# Triangle Attack

Warriors: Three Hopes

## Combat Arts

An overview of combat arts in Fire Emblem Warriors: Three Hopes.

# Combat Arts in Three Hopes

Combat Arts reprise their role in Three Hopes as powerful attacks tied to weapon types that consume a lot of weapon durability. The difference here is that combat arts (and spells, which are effectively the same) are the only way to consume weapon durability in Three Hopes. Weapon durability is always fully restored at the end of a battle, so it's always worth it to use combat arts in order to clear a map faster.

Unlike regular strong attacks, combat arts cannot be interrupted during their animation, though they can still take damage. Combat arts can also interrupt enemies that are charging strong attacks when used within the correct window, making them a good defensive tool as well.

## Game Mechanics

How combat arts work.

# Learning Combat Arts

Combat arts are primarily learned from obtaining class mastery. Every unit also has a set of basic combat arts that they can use from base as long as they have the right weapon type equipped. There are certain abilities such as Fire that grants units access to a particular spell, but there aren't any abilities that grant access to combat arts (at least not in the demo).

# Combat Art Levels

When a combat art is first learned, it will be at level 1. By using the combat art, a unit can gain experience and eventually increase that level up to level 3. With each level gained, a combat art's might and durability cost will improve. Cooldown is never reduced, however.

In order to gain combat art experience, the player has to use the combat art in battle and actually deal damage. Spamming it with no one around will not give any experience. The amount of experience gained does not seem to change based on how many targets are hit, but using it to deal the finishing blow to an enemy commander seems to double the amount of experience yielded.

# Might Categories

Combat arts are categorized into three different might levels: Small, Medium, and Large. In general, durability cost and cooldown will increase as might goes up. For each level gained, one "+" will be added to the might. It is unclear how these might levels translate into damage dealt.

# Durability Cost

Combat art durability cost scales depending on might. The following applies to most combat arts.

MightDurability Cost
Small10
Medium15
Large20

Certain more powerful combat arts like Atrocity will cost extra durability. If the unit's weapon does not have enough durability remaining to satisfy a combat art's cost, then that combat art cannot be used.

Every level gained for a combat art will reduce the durability cost by 2, regardless of original durability cost. This means that lower power combat arts benefit far more from increased levels than higher power ones. For example Level 3 Shredder only costs 6 weapon durability, meaning it can be used 40% more than when it was Level 1. However Level 3 Atrocity will still cost 36 durability compared to 40 at Level 1, meaning it can still only be used once before needing weapon repairs.

# Cooldown

Combat arts have a cooldown, so that they cannot be spammed. The cooldown scales directly with might levels, as shown in the following table.

MightCooldown
Small10
Medium15
Large20

Combat art cooldown will slightly decrease in proportion to the unit's speed. The following formula is used to calculate the effective cooldown of a combat art based on an original cooldown of 10/15/20 and a unit's speed stat, rounded to 2 decimal places.

$$C' = \frac{C}{1 + \frac{Spd}{100}}$$

For example, if Petra has 24 Spd and knows Flash Strike (Medium might, 15 second original cooldown), then the effective cooldown can be calculated as:

\begin{aligned} C' &= \frac{15}{1 + \frac{24}{100}} \\ &= 12.1s \end{aligned}

## Sword Combat Arts

Combat arts that can be used when wielding a sword.

# List of Sword Combat Arts

This table only lists combat arts that are available in the demo.

Combat ArtMight/Cost/CDDescription
Effective vs Cavalry:
Effective against mounted units.
Medium/15/15sUnleash a single, powerful slash.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Medium/15/15sGenerate a fiery cyclone.
Effective vs Fliers:
Effective against fliers.
Small/10/10sStrike swiftly with a trio of slashes.
Ice Magic (Frozen):
Freezes the opponent. Frozen units are unable to move or attack.
Small/10/10sLash at foes with an ice magic-based sword attack. Deals damage based on Mag.
Heal:
Recovers the user's or an ally's HP.
Light Magic:
Inflicts light magic damage on the opponent.
Small/10/10sAbsorb a portion of inflicted damage as HP. Deals damage based on Mag.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Small/10/10sLash at foes with a dark magic-based sword attack. Deals damage based on Mag.
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Medium/15/15sGenerate a cyclone.
Guard Break:
Breaks opponent's guard.
Small/10/10sPerform a powerful sword attack.

## Lance Combat Arts

Combat arts that can be used when wielding a lance.

# List of Lance Combat Arts

This table only lists combat arts that are available in the demo.

Combat ArtMight/Cost/CDDescription
Effective vs All:
Effective against all enemies.
Large/42/40sLaunch a wide swath of foes into the air.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Cannot Guard:
Opponents cannot guard.
Large/22/20sLaunch a wide swath of foes into the air.
Small/10/10sPerform an air-to-ground plunging thrust.
Ice Magic (Frozen):
Freezes the opponent. Frozen units are unable to move or attack.
Small/10/10sLaunch columns of ice at foes. Damage dealt will increase with Mag.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Medium/15/15sHurl a fiery lance straight ahead. Damage dealt will increase with Def.
Effective vs Cavalry:
Effective against mounted units.
Guard Break:
Breaks opponent's guard.
Large/20/20sPerform a powerful lance thrust.
Effective vs Fliers:
Effective against fliers.
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Medium/15/15sWhip up a storm that ravages the surrounding area with blades of wind.
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Medium/15/15sPerform a series of lance strikes imbued with lightning.
Medium/15/15sStrike a wide area with a sweeping attack that also produces a shockwave.

## Axe Combat Arts

Combat arts that can be used when wielding an axe.

# List of Axe Combat Arts

This table only lists combat arts that are available in the demo.

Combat ArtMight/Cost/CDDescription
Strengthen:
Strengthens the user.
None/20/20sTemporarily increases Str.
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Guard Break:
Breaks opponent's guard.
Small/10/10sHurl a lightning-charged axe. Deals damage based on Mag.
Small/10/10sStrike a wide area with a hurl of the axe.
Small/10/10sCut enemies to shreds with a spinning axe attack.
Critical:
High critical hit rate.
Medium/15/15sPummel a wide area ahead. Often yields critical hits.
Medium/15/15sLaunch the foes into the air, then swat them away with a swing of the axe.
Guard Break:
Breaks opponent's guard.
Medium/15/15sEffective against armored units.

## Bow Combat Arts

Combat arts that can be used when wielding a bow.

# List of Bow Combat Arts

This table only lists combat arts that are available in the demo.

Combat ArtMight/Cost/CDDescription
Effective vs Fliers:
Effective against fliers.
Guard Break:
Breaks opponent's guard.
Weaken:
Weakens the opponent.
Medium/15/15sSend an exploding arrow toward enemies that temporarily reduces their Def.
Effective vs Fliers:
Effective against fliers.
Small/10/10sUnleash a volley of arrows that travels in a straight line.
Effective vs Fliers:
Effective against fliers.
Effective vs Armored Units:
Effective against armored units.
Guard Break:
Breaks opponent's guard.
Weaken:
Weakens the opponent.
Medium/15/15sSkewer foes with a blindingly fast arrow that temporarily reduces their Def.
Effective vs Fliers:
Effective against fliers.
Large/22/20sRain down arrows of light on foes. Deals damage based on Mag.
Effective vs Fliers:
Effective against fliers.
Small/10/10sAttack a wide forward area with three consecutive shots.
Effective vs Fliers:
Effective against fliers.
Medium/15/15sLoose arrows at a wide surrounding area.
Effective vs Fliers:
Effective against fliers.
Reduce Stun Gauge:
Depletes the stun gauge.
Small/10/10sSend a series of arrows toward the locked-on target.

## Gauntlet Combat Arts

Combat arts that can be used when equipped with a pair of gauntlets.

# List of Gauntlet Combat Arts

This table only lists combat arts that are available in the demo.

Combat ArtMight/Cost/CDDescription
Strengthen:
Strengthens the user.
None/20/20sTemporarily make it easier to fill the Warrior and Awakening Gauges.
Guard Break:
Breaks opponent's guard.
Critical:
High critical hit rate.
Medium/15/15sPummel the enemy with both fists. Often yields critical hits.
Heal:
Recovers the user's or an ally's HP.
Small/10/10sAbsorb a portion of inflicted damage as HP.
Reduce Stun Gauge:
Depletes the stun gauge.
Medium/15/15sPummel the enemy with both fists. Deals damage to enemy Stun Gauges.
Cannot Guard:
Opponents cannot guard.
Reduce Stun Gauge:
Depletes the stun gauge.
Small/10/10sCharges forward with fists flying.

This page was made based on data that is available in the Three Hopes demo. It will be updated after the full game comes out.