In Fire Emblem: Iii Houses, all units are sorted into Classes, which, among other things, grant that unit special passives that only they are afforded, Grade Abilities. These Class Abilities tin can do a number of dissimilar things that tin can assistance to turn the tide of battle. Some are small, but others are quite impactful to the battleground. Most of this list will be covering Class Abilities that the hero units have admission to, with a few that are enemy exclusive that would be broken on whatever normal unit. This list is in no detail order.

10 Canto

Later performing an action, user tin use their leftover movement.

Canto is a Course Ability that mounted units get that permit them to apply their leftover movements after performing an activity similar attacking. This allows them to kill a unit of measurement that is shut by before moving on to an enemy that is farther abroad, or accept out a unit and then retreat around a corner or back to a healer for back up. Canto allows units to become the most out of their bang-up move.

nine Vantage

Ever attack first when under 50% HP.

Vantage is a mostly-enemy Grade Ability that allows the user to assail first when their health is under 50%, and this is even when they're the one being engaged with. This can finish a match that you thought was most to exist wrapped up, so never permit your baby-sit downward when you're on that final enemy.

viii Lucky Seven

Each turn, grants +5 to one of the post-obit stats: Str, Mag, Spd, Def, Res, Striking or Avo.

The Trickster Class gets the ability to accept a random stat gain +5 once per turn. This one is, of course, very take chances-based. You can go something that helps you, or something that does nothing for you.

On a positive note, yous're never going to get something that negatively impacts you, and so you're ever going neutral or getting a benefit.

seven Range Abilities

Increases Ten range past 1.

Archers, Snipers, Bow Knights, and Valkyries all have Class abilities that permit them +1 or +2 in their respective forms of damage dealing, and this tin can be huge. Being forced to become up close to your opponents to attack can be fatal, and so getting even a little out of their range tin turn the game in your favor.

6 Counterattack

Counters attacks regardless of enemies' range.

Another enemy-only Class Ability, Counterattack is terrifying because that unit tin can assault you from anywhere yous are in the map. This ways that you lot can't chip away at the enemy from distant because they'll hit right back, and, of course, the only enemies that take this Class Ability are super powerful.

5 Magic Bind

If unit lands a striking, targeted foe is unable to apply magic for i plough.

The last of the enemy Grade Abilities, if the unit lands a hit, the targeted foe cannot use magic for a single plough. While one plow might not seem like much, that is effectively canceling out ane of your mages for a turn, which tin be devastating.

Only send your physical attackers in on units with this Form Ability to maximize your impairment output.

4 Faire Abilities

Might +5 when an X is equipped.

There are "Faire" Abilities for virtually every weapon in the game, and these give yous +five in Might when you accept that specific weapon equipped. These upward your impairment output a solid corporeality. They're all simple abilities, sure, just more damage tin can be the difference between a win and a loss.

3 Critical +twenty

Critical +20.

This i needs no clarification, but War Masters take the unique Course Power of Critical +20. Of grade, sometimes you'll need to whorl the die on a critical strike to win a friction match, and that's when this Class Ability comes in handy.

2 Transmute

If unit is hit with a magic set on during enemy stage, grants +3 to all stats until next player phase ends.

A Nighttime Flier Course-exclusive, if the unit of measurement is hitting with a magic set on (which they'll normally be able to handle well), they gain +three in every stat for their next plow, which is admittedly bonkers. This ways that you lot just demand to have a hit that isn't going to bargain much damage, so you'll go out and take out whatever enemy unit of measurement with ease. Not a bad merchandise-off at all. But brand certain to become back into a safe position after the fight.

1 Charm

When allies adjacent to unit enter gainsay, allies gain +3 Harm.

A Class Ability exclusive to Rhea, Claude, Dimitri, and Edelgard is Amuse. Charm gives all adjacent units +3 Impairment when they enter into combat. If the units who get this Class Ability don't speak to you enough, the fact that it'due south a direct Impairment boost should. Charm is going to be the deviation betwixt an attack that kills or leaves the enemy with a sliver of health, and sometimes, that's the slight edge that you need to take the win in a tense battle.

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