Bld.
[Mystical] Deals extra damage = half of Mag.
Chrom Bond Lv 1
Giga Levin Sword+ Giga Levin Sword+ Use to attack with a magic sword. Magic attack that uses physical attack power. Swords only. Adjacent allies chain attack.
[Dragon] Deals extra damage = half of Str.
[Flying] Deals extra damage = Bld.
[Mystical] Deals extra damage = half of Mag.
Giga Levin Sword when adjacent to Emblem Lucina

DLC Inheritable Skills

Icon Name Description SP Obtain
Str/Dex +1 Str/Dex +1 Grants Str+1 and Dex+1. 700 Edelgard Bond Lv 3
Str/Dex +2 Str/Dex +2 Grants Str+2 and Dex+2. 1600 Edelgard Bond Lv 7
Str/Dex +3 Str/Dex +3 Grants Str+3 and Dex+3. 4200 Edelgard Bond Lv 12
Str/Dex +4 Str/Dex +4 Grants Str+4 and Dex+4. 6000 Edelgard Bond Lv 16
Str/Dex +5 Str/Dex +5 Grants Str+5 and Dex+5. 8400 Edelgard Bond Lv 18
HP/Lck +2 HP/Lck +2 Grants HP+2 and Lck+2. 200 Tiki Bond Lv 2
HP/Lck +4 HP/Lck +4 Grants HP+4 and Lck+4. 600 Tiki Bond Lv 7
HP/Lck +6 HP/Lck +6 Grants HP+6 and Lck+6. 1100 Tiki Bond Lv 12
HP/Lck +8 HP/Lck +8 Grants HP+8 and Lck+8. 1900 Tiki Bond Lv 15
HP/Lck +10 HP/Lck +10 Grants HP+10 and Lck+10. 3600 Tiki Bond Lv 18
Str/Def +1 Str/Def +1 Grants Str+1 and Def+1. 700 Hector Bond Lv 2
Str/Def +2 Str/Def +2 Grants Str+2 and Def+2. 1600 Hector Bond Lv 7
Str/Def +3 Str/Def +3 Grants Str+3 and Def+3. 4200 Hector Bond Lv 12
Str/Def +4 Str/Def +4 Grants Str+4 and Def+4. 6000 Hector Bond Lv 14
Str/Def +5 Str/Def +5 Grants Str+5 and Def+5. 8400 Hector Bond Lv 18
Mag/Dex +1 Mag/Dex +1 Grants Mag+1 and Dex+1. 700 Veronica Bond Lv 2
Mag/Dex +2 Mag/Dex +2 Grants Mag+2 and Dex+2. 1600 Veronica Bond Lv 7
Mag/Dex +3 Mag/Dex +3 Grants Mag+3 and Dex+3. 4200 Veronica Bond Lv 12
Mag/Dex +4 Mag/Dex +4 Grants Mag+4 and Dex+4. 6000 Veronica Bond Lv 14
Mag/Dex +5 Mag/Dex +5 Grants Mag+5 and Dex+5. 8400 Veronica Bond Lv 18
Mag/Res +1 Mag/Res +1 Grants Mag+1 and Res+1. 700 Soren Bond Lv 1
Mag/Res +2 Mag/Res +2 Grants Mag+2 and Res+2. 1600 Soren Bond Lv 7
Mag/Res +3 Mag/Res +3 Grants Mag+3 and Res+3. 4200 Soren Bond Lv 12
Mag/Res +4 Mag/Res +4 Grants Mag+4 and Res+4. 6000 Soren Bond Lv 14
Mag/Res +5 Mag/Res +5 Grants Mag+5 and Res+5. 8400 Soren Bond Lv 18
Spd/Res +1 Spd/Res +1 Grants Spd+1 and Res+1. 250 Camilla Bond Lv 1
Spd/Res +2 Spd/Res +2 Grants Spd+2 and Res+2. 700 Camilla Bond Lv 3
Spd/Res +3 Spd/Res +3 Grants Spd+3 and Res+3. 1200 Camilla Bond Lv 9
Spd/Res +4 Spd/Res +4 Grants Spd+4 and Res+4. 2400 Camilla Bond Lv 14
Spd/Res +5 Spd/Res +5 Grants Spd+5 and Res+5. 4800 Camilla Bond Lv 18
Spd/Dex +1 Spd/Dex +1 Grants Spd+1 and Dex+1. 250 Chrom Bond Lv 2
Spd/Dex +2 Spd/Dex +2 Grants Spd+2 and Dex+2. 700 Chrom Bond Lv 7
Spd/Dex +3 Spd/Dex +3 Grants Spd+3 and Dex+3. 1200 Chrom Bond Lv 12
Spd/Dex +4 Spd/Dex +4 Grants Spd+4 and Dex+4. 2400 Chrom Bond Lv 14
Spd/Dex +5 Spd/Dex +5 Grants Spd+5 and Dex+5. 4800 Chrom Bond Lv 18
Bow Guard 1 Bow Guard 1 If foe is equipped with a bow, unit takes 1 less damage during combat. 200 Edelgard Bond Lv 4
Bow Guard 2 Bow Guard 2 If foe is equipped with a bow, unit takes 2 less damage during combat. 400 Edelgard Bond Lv 8
Bow Guard 3 Bow Guard 3 If foe is equipped with a bow, unit takes 3 less damage during combat. 600 Edelgard Bond Lv 14
Bow Guard 4 Bow Guard 4 If foe is equipped with a bow, unit takes 4 less damage during combat. 800 Edelgard Bond Lv 17
Bow Guard 5 Bow Guard 5 If foe is equipped with a bow, unit takes 5 less damage during combat. 1000 Edelgard Bond Lv 19
Special Guard 1 Special Guard 1 If foe is equipped with a special attack, unit takes 1 less damage during combat. 200 Tiki Bond Lv 4
Special Guard 2 Special Guard 2 If foe is equipped with a special attack, unit takes 2 less damage during combat. 400 Tiki Bond Lv 9
Special Guard 3 Special Guard 3 If foe is equipped with a special attack, unit takes 3 less damage during combat. 600 Tiki Bond Lv 13
Special Guard 4 Special Guard 4 If foe is equipped with a special attack, unit takes 4 less damage during combat. 800 Tiki Bond Lv 17
Special Guard 5 Special Guard 5 If foe is equipped with a special attack, unit takes 5 less damage during combat. 1000 Tiki Bond Lv 19
Axe Guard 1 Axe Guard 1 If foe is equipped with an axe, unit takes 1 less damage during combat. 200 Hector Bond Lv 4
Axe Guard 2 Axe Guard 2 If foe is equipped with an axe, unit takes 2 less damage during combat. 400 Hector Bond Lv 9
Axe Guard 3 Axe Guard 3 If foe is equipped with an axe, unit takes 3 less damage during combat. 600 Hector Bond Lv 13
Axe Guard 4 Axe Guard 4 If foe is equipped with an axe, unit takes 4 less damage during combat. 800 Hector Bond Lv 17
Axe Guard 5 Axe Guard 5 If foe is equipped with an axe, unit takes 5 less damage during combat. 1000 Hector Bond Lv 19
Knife Guard 1 Knife Guard 1 If foe is equipped with a knife, unit takes 1 less damage during combat. 200 Veronica Bond Lv 4
Knife Guard 2 Knife Guard 2 If foe is equipped with a knife, unit takes 2 less damage during combat. 400 Veronica Bond Lv 9
Knife Guard 3 Knife Guard 3 If foe is equipped with a knife, unit takes 3 less damage during combat. 600 Veronica Bond Lv 13
Knife Guard 4 Knife Guard 4 If foe is equipped with a knife, unit takes 4 less damage during combat. 800 Veronica Bond Lv 17
Knife Guard 5 Knife Guard 5 If foe is equipped with a knife, unit takes 5 less damage during combat. 1000 Veronica Bond Lv 19
Magic Guard 1 Magic Guard 1 If foe is equipped with a tome, unit takes 1 less damage during combat. 200 Soren Bond Lv 3
Magic Guard 2 Magic Guard 2 If foe is equipped with a tome, unit takes 2 less damage during combat. 400 Soren Bond Lv 8
Magic Guard 3 Magic Guard 3 If foe is equipped with a tome, unit takes 3 less damage during combat. 600 Soren Bond Lv 13
Magic Guard 4 Magic Guard 4 If foe is equipped with a tome, unit takes 4 less damage during combat. 800 Soren Bond Lv 17
Magic Guard 5 Magic Guard 5 If foe is equipped with a tome, unit takes 5 less damage during combat. 1000 Soren Bond Lv 19
Lance Guard 1 Lance Guard 1 If foe is equipped with a lance, unit takes 1 less damage during combat. 200 Camilla Bond Lv 2
Lance Guard 2 Lance Guard 2 If foe is equipped with a lance, unit takes 2 less damage during combat. 400 Camilla Bond Lv 7
Lance Guard 3 Lance Guard 3 If foe is equipped with a lance, unit takes 3 less damage during combat. 600 Camilla Bond Lv 13
Lance Guard 4 Lance Guard 4 If foe is equipped with a lance, unit takes 4 less damage during combat. 800 Camilla Bond Lv 16
Lance Guard 5 Lance Guard 5 If foe is equipped with a lance, unit takes 5 less damage during combat. 1000 Camilla Bond Lv 19
Sword Guard 1 Sword Guard 1 If foe is equipped with a sword, unit takes 1 less damage during combat. 200 Chrom Bond Lv 3
Sword Guard 2 Sword Guard 2 If foe is equipped with a sword, unit takes 2 less damage during combat. 400 Chrom Bond Lv 9
Sword Guard 3 Sword Guard 3 If foe is equipped with a sword, unit takes 3 less damage during combat. 600 Chrom Bond Lv 13
Sword Guard 4 Sword Guard 4 If foe is equipped with a sword, unit takes 4 less damage during combat. 800 Chrom Bond Lv 17
Sword Guard 5 Sword Guard 5 If foe is equipped with a sword, unit takes 5 less damage during combat. 1000 Chrom Bond Lv 19

DLC Personal Skills

Icon Name Description Obtain
Protective If foe initiates combat against Nil/Rafal, grants Crit+10 to unit for 1 turn. Nel
Protective (Null) If foe initiates combat against Nil, grants Crit+10 to unit for 1 turn. Nel (FX5 and 6)
Rivalry When an ally within 2 spaces defeats a foe, grants Crit+10 to unit for 1 turn. Rafal
Wounded Pride When an ally within 2 spaces defeats a foe, grants Crit+10 to unit for 1 turn. Nil
Friendly Boost When unit defeats a foe, grants Hit+20 to allies within 2 spaces for 1 turn. Zelestia
Survival Plan When there are more foes than allies within 3 spaces, grants Avo+20. Gregory
Knightly Code If foe initiates combat and unit is adjacent to an ally, unit takes 2 less damage. Madeline
Self-Improver Self-Defense If unit uses Wait without attacking or using items, grants Str+2 for 1 turn. Alfred (foe)
Gentle Flower Fierce Bloom Recovery items used by allies within 2 spaces heal +50% HP. Celine (foe)
Fair Fight This Ends Here If unit initiates combat, grants Hit+15 to unit and foe if foe is able to counterattack. Diamant (foe)
Get Behind Me! Show-Off When an ally within 2 spaces is attacked, grants Str+3 to unit for 1 turn. Alcryst (foe)
Single-Minded Final Say During combat with a foe who was also unit’s most recent opponent, grants Hit+20. Ivy (foe)
Big Personality Stealth Assist When unit uses a healing staff, grants range +1. Hortensia (foe)
Racket of Solm Dignity of Solm Inflicts Crit-5 on foes within 3 spaces. Timerra (foe)
Charmer Wear Down During combat with a foe who was also unit’s most recent opponent, inflicts Crit-10 on that foe. Fogado (foe)

DLC Class Skills

These skills can be obtained by reaching Level 5 in the specified class (Level 25 for Special classes).

Unfortunately, you cannot equip these skills in other classes.

Icon Name Description Obtain
Let Fly Let Fly Use to perform a guaranteed-hit, area-of-effect attack at the start of the next player phase. Unit loses equipped weapon. Mage Cannoneer
Convoy Convoy Use to deposit or retrieve weapons and items. Enchanter
Miasma Domain At start of turn, applies miasma to terrain within 2 spaces of unit. Corrupted Wyvern
Frost Domain Frost Domain At start of turn, applies frost to terrain within 2 spaces of unit. Phantom Wyvern
Pack Hunter Pack Hunter Allies of the same class as unit within 3 spaces participate in chain attacks. Corrupted Wolf, Phantom Wolf
Resist Emblems When attacked with an engage attack, prevents 20% of damage. Fell Child (Nel)
Spur Emblems At start of player phase, fills adjacent allies’ engage meters by 1. Fell Child (Nil, Rafal)

Enchanter Effects

Icon Name Description Obtain
Ignore Chain Ignore Chain Max HP+2/4/6/8, negate foe chain attacks for 1 turn. Item Surge: HP Tonic
Wt -50% Wt -50% Weapon weight -50%, Str+1/2/3/4 for 1 turn. Item Surge: Str Tonic
Ignore Silence Ignore Silence Immunity to silence, Mag+1/2/3/4 for 1 turn. Item Surge: Mag Tonic
Reflect Phys. Reflect Phys. Reflect physical damage taken for 1 turn. Item Surge: Def Tonic
Reflect Magic Reflect Magic Reflect magic damage taken for 1 turn. Item Surge: Res Tonic
Ignore Break Ignore Break Immunity to break, Dex+2/4/6/8 for 1 turn. Item Surge: Dex Tonic
Ignore Freeze Ignore Freeze Immunity to freeze, Spd+1/2/3/4 for 1 turn. Item Surge: Spd Tonic
Ignore Damage Ignore Damage 30% chance to ignore damage for 1 turn. Item Surge: Lck Tonic
Eff: Corrupted Eff: Corrupted Effective: Corrupted for 1 turn. Item Surge: Pure Water
Survival Survival Guarantee survival if HP is 2 or more (once). Item Surge: ___’s Meal

DLC Enemy-only Skills

Icon Name Description Obtain
Sigil Protection Sigil Protection Reduces damage taken and foe’s critical hit chance by 50.
Bond Breaker+ Bond Breaker+ Makes enemy chain attack accuracy always 10%. Reduces damage taken.