'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.

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