Warriors: Three HopesWarriors: 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.

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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.

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. 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.

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

Combat ArtMight/Cost/CDDescription
Instant Kill
Instant Kill:
Has a chance to instantly defeat non-commander units.
Medium/15/15sSlash while charging forward. Has a chance to instantly defeat non-commander units.
Guard Break
Guard Break:
Breaks opponent's guard.
Large/20/20sPerform a series of five slashes while moving swiftly.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Heal
Heal:
Recovers the user's or an ally's HP.
Large/20/20sAbsorb a portion of inflicted damage as HP. Damage dealt will increase with Mag.
Lightning Magic (Shock)
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Medium/15/15sStrike with a trio of lightning-charged slashes. Deals damage based on Mag.
Medium/15/15sStrike the surrounding area with blades. Damage dealt will increase with Dex.
Fire Magic (Burning)
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 Cavalry
Effective vs Cavalry:
Effective against mounted units.
Medium/15/15sUnleash a single, powerful slash.
Effective vs Armored Units
Effective vs Armored Units:
Effective against armored units.
Lightning Magic (Shock)
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
Guard Break:
Breaks opponent's guard.
Large/20/20sUnleash a single, powerful slash imbued with lightning.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Small/10/10sStrike swiftly with a trio of slashes.
Large/20/20sStrike a wide area ahead with a series of slashes.
Ice Magic (Frozen)
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
Heal:
Recovers the user's or an ally's HP.
Light Magic
Light Magic:
Inflicts light magic damage on the opponent.
Small/10/10sAbsorb a portion of inflicted damage as HP. Deals damage based on Mag.
Effective vs Armored Units
Effective vs Armored Units:
Effective against armored units.
Medium/15/15sStrike the surrounding area with magical blades. Deals damage based on Mag.
Strengthen
Strengthen:
Strengthens the user.
None/20/20sTemporarily reduces the user's defense to make the Stun Gauge display with all attacks.
Dark Magic (Spellbound)
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.
Large/20/20sSlice apart the surrounding area with a flurry of strikes. Damage dealt will increase with Mag.
Effective vs All
Effective vs All:
Effective against all enemies.
Large/40/40sStrike a wide area ahead with a series of slashes. Damage dealt will increase with Spd.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Medium/15/15sSlash while charging forward.
Wind Magic (Windtorn)
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Medium/15/15sGenerate a cyclone.
Guard Break
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

Combat ArtMight/Cost/CDDescription
Guard Pierce
Guard Pierce:
Inflicts damage even when opponent is guarding.
Medium/15/15sPerform a powerful thrust that produces a shockwave.
Effective vs All
Effective vs All:
Effective against all enemies.
Large/40/40sLaunch a wide swath of foes into the air.
Fire Magic (Burning)
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
Cannot Guard:
Opponents cannot guard.
Large/20/20sLaunch a wide swath of foes into the air.
Dark Magic (Spellbound)
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/10/10sSend dark hexes flying at foes. Damage dealt will increase with Mag.
Small/10/10sPerform an air-to-ground plunging thrust.
Ice Magic (Frozen)
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)
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 vs Cavalry:
Effective against mounted units.
Guard Break
Guard Break:
Breaks opponent's guard.
Large/20/20sPerform a powerful lance thrust.
Critical
Critical:
High critical hit rate.
Medium/15/15sPerform a thrusting attack that often yields critical hits. Damage dealt will increase with Spd.
Light Magic
Light Magic:
Inflicts light magic damage on the opponent.
Heal
Heal:
Recovers the user's or an ally's HP.
Small/10/10sAbsorb a portion of inflicted damage as HP. Damage dealt will increase with Mag.
Instant Kill
Instant Kill:
Has a chance to instantly defeat non-commander units.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Large/20/20sStrike a wide area with a sweeping attack. Has a chance to instantly defeat non-commander units.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Large/20/20sHurl a magical lance straight ahead that bursts when it reaches its target.
Guard Break
Guard Break:
Breaks opponent's guard.
Weaken
Weaken:
Weakens the opponent.
Medium/15/15sPerform a series of lance strikes that temporarily reduce enemy Def.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Wind Magic (Windtorn)
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.
Wind Magic (Windtorn)
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Guard Break
Guard Break:
Breaks opponent's guard.
Medium/15/15sConjure up a whirlwind with an overhead spin of the lance.
Lightning Magic (Shock)
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.
Strengthen
Strengthen:
Strengthens the user.
None/20/20sTemporarily increase Str.
Medium/15/15sAn attack that increases in Mt in relation to the user's missing HP.
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

Combat ArtMight/Cost/CDDescription
Fire Magic (Burning)
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
Guard Break:
Breaks opponent's guard.
Large/20/20sHurl a flaming axe at the ground that creates a pillar of fire.
Guard Break
Guard Break:
Breaks opponent's guard.
Weaken
Weaken:
Weakens the opponent.
Large/20/20sHit foes hard with a single, powerful axe blow that temporarily reduces enemy Def.
Guard Pierce
Guard Pierce:
Inflicts damage even when opponent is guarding.
Large/20/20sHit foes hard with a single, powerful axe blow. Damage dealt will increase with Def.
Ice Magic (Frozen)
Ice Magic (Frozen):
Freezes the opponent. Frozen units are unable to move or attack.
Medium/15/15sSmash the ground and generate pillars of ice.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Large/20/20sSmash the ground so hard it displaces the earth.
Guard Break
Guard Break:
Breaks opponent's guard.
Medium/17/15sLaunch the foes ahead into the air, then smash the earth to hit them with the rubble.
Guard Break
Guard Break:
Breaks opponent's guard.
Large/20/20sBreak the enemy's stance, then hurl an axe at the ground.
Medium/15/15sBring an axe down to cut through the foes ahead.
Effective vs Armored Units
Effective vs Armored Units:
Effective against armored units.
Guard Break
Guard Break:
Breaks opponent's guard.
Large/20/20sSmash the foes ahead with a powerful overhead strike.
Strengthen
Strengthen:
Strengthens the user.
None/20/20sTemporarily increases Str.
Lightning Magic (Shock)
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
Guard Break:
Breaks opponent's guard.
Small/10/10sHurl a lightning-charged axe. Deals damage based on Mag.
Fire Magic (Burning)
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
Reduce Stun Gauge:
Depletes the stun gauge.
Large/20/20sConjure up a whirlwind of fire straight ahead.
Small/10/10sStrike a wide area with a hurl of the axe.
Small/10/10sCut enemies to shreds with a spinning axe attack.
Critical
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
Guard Break:
Breaks opponent's guard.
Medium/15/15sEffective against armored units.
Effective vs All
Effective vs All:
Effective against all enemies.
Large/30/30sBring an axe down so fiercely it sunders the ground and sends enemies flying into the air.
Medium/15/15sRip through foes with axe swings.

Bow Combat Arts

Combat arts that can be used when wielding a bow.

List of Bow Combat Arts

Combat ArtMight/Cost/CDDescription
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Guard Break
Guard Break:
Breaks opponent's guard.
Weaken
Weaken:
Weakens the opponent.
Medium/15/15sSend an exploding arrow toward enemies that temporarily reduces their Def.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Small/10/10sUnleash a volley of arrows that travels in a straight line.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Guard Pierce
Guard Pierce:
Inflicts damage even when opponent is guarding.
Critical
Critical:
High critical hit rate.
Large/20/20sPerform a long-distance attack that yields critical hits.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Effective vs Armored Units
Effective vs Armored Units:
Effective against armored units.
Guard Break
Guard Break:
Breaks opponent's guard.
Weaken
Weaken:
Weakens the opponent.
Medium/15/15sSkewer foes with a blindingly fast arrow that temporarily reduces their Def.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Large/20/20sRain down arrows of light on foes. Deals damage based on Mag.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Fire Magic (Burning)
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
Guard Pierce:
Inflicts damage even when opponent is guarding.
Medium/15/15sAttack a wide area with a volley of fire arrows.
Strengthen
Strengthen:
Strengthens the user.
None/20/20sTemporarily increase Str and Lck.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Critical
Critical:
High critical hit rate.
Small/10/10sAttack enemies launched into the air with three consecutive shots. Often yields critical hits.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Small/10/10sAttack a wide forward area with three consecutive shots.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Guard Pierce
Guard Pierce:
Inflicts damage even when opponent is guarding.
Large/20/20sPerform a long-distance attack that hits multiple times. Deals damage based on Dex.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Medium/15/15sLoose arrows at a wide surrounding area.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Lightning Magic (Shock)
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Medium/15/15sFire a barrage of electrified arrows.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Wind Magic (Windtorn)
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Medium/15/15sConjure a cyclone that launches enemies into the air.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Reduce Stun Gauge
Reduce Stun Gauge:
Depletes the stun gauge.
Small/10/10sSend a series of arrows toward the locked-on target.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Instant Kill
Instant Kill:
Has a chance to instantly defeat non-commander units.
Weaken
Weaken:
Weakens the opponent.
Medium/15/15sAttack a wide forward area with three consecutive shots that temporarily reduce enemy Str.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Weaken
Weaken:
Weakens the opponent.
Medium/15/15sAttack enemies launched into the air with three consecutive shots that temporarily reduce their Mag.
Effective vs All
Effective vs All:
Effective against all enemies.
Wind Magic (Windtorn)
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Guard Pierce
Guard Pierce:
Inflicts damage even when opponent is guarding.
Large/40/40sAttack 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 ArtMight/Cost/CDDescription
Strengthen
Strengthen:
Strengthens the user.
None/20/20sTemporarily make it easier to fill the Warrior and Awakening Gauges.
Guard Break
Guard Break:
Breaks opponent's guard.
Critical
Critical:
High critical hit rate.
Medium/15/15sPummel the enemy with both fists. Often yields critical hits.
Heal
Heal:
Recovers the user's or an ally's HP.
Small/10/10sAbsorb a portion of inflicted damage as HP.
Reduce Stun Gauge
Reduce Stun Gauge:
Depletes the stun gauge.
Medium/15/15sPummel the enemy with both fists. Deals damage to enemy Stun Gauges.
Effective vs All
Effective vs All:
Effective against all enemies.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Large/40/40sDeals damage based on the higher of Str or Mag.
Large/20/20sStrike down at foes from midair. Damage dealt will increase with Spd.
Fire Magic (Burning)
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 in front of the unit that launches enemies into the air.
Ice Magic (Frozen)
Ice Magic (Frozen):
Freezes the opponent. Frozen units are unable to move or attack.
Medium/15/15sCharge forward with fists of ice. Deals damage based on Mag.
Effective vs Armored Units
Effective vs Armored Units:
Effective against armored units.
Lightning Magic (Shock)
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Medium/15/15sLaunch foes into the air with an electrified punch, then create a shockwave on landing that sends them flying.
Guard Break
Guard Break:
Breaks opponent's guard.
Large/20/20sChannel force into a perfectly executed punch.
Strengthen
Strengthen:
Strengthens the user.
Small/10/10sTemporarily deal damage based on Mag.
Cannot Guard
Cannot Guard:
Opponents cannot guard.
Reduce Stun Gauge
Reduce Stun Gauge:
Depletes the stun gauge.
Small/10/10sCharges forward with fists flying.
Strengthen
Strengthen:
Strengthens the user.
None/20/20sTemporarily increase Str.
Effective vs Fliers
Effective vs Fliers:
Effective against fliers.
Wind Magic (Windtorn)
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Medium/15/15sGenerate a cyclone in front of the unit that draws enemies in and launches them into the air.