Fire Emblem: Awakening Skills Guide

Archer

Prescience: If unit attacks first, Avoid and Accuracy +15.

Skill +2: Skill +2.



Assassin

Lethality: One-hit kill to enemy unit (ineffective against units equipped with Shadowgift skill). Probability of triggering = (Skill/4).

Pass: Unit can pass through enemy-occupied spaces.



Barbarian

Gamble: Accuracy -5 and Critical +10.

Mug: If you attacked and defeated a enemy, you get Gold(small) with (Luck)%.



Berserker

Axefaire: Strength +5 if equipped with axe.

Wrath: If current HP < max HP/2, critical +20.



Bowknight

Bowbreaker: Avoid and Accuracy +50 if facing enemy equipped with bow.

Rally Skill: Temporarily enhances allies' Skill.



Cavalier

Discipline: Earned weapon experience is doubled.

Outdoor Fighter: Hit and Avoid +10 when fighting outdoors.



Cleric

Healtouch: All healing staff actions taken by unit boosted by an extra +5 HP.

Miracle: Units survive lethal attacks if HP is higher than 1.Probability of triggering is equal to (Luck).



Dancer

Luck +4: Luck +4.

Special Dance: After dance, temporarily enhances allies' Power, Magic, Defense, and Resistance.



Dark Flier

Galeforce: If unit attacks and defeats an enemy, the unit can take a single additional move that turn.

Rally Movement: Temporarily enhances allies' Movement.

Relief: Heals 20% of HP each turn if no units are within three spaces.



Dark Knight

Life Absorb: If unit attacks and defeats enemy, unit regenerates Health equal to (Max HP/2).

Slow Burn: In the first 15 turns, Accuracy and Avoid + (current turn).



Dark Mage

Anathema: -10 Avoid and Dodge for all enemies within three spaces.

Hex: Avoid -15 on all adjacent enemies.



Demon Fighter

Quick Slash: Attack +10 during player's turn.

Resistance +10: Resistance +10.



Falcon Knight

Lancefaire: Strength +5 if equipped with lance.

Rally Speed: Temporarily enhances allies' speed.

Relief: Heals 20% of HP each turn if no units are within three spaces.



Fighter

HP +5: Max HP +5.

Zeal: Critical +5.



General

Pavise: Damage from swords, lances and axes reduced by a percentage equal to (Skill).

Rally defense: Temporarily enhances allies' Defense.



Grandmaster

Ignis: Adds half of either Magic or Strength value to the other value. Probability of triggering = (Skill).

Rally Spectrum: Temporarily enhances allies' all status.



Great Knight

Luna: Enemy defense and resist reduced by half. Probability of triggering is equal to (Skill).

Support Block: Dual Guard probability +10%.



Great Lord

Aether: Use Sol and Luna in succession. Probability of triggering = (Skill/2).

Rightful King: Increases trigger rate of unit's skills by 10%.

Royal Weapon: +10% bonus on probability of probability-relying skills.



Griffon Rider

Carrier: Movement +2 if paired with another unit.

Deliverer: Movement +2 when paired with another unit.

Lancebreaker: Avoid and Hit +50 if facing enemy equipped with lance.



Hero

Armsthrift: Attacks don't expend a weapon use. Probability of triggering = (Luck *2).

Axebreaker: Avoid and Accuracy +50 if facing enemy equipped with axe.

Patience: Hit and avoid +10 while unit is being attacked.

Sol: Restore HP(damage/2) with (Skill)%.



Knight

Defense +2: Defense +2.

Indoor Fighter: Hit and avoid +10 when fighting indoors.



Lord

Charm: Hit and Avoid +5 to all allies standing within three spaces.

Dual Strike+: Dual Strike trigger rate increased by 10%.

Rightful King: Increases trigger rate of unit's skills by 10%.



Manakete

Odd Rhythm: Hit and Avoid +10 on odd-numbered turns.

Wyrmsbane: Special effectiveness on dragon-attribute enemies.



Mage

Focus: Critical +10 when there are no allies within three spaces.

Magic +2: Magic +2



Mercenary

Armsthrift: Attacks don't expend a weapon use. Probability of triggering = (Luck *2).

Patience: Hit and avoid +10 while unit is being attacked.



Myrmidon

Avoid +10: Avoid +10.

Vantage: If current HP < max HP/2 and you are attacked, you attack first.



Paladin

Aegis: Damage from arrow and magic attacks reduced by % equal to unit's Skill.

Defender: All stats +1 when paired with another unit.



Pegasus Knight

Refresh: If no units nearby, regenerates 10 Health.

Speed +2:  Speed +2.



Priest

Healtouch: All healing staff actions taken by unit boosted by an extra +5 HP.

Miracle: Units survive lethal attacks if HP is higher than 1.Probability of triggering is equal to (Luck).



Sage

Rally Magic: Temporarily enhances allies' Magic.

Tombfaire: If you use magic, Firepower bonus +5.



Sniper

Accuracy +20: Accuracy +20.

Bowfaire: Strength +5 if equipped with bow.



Sorcerer

Tomebreaker: If enemy uses magic, Avoid and Accuracy +50.

Vengeance: Firepower bonus +(max HP-current HP)/2 with (Skill*2)%.



Swordmaster

Astra: Unit attacks 5 times at 50% damage. Probability of triggering = (Skill /2).

Avoid +10: Avoid +10.

Swordfaire: If you equip sword, Firepower bonus +5.



Tactician

Solidarity: Critical and avoid-critical +10 on adjacent allies.

Veteran: If double, earned EXP is x1.5.



Taguel

Beast Buster: Attacks against beast-class enemies are especially effective.

Even Rhythm: Hit and Avoid +10 on even-numbered turns.



Thief

Locktouch: Unit can unlock chests and doors without a key.

Movement +1: Movement +1.



Trickster

Acrobat: All terrain is treated as plains for movement purposes.

Lucky Seven: +20 to both Avoid and Hit for the first seven turns.



Troubadour

Demoiselle: All male allies within three spaces receive Avoid and Dodge +10.

Resistance +2: Resistance +2.



Valkyrie

Rally Resistance: Temporarily enhances allies' Resistance.

Support Boost: You get extra bonus when paired up.



Villager

Aptitude: Adds 20% likelihood that each stat will increase during level up.

Underdog: When enemy's level is bigger, avoid and accuracy +15.



War Cleric

Renewal: Regenerates 30% of max HP.



War Monk

Rally Luck: Temporarily enhances allies' Luck.

Renewal: Regenerates 30% of max HP.



Warrior

Counter: Returns damage equal to damage received by attacking enemy.

Rally Strength: Temporarily enhances allies' Strength.



Wyvern Lord

Deliverer: Movement +2 when paired with another unit.

Quick Burn: Hit and Avoid +15 at the beginning of the battle - wears off gradually over 15 turns.

Swordbreaker: If enemy equip sword, Accuracy and Avoid +50.



Wyvern Rider

Strength +2: Strength +2.

Tantivy: If no allies nearby, Accuracy and Avoid +10.

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