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.
On This Page
This page contains the following information.
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.
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.
Might | Durability Cost |
---|---|
Small | 10 |
Medium | 15 |
Large | 20 |
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. Combat arts that are tied to Hero Relics will cost an extra 2 durability when the weapon has not been unleashed yet.
Every level gained for a combat art will reduce the durability cost by 2 for the most part, but some of the 40 cost arts will reduce by 4 per level.
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.
Might | Cooldown |
---|---|
Small | 10 |
Medium | 15 |
Large | 20 |
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
Combat Art | Might/Cost/CD | Description |
---|---|---|
Assassinate Instant Kill: Has a chance to instantly defeat non-commander units. | Medium/15/15s | Slash while charging forward. Has a chance to instantly defeat non-commander units. |
Astra Guard Break: Breaks opponent's guard. | Large/20/20s | Perform a series of five slashes while moving swiftly. |
Beast Fang Cannot Guard: Opponents cannot guard. Heal: Recovers the user's or an ally's HP. | Large/20/20s | Absorb a portion of inflicted damage as HP. Damage dealt will increase with Mag. |
Electric Grounder Lightning Magic (Shock): Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well. | Medium/15/15s | Strike with a trio of lightning-charged slashes. Deals damage based on Mag. |
Medium/15/15s | Strike the surrounding area with blades. Damage dealt will increase with Dex. | |
Firesweep Fire Magic (Burning): Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack. | Medium/15/15s | Generate a fiery cyclone. |
Flash Strike Effective vs Cavalry: Effective against mounted units. | Medium/15/15s | Unleash a single, powerful slash. |
Foudroyant Strike Effective vs Armored Units: Effective against armored units. 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. | Large/20/20s | Unleash a single, powerful slash imbued with lightning. |
Grounder Effective vs Fliers: Effective against fliers. | Small/10/10s | Strike swiftly with a trio of slashes. |
Large/20/20s | Strike a wide area ahead with a series of slashes. | |
Iceblade Ice Magic (Frozen): Freezes the opponent. Frozen units are unable to move or attack. | Small/10/10s | Lash at foes with an ice magic-based sword attack. Deals damage based on Mag. |
Lightblade Heal: Recovers the user's or an ally's HP. Light Magic: Inflicts light magic damage on the opponent. | Small/10/10s | Absorb a portion of inflicted damage as HP. Deals damage based on Mag. |
Magic Blade Effective vs Armored Units: Effective against armored units. | Medium/15/15s | Strike the surrounding area with magical blades. Deals damage based on Mag. |
Mortal Struggle Strengthen: Strengthens the user. | None/20/20s | Temporarily reduces the user's defense to make the Stun Gauge display with all attacks. |
Shadowblade 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/10/10s | Lash at foes with a dark magic-based sword attack. Deals damage based on Mag. |
Large/20/20s | Slice apart the surrounding area with a flurry of strikes. Damage dealt will increase with Mag. | |
Swift Slice Effective vs All: Effective against all enemies. | Large/40/40s | Strike a wide area ahead with a series of slashes. Damage dealt will increase with Spd. |
Sword Dance Cannot Guard: Opponents cannot guard. | Medium/15/15s | Slash while charging forward. |
Grounder Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. | Medium/15/15s | Generate a cyclone. |
Wrath Strike Guard Break: Breaks opponent's guard. | Small/10/10s | Perform a powerful sword attack. |
Lance Combat Arts
Combat arts that can be used when wielding a lance.
List of Lance Combat Arts
Combat Art | Might/Cost/CD | Description |
---|---|---|
Airshaker Guard Pierce: Inflicts damage even when opponent is guarding. | Medium/15/15s | Perform a powerful thrust that produces a shockwave. |
Atrocity Effective vs All: Effective against all enemies. | Large/40/40s | Launch a wide swath of foes into the air. |
Burning Quake 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/20/20s | Launch a wide swath of foes into the air. |
Dark Lance 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/10/10s | Send dark hexes flying at foes. Damage dealt will increase with Mag. |
Small/10/10s | Perform an air-to-ground plunging thrust. | |
Frozen Lance Ice Magic (Frozen): Freezes the opponent. Frozen units are unable to move or attack. | Small/10/10s | Launch columns of ice at foes. Damage dealt will increase with Mag. |
Glowing Ember Fire Magic (Burning): Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack. | Medium/15/15s | Hurl a fiery lance straight ahead. Damage dealt will increase with Def. |
Knightkneeler Effective vs Cavalry: Effective against mounted units. Guard Break: Breaks opponent's guard. | Large/20/20s | Perform a powerful lance thrust. |
Lance Jab Critical: High critical hit rate. | Medium/15/15s | Perform a thrusting attack that often yields critical hits. Damage dealt will increase with Spd. |
Lightstrike Light Magic: Inflicts light magic damage on the opponent. Heal: Recovers the user's or an ally's HP. | Small/10/10s | Absorb a portion of inflicted damage as HP. Damage dealt will increase with Mag. |
Paraselene Instant Kill: Has a chance to instantly defeat non-commander units. Cannot Guard: Opponents cannot guard. | Large/20/20s | Strike a wide area with a sweeping attack. Has a chance to instantly defeat non-commander units. |
Ruined Sky Effective vs Fliers: Effective against fliers. Cannot Guard: Opponents cannot guard. | Large/20/20s | Hurl a magical lance straight ahead that bursts when it reaches its target. |
Shatter Slash Guard Break: Breaks opponent's guard. Weaken: Weakens the opponent. | Medium/15/15s | Perform a series of lance strikes that temporarily reduce enemy Def. |
Stormblade Effective vs Fliers: Effective against fliers. Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. | Medium/15/15s | Whip up a storm that ravages the surrounding area with blades of wind. |
Tempest Lance Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. Guard Break: Breaks opponent's guard. | Medium/15/15s | Conjure up a whirlwind with an overhead spin of the lance. |
Thunder Rush Lightning Magic (Shock): Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well. | Medium/15/15s | Perform a series of lance strikes imbued with lightning. |
Titanic Might Strengthen: Strengthens the user. | None/20/20s | Temporarily increase Str. |
Medium/15/15s | An attack that increases in Mt in relation to the user's missing HP. | |
Medium/15/15s | Strike 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
Combat Art | Might/Cost/CD | Description |
---|---|---|
Apocalyptic Flame Fire Magic (Burning): Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack. Guard Break: Breaks opponent's guard. | Large/20/20s | Hurl a flaming axe at the ground that creates a pillar of fire. |
Armor Smasher Guard Break: Breaks opponent's guard. Weaken: Weakens the opponent. | Large/20/20s | Hit foes hard with a single, powerful axe blow that temporarily reduces enemy Def. |
Armored Strike Guard Pierce: Inflicts damage even when opponent is guarding. | Large/20/20s | Hit foes hard with a single, powerful axe blow. Damage dealt will increase with Def. |
Crush Ice Magic (Frozen): Freezes the opponent. Frozen units are unable to move or attack. | Medium/15/15s | Smash the ground and generate pillars of ice. |
Diamond Axe Cannot Guard: Opponents cannot guard. | Large/20/20s | Smash the ground so hard it displaces the earth. |
Dust Guard Break: Breaks opponent's guard. | Medium/17/15s | Launch the foes ahead into the air, then smash the earth to hit them with the rubble. |
Flickering Flower Guard Break: Breaks opponent's guard. | Large/20/20s | Break the enemy's stance, then hurl an axe at the ground. |
Medium/15/15s | Bring an axe down to cut through the foes ahead. | |
Helm Splitter Effective vs Armored Units: Effective against armored units. Guard Break: Breaks opponent's guard. | Large/20/20s | Smash the foes ahead with a powerful overhead strike. |
Invigorating Spirit Strengthen: Strengthens the user. | None/20/20s | Temporarily increases Str. |
Lightning Axe 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/10/10s | Hurl a lightning-charged axe. Deals damage based on Mag. |
Raging Storm Fire Magic (Burning): Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack. Reduce Stun Gauge: Depletes the stun gauge. | Large/20/20s | Conjure up a whirlwind of fire straight ahead. |
Small/10/10s | Strike a wide area with a hurl of the axe. | |
Small/10/10s | Cut enemies to shreds with a spinning axe attack. | |
Smash Critical: High critical hit rate. | Medium/15/15s | Pummel a wide area ahead. Often yields critical hits. |
Medium/15/15s | Launch the foes into the air, then swat them away with a swing of the axe. | |
Swinging Fury Guard Break: Breaks opponent's guard. | Medium/15/15s | Effective against armored units. |
War Strike Effective vs All: Effective against all enemies. | Large/30/30s | Bring an axe down so fiercely it sunders the ground and sends enemies flying into the air. |
Medium/15/15s | Rip through foes with axe swings. |
Bow Combat Arts
Combat arts that can be used when wielding a bow.
List of Bow Combat Arts
Combat Art | Might/Cost/CD | Description |
---|---|---|
Break Shot Effective vs Fliers: Effective against fliers. Guard Break: Breaks opponent's guard. Weaken: Weakens the opponent. | Medium/15/15s | Send an exploding arrow toward enemies that temporarily reduces their Def. |
Curved Shot Effective vs Fliers: Effective against fliers. | Small/10/10s | Unleash a volley of arrows that travels in a straight line. |
Deadeye Effective vs Fliers: Effective against fliers. Guard Pierce: Inflicts damage even when opponent is guarding. Critical: High critical hit rate. | Large/20/20s | Perform a long-distance attack that yields critical hits. |
Drill Arrow 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/15/15s | Skewer foes with a blindingly fast arrow that temporarily reduces their Def. |
Fallen Star Effective vs Fliers: Effective against fliers. | Large/20/20s | Rain down arrows of light on foes. Deals damage based on Mag. |
Flame Volley Effective vs Fliers: Effective against fliers. Fire Magic (Burning): Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack. Guard Pierce: Inflicts damage even when opponent is guarding. | Medium/15/15s | Attack a wide area with a volley of fire arrows. |
Hide Presence Strengthen: Strengthens the user. | None/20/20s | Temporarily increase Str and Lck. |
Hunter's Volley Effective vs Fliers: Effective against fliers. Critical: High critical hit rate. | Small/10/10s | Attack enemies launched into the air with three consecutive shots. Often yields critical hits. |
Point-Blank Volley Effective vs Fliers: Effective against fliers. | Small/10/10s | Attack a wide forward area with three consecutive shots. |
Precision Volley Effective vs Fliers: Effective against fliers. Guard Pierce: Inflicts damage even when opponent is guarding. | Large/20/20s | Perform a long-distance attack that hits multiple times. Deals damage based on Dex. |
Spiral Shot Effective vs Fliers: Effective against fliers. | Medium/15/15s | Loose arrows at a wide surrounding area. |
Thunderbolt Effective vs Fliers: Effective against fliers. Lightning Magic (Shock): Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well. | Medium/15/15s | Fire a barrage of electrified arrows. |
Tornado Shot Effective vs Fliers: Effective against fliers. Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. | Medium/15/15s | Conjure a cyclone that launches enemies into the air. |
Tracking Shot Effective vs Fliers: Effective against fliers. Reduce Stun Gauge: Depletes the stun gauge. | Small/10/10s | Send a series of arrows toward the locked-on target. |
Waning Shot Effective vs Fliers: Effective against fliers. Instant Kill: Has a chance to instantly defeat non-commander units. Weaken: Weakens the opponent. | Medium/15/15s | Attack a wide forward area with three consecutive shots that temporarily reduce enemy Str. |
Ward Arrow Effective vs Fliers: Effective against fliers. Weaken: Weakens the opponent. | Medium/15/15s | Attack enemies launched into the air with three consecutive shots that temporarily reduce their Mag. |
Wind God Effective vs All: Effective against all enemies. Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. Guard Pierce: Inflicts damage even when opponent is guarding. | Large/40/40s | Attack with a wind-imbued arrow that draws foes in and lands multiple hits. |
Gauntlet Combat Arts
Combat arts that can be used when equipped with a pair of gauntlets.
List of Gauntlet Combat Arts
Combat Art | Might/Cost/CD | Description |
---|---|---|
Battle Trance Strengthen: Strengthens the user. | None/20/20s | Temporarily make it easier to fill the Warrior and Awakening Gauges. |
Bombard Guard Break: Breaks opponent's guard. Critical: High critical hit rate. | Medium/15/15s | Pummel the enemy with both fists. Often yields critical hits. |
Draining Blow Heal: Recovers the user's or an ally's HP. | Small/10/10s | Absorb a portion of inflicted damage as HP. |
Dual Devastators Reduce Stun Gauge: Depletes the stun gauge. | Medium/15/15s | Pummel the enemy with both fists. Deals damage to enemy Stun Gauges. |
Eviscerate Effective vs All: Effective against all enemies. Cannot Guard: Opponents cannot guard. | Large/40/40s | Deals damage based on the higher of Str or Mag. |
Large/20/20s | Strike down at foes from midair. Damage dealt will increase with Spd. | |
Flamewhorl Kick Fire Magic (Burning): Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack. | Medium/15/15s | Generate a fiery cyclone in front of the unit that launches enemies into the air. |
Frozen Fist Ice Magic (Frozen): Freezes the opponent. Frozen units are unable to move or attack. | Medium/15/15s | Charge forward with fists of ice. Deals damage based on Mag. |
Lightning Fist Effective vs Armored Units: Effective against armored units. Lightning Magic (Shock): Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well. | Medium/15/15s | Launch foes into the air with an electrified punch, then create a shockwave on landing that sends them flying. |
Mighty Blow Guard Break: Breaks opponent's guard. | Large/20/20s | Channel force into a perfectly executed punch. |
Mystic Blow Strengthen: Strengthens the user. | Small/10/10s | Temporarily deal damage based on Mag. |
Rushing Blow Cannot Guard: Opponents cannot guard. Reduce Stun Gauge: Depletes the stun gauge. | Small/10/10s | Charges forward with fists flying. |
Steady Mind Strengthen: Strengthens the user. | None/20/20s | Temporarily increase Str. |
Whirlwind Kick Effective vs Fliers: Effective against fliers. Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. | Medium/15/15s | Generate a cyclone in front of the unit that draws enemies in and launches them into the air. |