'Fire Emblem: Three Houses' Class Guide: Abilities, Combat Arts and More

Fire Emblem: Three Houseslets players fight on the battlefield with different characters using different skills and techniques.

The abilities you have in the beginning of the game will change as you fight and gain experience. Once you've gained enough battle experience, characters in Three Houses can change Class to become masters in various weapons or skills.

In Three Houses, the class change feature is a little different than past Fire Emblem games. You still have to use a Seal to upgrade, but in this game, you'll need to take a certification test. The probability of passing the test and receiving the upgrade depends on how adept that character is in a weapon or skill.

Players looking to learn everything about the various classes in Fire Emblem: Three Houses, here's the essential information you need.

fire emblem three houses class guide
Nintendo

CERTIFICATION AND CLASS CHANGE

As we stated before, characters in Three Houses can change classes after taking a certification exam. The more a character uses a weapon or skill, the higher their grade in that field becomes. Certain classes require a minimum grade in a weapon to proceed.

For example, the Soldier class wants the Lance skill of that character to be at least a Grade D. If that character has the minimum grade required, they will have a 100 percent chance to pass.

However, there is also a way to master your particular class. In Three Houses there are three experience meters: one is the character's level meter, second is the weapon's level meter and finally is the class level meter.

Whenever a character attacks, is attacked or heals they will gain two Class experience points. Characters will learn new abilities and combat arts when they master the class. We recommend maxing out a character's class before upgrading or changing class, as the abilities and combat arts earned can be equipped no matter what class you are.

EVERY CLASS IN FIRE EMBLEM: THREE HOUSES

There are a lot of classes in Three Houses. They are separated into groups based on power and proficiency from Starting to Master. Each class offers their own abilities and combat arts as well as ways to fight on the battlefield.

Each class needs a particular seal to take the certification exam. These can be bought in the Item Shop, earned by completing certain battles or competitions in the monastery.

Here's every class in Fire Emblem: Three Houses with all the pertinent information revolving them.

Note: This list is still being compiled and will be updated.

STARTING CLASSES

These classes are what many of the characters in Fire Emblem: Three Houses begin the story at. While there are weapon or skill that they particularly excel at, they act as the base for the rest of the classes.

Mastering a Starting Class gives the same ability, but is very useful to outlast enemies. Each character needs 20 experience points to master the class.

Commoner

Ability HP + 5

  • Raises max health points by five

Noble

Ability: HP +5

  • Raises max health points by five

BEGINNER CLASSES

The Beginner Classes in Three Houses begin to shape and lead characters toward specific fighting styles. Not only do characters learn an ability, but they will get a Combat Art for mastering one of these classes.

Players will need 60 experience points to master Beginner Classes and need Beginner Seals to take certification exams.

Beginner Seals can be bought in the Item Shop.

Myrmidon

"Especially swift, with high avoidance, the Myrmidon deftly wields the sword."

Requirement: Sword D or higher

Ability: +2 Speed

  • Raises unit's Speed by two

Combat Art: Swap

  • Unit swaps positions with an adjacent ally

Soldier

"Skilled with a lance, the Soldier has a high degree of accuracy and precision."

Requirement: Lance D or higher

Ability: Defense +2

  • Raises unit's Defense by two

Combat Art: Reposition

  • Adjacent ally is moved to the opposite side of the unit

Fighter

"Proficient with the axe, the bow, and gauntlets, the Fighter has high strength that translates to mighty blows."

Requirement: Axe D or higher, Bow D or higher, Brawl D or higher (just one)

Ability: Strength +2

  • Raises unit's Strength by two

Combat Ability: Shove

  • Unit pushes an adjacent ally forward one space

Monk

"Well balanced, the Monk uses magic for both offense and defense."

Requirement: Reason D or higher, Faith D or higher (just one)

Ability: Magic +2

  • Raises unit's Magic by two

Combat Ability: Draw Back

  • Unit moves one space away from an adjacent ally and pulls the ally along

INTERMEDIATE CLASSES

The Intermediate Classes in Three Houses build on the Beginner Classes, but makes each character a specific archetype like a Thief or Mage. Each Intermediate Class has their own Ability and class-specific Combat Art.

Players need 100 experience points to master Intermediate classes. An Intermediate Seal is needed to take the certification exam. Only three can be bought in the Item Shop, but you can earn them in battle.

Mercenary

"Strong and speedy - the Mercenary gets the job done."

Requirement: Sword C or higher

Ability: Vantage

  • When foe initiates combat, unit still attacks first if less than 50 percent HP

Thief

"Skilled at opening locks, the Thief has excellent speed and dexterity."

Requirement: Sword C or higher

Ability: Steal

  • Allows unit to steal a non-weapon item from a foe with lower Speed

Armored Knight

"With high defense, this class holds the front lines and acts as a shield."

Requirement: Axe C or higher, Hvy Armor D or higher

Ability: Armored Blow

  • If unities initiates combat, grants +6 Def during combat

Cavalier

"A mighty opponent who battles on horseback, the Cavalier can move again after taking certain actions."

Requirement: Lance C or higher, Riding D or higher

Ability: Desperation

  • If unit initiates combat with HP equal or less than 50 percent, unit's follow-up attack occurs before foe's counterattack

Brigand

"Strong and hearty, the Brigan wields axes and makes an exceptional front-line combatant."

Requirement: Axe C or higher

Ability: Death Blow

  • If unit initiates combat, grants +6 Str during combat

Archer

"The Archer is proficient with the bow and has excellent dexterity and uncanny good luck."

Requirement: Bow C or higher

Ability: Hit +20

  • Increases Hit rate by 20

Brawler

"Great for up close and personal encounters, this class fighter using gauntlets."

Requirement: Brawl C or higher

Ability: Unarmed Combat

  • Allows unit to attack when no weapons are equipped

Combat Art: Draining Blow

  • The attacking unit recovers HP equal to 50 percent of damage dealt.

Mage

"Enemies with high physical defense are no match for a Mage, who can bend black magic to their will."

Requirement: C or higher

Ability: Fiendish Blow

  • If unit initiates combat, grants +6 Mag during combat

Dark Mage

"The Dark Mage shatters enemies with high physical defense using dark magic."

Requirement: Reason C or higher

Ability: Poison Strike

  • If unit initiates combat, hit will cause foe to lose up to 20 percent of max HP after combat

Priest

"The Priest is a versatile white-magic class who can use magic both to heal and attack."

Requirement: Faith C or higher

Ability: Miracle

  • Luck percentage chance to survive lethal damage with 1 HP

Pegasus Knight

"An airborne knight with high defense against magic but a weakness to arrows, this class can move again after taking certain action."

Requirements: Lance C or higher, Flying D or higher

Ability: Darting Blow

  • If unit initiates combat, grants +6 AS during combat

Combat Art: Triangle Attack

  • Deals +8 Mt, +30 Hit, +40 Crit, can only be activated when three allied units are adjacent to an enemy

ADVANCED CLASSES

The Advanced Classes continue the growth of the character, allowing them to be more adept at using a specific skill or weapon. Players need 150 experience points to master Advanced Classes.

Advanced Seals are tough to earn, as they are usually the reward for winning tournaments in the monastery.

Hero

"A master of combat, the Hero has high strength and speed."

Requirement: Sword B or higher, Axe C or higher

Ability: Defiant Strength

  • Grants +8 Stre when HP is less than 25 percent

Swordmaster

"A master in the way of the sword, this class strikes with speed and grace."

Requirement: Sword A or higher

Ability: Astra Combat

  • A Sword Combat Art that attacks five times at 30 percent Mt.

Assassin

"A killer who thrives in the shadows, the Assassin has excellent speed and dexterity."

Requirement: Sword B or higher, Bow C or higher

Ability: Lethality

  • Dex x.25 percent chance to instantly kill a foe when damage is dealt

Combat Art: Assassinate

  • Grants +15 Hit and +15 Avo, and can kill enemies instantly

Fortress Knight

"Trading speed for staying power, this heavily armored unit has staggering defense."

Requirement: Axe B or higher, Hvy Armor B or higher

Ability: Pavise

  • Dex percentage chance to reduce sword/lance/axe/brawling damage by half

Paladin

"An esteemed knight with a balance of high strength, defense, and resistance, this class can move again after taking certain actions."

Requirement: Lance B or higher, Riding B or higher

Ability: Aegis

  • Dex percentage chance to reduce bow/magic damage by half

Wyvern Rider

"An airborne knight with overall high stats but a weakness to bows and magic, this class can move again after taking certain actions."

Requirement: Axe B or higher, Flying C or higher

Ability: Seal Defense

  • If unit damages a foe during combat, they suffer - 6 Def for one turn

Warrior

"The Warrior is a versatile combatant boasting high health and unmatched strength."

Requirement: Axe A or higher

Ability: Wrath

  • If foe initiates combat when unit's HP is 50 percent or less, grants +50 Crit

Sniper

The Sniper is a master of the bow with high dexterity who excels at taking enemies out from afar."

Requirement: Bow A or higher

Combat Art: Hunter's Volley

  • Adds +1 Mt, +15 Hit, +10 Crit and strikes twice

Grappler

"A master of hand-to-hand combat, the Grappler mows down enemies with rapid blows."

Requirement: Brawl A or higher

Ability: Tomebreaker

  • Grants Hit/Avo +20 when using brawling against magic users

Combat Art: Fierce Iron Fist

  • Grants +1 Mt, +10 Hit, +10 Crit and strikes three times

Warlock

"A black-magic specialist, the Warlock decimates enemies with high physical defense."

Requirement: Reason A or higher

Ability: Bowbreaker

  • Grants HIt/Avo +20 when using magic against bow users

Bishop

"A white-magic specialist, this versatile class can use magic to either heal or attack."

Requirement: Faith A or higher

Ability: Renewal

  • Unit recovers up to 20 percent of max HP at the start of each turn

MASTER CLASSES

The final set of classes in Three Houses, the Master Class are experts at their particular fighting style. Players need 200 experience points to master Master Classes.

Falcon Knight

"Riding aloft, this knight is weak to arrows with high defense against magic. This class can move again after taking certain actions."

Requirement: Sword C or higher, Lance A or higher, Flying B+ or higher

Ability: Defiant Avo

  • Grants +30 Avo when HP is equal to or below 25 percent

Wyvern Lord

"An experienced wyvern handler with high stats but a weakness to bows and magic, this class can move again after taking certain actions."

Requirement: Lance C or higher, Axe A or higher, Flying A or higher

Ability :Defiant Crit

  • Grants +50 Crit when HP is equal to or below 25 percent

Mortal Savant

"A master who csts powerful magic and wields a sword with confidence and poise, the Mortal Savant is a force to be reckoned with."

Requirement: Sword A or higher, Reason B+ or higher

Ability: Warding Blow

  • If unit initiates combat, grants +6 Res during combat

Great Knight

"The heavily armored Great Knight has high defense while retaining mobility. This class can move again after taking certain actions."

Requirement: Axe B+ or higher, Hyv Armor A or higher, Riding B+ or higher

Ability: Defiant Def

  • Grants +6 Def when HP is equal to or below 25 percent

Bow Knight

"A graceful archer mounted upon a mighty steed, this class can move again after taking certain actions."

Requirement: Lance C or higher, Bow A or higher, Riding A or higher

Ability: Defiant Spd

  • Grants +6 Speed when HP is equal to or below 25 percent

Dark Knight

"A mysterious knight versed in black magic, this class can move again after taking certain actions."

Requirement: Lance C or higher. Reason B+ or higher, Riding A or higher

Ability: Seal Resistance

  • If unit damages a foe during combat, they suffer -6 Res for one turn after combat

Holy Knight

"A blessed knight versed in white magic, this class can move again after taking certain actions."

Requirement: Lance C or higher, Faith B+ or higher, Riding A or higher

Ability: Defiant Res

  • Grants +8 Res when HP is equal to or below 25 percent

War Master

"A master of the axe and hand-to-hand combat, the War Master pulverizes enemies with massive strength."

Requirement: Axe A or higher, Brawl A or higher

Ability: Quick Riposte

  • If foe initiate's combat while unit's HP is 50 percent or more, unit makes a guaranteed follow-up attack

Combat Art: War Master's Strike

  • Grants +3 Mt, +30 Hit, and is effective against all enemy types

Gremory

"An expert in all forms of magic, the Gremory casts asunder any enemies with high physical defense."

Requirement: Reason A or higher, Faith A or higher

Ability: Defiant Mag

  • Grant +8 Mag when HP is equal to or below 25 percent
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