Fire Emblem Engage Emblems guide: All Emblem Weapon & Skill Unlocks

The defining aspect of Fire Emblem Engage is the inclusion of heroes from the series' past in the form of Emblems. By equipping each hero's unique Emblem Ring to a party member, you are able to utilize this games namesake feature, the Engage system, to merge the character and emblem hero together.

This is a nice bit of fan service to let you meet and interact with classic Fire Emblem characters, but doing so also grants huge buffs, skills, weapons, and abilities that each emblem hero imparts to your characters in combat. The purpose of this guide is to list every Emblem in the game, plus other key information about their skills, weapons, and abilities.

Fire Emblem Engage: All Emblems & Their Skill Unlocks

Each of the Emblems in Fire Emblem Engage brings unique skills and unlocks, all of which massively improve your combat abilities.

Once you unlock an Emblem, you can equip their Emblem Ring to a character of your choice and make use of them in battle. The more you engage with an emblem on a given character, the higher their bond will be, granting additional perks as their connection grows deeper. 

If you are looking to speed up the bonding process, once it is unlocked, you can go to the Arena, and by spending Bond Fragments, you can instantly have a character gain levels with various emblems!

Each emblem hero has a special paralogue level corresponding to a map from their respective games. In order to reach the highest support levels for the emblems, you will need to unlock and complete each of these to unlock their full potential. That full potential features all of the skills listed below.

Here's all of the Emblems in full:

DLC:

DLC Emblems:

Emblem Edelgard/Dimitri/Claude

  • Obtained: DLC Wave 1 - Investigate item found at Lookout Point
  • Engaged skill: Houses Unite: Use to attack with Aymr, Areadbhar, and Failnaught at 50% damage.

Edelgard's Bond Effects:

  • Level 1:
    • Friendly Rivalry: At start of player phase, the Emblem will randomly switch to Edelgard, Dimitri, or Claude.
    • Flame Gambit: Use when synced with Edelgard to attack a foe, then set the target foe's space and nearby spaces on fire.
    • Shield Gambit: Use when synced with Dimitri to negate damage from first attacks of ranged foes targeting unit in next enemy phase.
    • Poison Gambit: Use when synced with Claude to attack a foe, then poison target and all foes adjacent to it after combat.
    • Assembly Gambit: Use to attack an adjacent foe, then move 1 space away after combat. Targe foe moves to unit's previous space.
    • Combat Arts: Enables use of Edelgard, Dimitri, or Claude's Combat Art. Spends some remaining engage turns.
    • Houses Unite: Use to attack with Aymr, Areadbhar, and Failnaught at 50% damage.
    • Emblem Weapon - Aymr (effective against dragons)
  • Level 2:
    • Skill - Str/Dex +1: Grants Str and Dex +1
  • Level 3:
    • Skill - Lineage: Increases unit's earned experience by 20%
  • Level 4:
    • Skill - Bow Guard 1: If foe is equipped with a bow, unit takes 1 less damage during combat.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Axe: Proficiency with axes. Required for promotion to certain classes
  • Level 7:
    • Skill - Str/Dex +2: Grants Str and Dex +2
  • Level 8: 
    • Bow Guard 2: If foe is equipped with a bow, unit takes 2 less damage during combat.
  • Level 9:
    • Proficiency - Lance: Proficiency with spears. Required for promotion to certain classes
  • Level 10:
    • Emblem Weapon - Areadbhar (when initiating combat, Mt+50%)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Weapon Sync: If unit initiates combat using same weapon type as the synced Emblem, grants Atk+5. If engaged, grants Atk+5 regardless of weapon type.
    • Skill - Str/Dex +3: Grants Str and Dex +3
  • Level 13:
    • Proficiency - Bow: Proficiency with bows. Required for promotion to certain classes
  • Level 14:
    • Bow Guard 3: If foe is equipped with a bow, unit takes 3 less damage during combat.
  • Level 15:
    • Emblem Weapon - Failnaught (In initiating combat, gain Avo+30, effective against flying and dragon units)
  • Level 16:
    • Skill - Str/Dex +4: Grants Str and Dex +4
  • Level 17:
    • Skill - Weapon Sync+: If unit initiates combat using same weapon type as the synced Emblem, grants Atk+7. If engaged, grants Atk+7 regardless of weapon type.
    • Bow Guard 4: If foe is equipped with a bow, unit takes 4 less damage during combat.
  • Level 18:
    • SSkill - Str/Dex +5: Grants Str and Dex +5
  • Level 19:
    • Bow Guard 5: If foe is equipped with a bow, unit takes 5 less damage during combat.
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

 

Emblem Tiki

  • Obtained: DLC Wave 1 - complete "The Ancestor" Divine Paralogue
  • Engaged skill
    • Draconic Form: Unit transforms into and fights as a dragon while engaged. Grants +10 to Max HP and +5 to Bld and all basic stats.
    • Divine Blessing: Use to grant 1 ally a Revival Stone

Tiki's Bond Effects:

  • Level 1:
    • Starsphere: Grants unit enhanced stat growth when leveling up
    • Draconic Form: Unit transforms into and fights as a dragon while engaged. Grants +10 to Max HP and +5 to Bld and all basic stats.
    • Divine Blessing: Use to grant 1 ally a Revival Stone
    • Eternal Claw: Easily inflicts fatal wounds
    • Tail Smash: Smash attack
    • Fire Breath: Sets area on fire
    • Ice Breath: Freezes foes in area
    • Flame Breath: Sets area on fire and deals 70% + half Def. worth of damage
    • Dark Breath: Strikes area dealing half Res. worth of damage
    • Fog Breath: Creates fog in area, effective against Dragons.
  • Level 2:
    • Skill - HP/Lck +2: Grants HP and Luck +2
  • Level 3:
    • Skill - Geosphere: At start of player phase, if there are alleis adjacent to unit, grants Def/Res+3 to unit and those allies for 1 turn.
  • Level 4:
    • Skill - Special Guard 1: If foe is equipped with a special attack, unit takes 1 less damage during combat
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Art: Proficiency with arts. Required for promotion to certain classes
  • Level 7:
    • Skill - HP/Lck +4: Grants HP and Luck +4
  • Level 8: 
    • Skill - Lifesphere : If unit uses Wait without attacking or using items, restores 20 HP and heals status effects.
  • Level 9:
    • Skill - Special Guard 2: If foe is equipped with a special attack, unit takes 2 less damage during combat
  • Level 10:
    • Skill - Lightsphere: If unit initiates combat, halves chance of receiving critical hits from foe.
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - HP/Lck +6: Grants HP and Luck +6
  • Level 13:
    • Skill - Special Guard 3: If foe is equipped with a special attack, unit takes 3 less damage during combat
  • Level 14:
    • Skill - Lifesphere+ : If unit uses Wait without attacking or using items, restores 30 HP and heals status effects.
  • Level 15:
    • Skill - HP/Lck +8: Grants HP and Luck +8
  • Level 16:
    • Skill - Geosphere+: At start of player phase, if there are alleis adjacent to unit, grants Def/Res+5 to unit and those allies for 1 turn.
  • Level 17:
    • Skill - Special Guard 4: If foe is equipped with a special attack, unit takes 4 less damage during combat
  • Level 18:
    • Skill - HP/Lck +10: Grants HP and Luck +10
  • Level 19:
    • Skill - Special Guard 5: If foe is equipped with a special attack, unit takes 5 less damage during combat
    • Skill - Lifesphere ++: If unit uses Wait without attacking or using items, restores 40 HP and heals status effects.
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

 

Emblem Hector

  • Obtained: DLC Wave 2 - complete "The Brash General" Divine Paralogue
  • Engaged skill: Storm's Eye: Grants immunity to break. Foe cannot follow up. Unit follows up. Lasts 1 turn. Sword/Axe only. 

Hector's Bond Effects:

  • Level 1:
    • Quick Riposte: If unit's HP is 80% or more and foe initiates combat, unit will always follow up (if weapon allows)
    • Impenetrable: If foe initiates combat, grants Def/Res+30% during combat
    • Storm's Eye: Grants immunity to break. Foe cannot follow up. Unit follows up. Lasts 1 turn. Sword/Axe only.
    • Emblem Weapon - Wolf Beil (effective against cavalry and armored units)
  • Level 2:
    • Skill - Str/Def +1: Grants Str and Def +1
  • Level 3:
    • Skill - Adaptability +: When hit by a foe's attack, grants Def+2 for a physical attack or Res+2 for a magical attack after combat. Lasts until end of battle, or until used again.
  • Level 4:
    • Axe Guard 1: If foe is equipped with an axe, unit takes 1 less damage during combat.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Axe: Proficiency with axes. Required for promotion to certain classes
  • Level 7:
    • Skill - Str/Def +2: Grants Str and Def +2
  • Level 8: 
    • Skill - Heavy Attack: When making a physical attack, if an equipped weapon's Wt exceeds unit's Bld, adds excess as damage (Max +5)
  • Level 9:
    • Axe Guard 2: If foe is equipped with an axe, unit takes 2 less damage during combat.
  • Level 10:
    • Emblem Weapon - Rune Sword (Restores HP equal to 50% of damage)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Str/Def +3: Grants Str and Def +3
    • Skill - Piercing Glare: Use when HP is full to consume 20% of Max HP and prevent foes from entering the 4 spaces diagonally adjacent to unit for 1 turn
  • Level 13:
    • Axe Guard 3: If foe is equipped with an axe, unit takes 3 less damage during combat.
  • Level 14:
    • Skill - Str/Def +4: Grants Str and Def +4
  • Level 15:
    • Emblem Weapon - Armads (Effective against dragons)
  • Level 16:
    • Skill - Quick Riposte+: If unit's HP is 60% or more and foe initiates combat, unit will always follow up (if weapon allows)
  • Level 17:
    • Axe Guard 4: If foe is equipped with an axe, unit takes 4 less damage during combat.
  • Level 18:
    • Skill - Str/Def +5: Grants Str and Def +5
  • Level 19:
    • Skill - Adaptability +: When hit by a foe's attack, grants Def+3 for a physical attack or Res+3 for a magical attack after combat. Lasts until end of battle, or until used again.
    • Axe Guard 5: If foe is equipped with an axe, unit takes 5 less damage during combat.
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

 

Emblem Soren

  • Obtained: DLC Wave 2 - complete "The Radiant Strategist" Divine Paralogue
  • Engaged skill

Soren's Bond Effects:

  • Level 1:
    • Assign Decoy: Use to make one chosen ally more likely to be targeted by enemies for 1 turn. Effect is removed after ally is targeted by or otherwise damaged by foes 3 times.
    • Flare: When attacking with tomes, inflicts Res-20% on foe, and unit recovers 50% of damage dealt
    • Cataclysm: Use to attack foes in an area with fire, thunder, and wind magic at 40% damage. Wind is effective against flying.
    • Emblem Weapon - Bolting (long range)
  • Level 2:
    • Skill - Mag/Res+1 : Grants Mag and Res+1
  • Level 3:
    • Magic Guard 1: If foe is equipped with a tome, unit takes 1 less damage during combat.
  • Level 4:
    • Anima Focus: When using tomes, unit inflicts Def-3 with fire, Hit-20 with thunder, or Mov-2 with wind magic for 1 turn.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Knife: Proficiency with daggers. Required for promotion to certain classes
  • Level 7:
    • Skill - Mag/Res+2 : Grants Mag and Res+2
  • Level 8: 
    • Magic Guard 2: If foe is equipped with a tome, unit takes 2 less damage during combat.
  • Level 9:
    • Keen Insight: When unit deals Effective damage, deal +5 damage.
  • Level 10:
    • Emblem Weapon - Reflect (Allies within 2 spaces gain "deals 50% of magic damage taken back at foe" for 1 turn)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Mag/Res+3 : Grants Mag and Res+3
    • Proficiency - staves: Proficiency with staves. Required for promotion to certain classes
  • Level 13:
    • Magic Guard 3: If foe is equipped with a tome, unit takes 3 less damage during combat.
    • Block Recovery: When attacking a broken foe with a tome, grants a chance the foe will remain broken. Chance increases with high Spd.
  • Level 14:
    • Skill - Mag/Res+4 : Grants Mag and Res+4
  • Level 15:
    • Emblem Weapon - Rexcalibur (Effective against flying units)
  • Level 16:
    • Proficiency - Magic: Proficiency with magic. Required for promotion to certain classes
  • Level 17:
    • Magic Guard 4: If foe is equipped with a tome, unit takes 4 less damage during combat..
  • Level 18:
    • Skill - Mag/Res+5 : Grants Mag and Res+5
    • Keen Insight+: When unit deals Effective damage, deal +7 damage.
  • Level 19:
    • Magic Guard 5: If foe is equipped with a tome, unit takes 5 less damage during combat.
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Marth

The first lord of Fire Emblem, Marth is a jack of all trades, and can help greatly in the thick of the action for Melee combat.

It’s only appropriate that the first Emblem hero that you get in Engage would be the first lord and hero of the entire series, Marth himself. Marth is a great option for any character your plan on being used a lot and in melee combat with enemies thanks to his Rapier weapon that can pierce thick armor and sword that doubles the amount of experience gained!

  • Obtained: Unlocked in Chapter 1
  • Paralogue: Becomes available in Chapter 23
  • Engaged skill: Lodestar Rush - Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only.

Marth's Bond Effects:

  • Level 1:
    • Perceptive: If the unit initiates combat, grants Avo+15 during combat. Avo increases with high speed.
    • Avoid +10: Grants Avo+10
    • Divine Speed: Unit performs an extra attack at 50% damage in combat
    • Lodestar Rush: Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only.
    • Emblem Weapon - Rapier (effective against cavalry and armored units)
  • Level 2:
    • Skill - Sword Agility 1: Grants Avo+10 at the cost of Crit-10 when using a sword.
  • Level 3:
    • Skill - Break Defenses: If unit’s attack breaks foe, unit makes an extra attack at 50% damage.
  • Level 4:
    • Skill - Avoid +15: Grants Avo+15
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Skill - Sword Agility 2: Grants Avo+15 at the cost of Crit-10 when using a sword
  • Level 7:
    • Skill - Unyielding: At start of player phase, if HP is 20% or less, restores 20% of units max HP.
  • Level 8: 
    • Skill - Sword Agility 3: Grants Avo+20 at the cost of Crit-10 when using a sword
    • Proficiency - Sword: Proficiency with swords. Required for promotion to certain classes
  • Level 9:
    • Skill - Avoid +20: Grants Avo+20
  • Level 10:
    • Emblem Weapon - Mercurius (Doubles user’s earned experience)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Unyielding+: At start of player phase, if HP is 30% or less, restores 30% of unit’s max HP.
  • Level 13:
    • Skill - Sword Agility 4: Grants Avo+25 at the cost of Crit-10 when using a sword
  • Level 14:
    • Skill - Avoid +25: Grants Avo+25
  • Level 15:
    • Emblem Weapon - Falchion (Effective against dragons)
  • Level 16:
    • Skill - Perceptive+: If the unit initiates combat, grants Avo+30 during combat. Avo increases with high Spd.
  • Level 17:
    • Skill - Sword Agility 5: Grants Avo+30 at the cost of Crit-10 when using a sword
  • Level 18:
    • Skill - Unyielding++: At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP.
  • Level 19:
    • Skill - Avoid +30: Grants Avo+30
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Celica

Think of Celica as your first major magic-focused Emblem, representing Shadows of Valentia.

With her powerful magic, Celica will be a great boon to any magic users you pair her up with. With a range of skills that will boost your overall magic damage and her immensely powerful Warp Raganorak attack that allows you to to warp to distance enemies, Celica is one of the better damage-dealing emblems.

  • Obtained: Unlocked in Chapter 5
  • Paralogue: Becomes available in Chapter 21
  • Engaged skill
    • Echo: Use to attack with magic at 50% damage. Use a second time to launch another 50% attack.
    • Warp Ragnarok: Use to warp up to 10 spaces and make a powerful magic attack.

Celica's Bond Effects:

  • Level 1:
    • Magic +2: Grants Mag+2
    • Holy Stance: If a Corrupted attacks until, deals 10% of damage taken back at foe.
    • Echo: Use to attack with magic at 50% damage. Use a second time to launch another 50% attack.
    • Warp Ragnarok: Use to warp up to 10 spaces and make a powerful magic attack.
    • Emblem Weapon - Seraphim (effective against Corrupted)
  • Level 2:
    • Skill - Magic +3: Grants Mag+3
  • Level 3:
    • Skill - Resonance: When equipped with a tome, if unit's HP is 2 or more, unit loses 1 HP at the start of combat and deals +2 damage during combat.
  • Level 4:
    • Skill - Tome Precision 1: Grants Hit/Avo+3 when using a Tome.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Magic Prof. : Proficiency with magic. Required for promotion to certain classes.
  • Level 7:
    • Skill -  Tome Precision 2: Grants Hit/Avo+5 when using a Tome.
  • Level 8: 
    • Skill - Favorite Food: When unit eats a packed lunch, its engage meter is maxed out.
  • Level 9:
    • Skill - Tome Precision 3: Grants Hit/Avo+7 when using a Tome.
    • Proficiency - Sword Prof. : Proficiency with swords. Required for promotion to certain classes.
  • Level 10:
    • Emblem Weapon - Recover (Heals a lot of HP to friendly unit)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 additional turn
  • Level 12:
    • Skill - Holy Stance+: If a Corrupted attacks until, deals 30% of damage taken back at foe
  • Level 13:
    • Skill - Magic +4: Grants Mag+4
  • Level 14:
    • Skill - Tome Precision 4: Grants Hit/Avo+10 when using a Tome.
  • Level 15:
    • Emblem Weapon - Ragnarok (strong fire magic)
  • Level 16:
    • Skill - Resonance+: When equipped with a tome, if unit's HP is 2 or more, unit loses 1 HP at the start of combat and deals +3 damage during combat.
  • Level 17:
    • Skill - Tome Precision 5: Grants Hit/Avo+15 when using a Tome.
  • Level 18:
    • Skill - Holy Stance++: If a Corrupted attacks until, deals 50% of damage taken back at foe
  • Level 19:
    • Skill - Magic +5: Grants Mag+5
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Sigurd

Sigurd raises mobility hugely, making it a great Emblem that's often one of the most useful for any of Engage's battles.

Thanks to his mighty steed, Sigurd is all about providing boosts to his paired unit's mobility. With the flat increase to range on top of allowing you to move small distances after attacking, Sigurd is a great choice to pair with any mounted units you take with you onto the battlefields of battle!

  • Obtained: Unlocked in Chapter 3
  • Paralogue: Becomes available in Chapter 18
  • Engaged skill: Override - Use to attack and move through a line of adjacent foes. Sword/Spear only

Sigurd's Bond Effects:

  • Level 1:
    • Canter: Unit can move 2 spaces after acting
    • Hit +10: Grants Hit+10
    • Gallop: Grants Mov+5
    • Override: Use to attack and move through a line of adjacent foes. Sword/Spear only
    • Emblem Weapon - Ridersbane (Effective against Calvalry units)
  • Level 2:
    • Skill - Lance Power 1: Grants Atk+2 at the cost of Avo-10 when using a spear.
  • Level 3:
    • Skill - Momentum: Grants Atk+1 to first attack during combat for each space unit moved before attacking (Max of +10).
  • Level 4:
    • Skill - Hit +15: Grants Hit+15
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Skill - Lance Power 2: Grants Atk+4 at the cost of Avo-10 when using a spear.
    • Proficiency - Lance Prof.: Proficiency with lances. Required for promotion to certain classes.
  • Level 7:
    • Skill - Headlong Rush: Grants immunity to freeze.
  • Level 8: 
    • Skill - Lance Power 3: Grants Atk+6 at the cost of Avo-10 when using a spear.
  • Level 9:
    • Proficiency - Sword Prof.: Proficiency with swords. Required for promotion to certain classes.
  • Level 10:
    • Emblem Weapon - Brave Lance (Attack twice if initiate the combat)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Hit +20: Grants Hit+20
  • Level 13:
    • Skill - Canter+: Unit can move 3 spaces after acting
  • Level 14:
    • Skill - Lance Power 4: Grants Atk+8 at the cost of Avo-10 when using a spear.
  • Level 15:
    • Emblem Weapon - Tyrfing (Res+5)
  • Level 16:
    • Skill - Hit +25: Grants Hit+25
  • Level 17:
    • Skill - Momentum+: Grants Atk+1 to first attack during combat for each space unit moved before attacking.
  • Level 18:
    • Skill - Lance Power 5: Grants Atk+10 at the cost of Avo-10 when using a spear.
  • Level 19:
    • Skill - Hit +30: Grants Hit+30
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Leif

Leif's Emblem brings counter-attacks, defensive boosts, and other tanky assistance.

Versatility is the name of the game when you go with Leif. A master of arms, Leif will provide you with all the physical weapon proficiencies you could ask for (with exception of the punchy arts). With his Adaptable skill that will cause you to automatically counterattack with the best weapon for the match up and Arms Shield, which boosts your defense when you have the weapon advantage, make Leif a perfect chance for your tanking option characters.

  • Obtained: Unlocked in Chapter 8
  • Paralogue: Becomes available in Chapter 18
  • Engaged skill: Quadruple Hit: Use to attack once each with sword, spear, axe, and bow

Leif's Bond Effects:

  • Level 1:
    • Build +3: Grants Bld+3
    • Arms Shield: When unit has weapon advantage unit takes 3 less damage
    • Adaptable: If foe initiates combat, unit counters with the best weapon available )in terms of range, weapon advantage, effective bonus, etc) 
    • Quadruple Hit: Use to attack once each with sword, spear, axe, and bow
    • Emblem Weapon - Killer Axe (Critical hits more likely)
  • Level 2:
    • Proficiency - Axe Prof.: Proficiency with axes. Required for promotion to certain classes.
  • Level 3:
    • Skill - Vantage: If unit's HP is 25% or less and foe initiates combat, unit can counter before foe's first attack.
    • Proficiency - Bow Prof.: Proficiency with bows. Required for promotion to certain classes.
  • Level 4:
    • Skill - Knife Precision 1: Grants Hit/Avo+3 when using a dagger
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Skill - Build +4: Grants Bld+4
    • Proficiency - Staff Prof.: Proficiency with staves. Required for promotion to certain classes.
  • Level 7:
    • Skill - Arms Shield+: When unit has weapon advantage unit takes 5 less damage
    • Proficiency - Lance Prof.: Proficiency with spears. Required for promotion to certain classes.
  • Level 8: 
    • Proficiency - Sword Prof.: Proficiency with swords. Required for promotion to certain classes.
  • Level 9:
    • Skill - Knife Precision 2: Grants Hit/Avo+5 when using a dagger
  • Level 10:
    • Emblem Weapon - Master Lance (Attacks twice if initiate combat)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Vantage+: If unit's HP is 50% or less and foe initiates combat, unit can counter before foe's first attack.
  • Level 13:
    • Skill - Knife Precision 1: Grants Hit/Avo+7 when using a dagger
  • Level 14:
    • Skill - Build +5: Grants Bld+5
  • Level 15:
    • Emblem Weapon - Light Brand (Grants Lck+10, long and short range sword)
  • Level 16:
    • Skill - Skill - Arms Shield++: When unit has weapon advantage unit takes 7 less damage
  • Level 17:
    • Skill - Knife Precision 4: Grants Hit/Avo+10 when using a dagger
  • Level 18:
    • Skill - Vantage++: If unit's HP is 75% or less and foe initiates combat, unit can counter before foe's first attack.
  • Level 19:
    • Skill - Knife Precision 5: Grants Hit/Avo+15 when using a dagger
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Roy

Roy's our boy - and he represents The Binding Blade by giving you a huge buff to damage output.

Roy is all about hitting things very, very hard. With level-increasing and strength-boosting skills, it means that you will want to give Roy to any character you want to deal a lot of damage with. Avoid paring with magic users as the strength bonuses won't impact the power of your magic spells! Roy's our boy!

  • Obtained: Unlocked in Chapter 8
  • Paralogue: Becomes available in Chapter 20
  • Engaged skill: Blazing Lion: Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond are set on fire. Sword only.

Roy's Bond Effects:

  • Level 1:
    • Strength +1: Grants Str+1
    • Hold Out: If unti had 30% HP or more at the start of combat, unit always survives combat with at least 1 HP
    • Rise Above: Grants Lvl+5
    • Blazing Lion: Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond are set on fire. Sword only.
    • Emblem Weapon - Lancereaver (strong vs spears, weak vs axes)
  • Level 2:
    • Skill - Strength +2: Grants Str+2
  • Level 3:
    • Skill - Advance: Use to move 1 space toward a foe that is 2 spaces away and attack
  • Level 4:
    • Skill - Sword Power 1: Grants Atk+2 at a cost of Avo-10 when using a sword.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Sword Prof.: Proficiency with swords. Required for promotion to certain classes. 
  • Level 7:
    • Skill - Sword Power 2: Grants Atk+4 at a cost of Avo-10 when using a sword.
  • Level 8: 
    • Skill - Hold Out+: If unit had 20% or more at the start of combat, unit always survives combat with at least 1 HP
  • Level 9:
    • Skill - Strength +3: Grants Str+3
    • Skill - Sword Power 3: Grants Atk+6 at a cost of Avo-10 when using a sword.
  • Level 10:
    • Emblem Weapon - Wyrmslayer (Effective against dragons)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Sword Power 4: Grants Atk+8 at a cost of Avo-10 when using a sword.
  • Level 13:
    • Skill - Hold Out++: If unit had 10% or more at the start of combat, unit always survives combat with at least 1 HP
  • Level 14:
    • Skill - Strength +4: Grants Str+4
  • Level 15:
    • Emblem Weapon - Binding Blade (Grants Def/Res+5)
  • Level 16:
    • Skill - Sword Power 5: Grants Atk+10 at a cost of Avo-10 when using a sword.
  • Level 17:
    • Skill - Strength +5: Grants Str+5
  • Level 18:
    • Skill - Hold Out+++: If unit had 2 HP or more at the start of combat, unit always survives combat with at least 1 HP
  • Level 19:
    • Skill - Strength +6: Grants Str+6
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Lyn

An iconic Fire Emblem classic, Lyn is back and can offer huge bonuses to characters who fight with bows at range.

The sniper of the Sacae Plains, Lyn is a must-have if you plan to utilize Engage's various archer units. Lyn's Astra Storm attack is a perfect way to deal damage or take a life off of level bosses and the dexterity bonus skills will make all your arrows hurt even more. Just be aware, Astra Storm can NOT cause critical hits, so using Lyn's Killer Bow with it will just make you miss out on extra damage.

  • Obtained: Unlocked in Chapter 11
  • Paralogue: Becomes available at Chapter 15
  • Engaged skill
    • Call Doubles: Creates four illusory doubles that can make chain attacks with unit.
    • Astra Storm: Use to launch 5 bow attacks at 30% damage, up to range 10.

Lyn's Bond Effects:

  • Level 1:
    • Speed +1: Grants Spd+1
    • Alacrity: If unit initiates combat with a Sped advantage of 9 or more, unit's follow-up attack (if possible) occurs before foe can counterattack
    • Call Doubles: Creates four illusory doubles that can make chain attacks with unit.
    • Astra Storm: Use to launch 5 bow attacks at 30% damage, up to range 10.
    • Emblem Weapon - Killer Bow (Critical hits are more likely)
  • Level 2:
    • Skill - Speed +2: Grants Spd+2
  • Level 3:
    • Skill - Speedtaker: Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of battle (Max +10)
  • Level 4:
    • Skill - Bow Focus 1: Grants Hit+10 at a cost of Ddg-10 when using a bow.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Bow Prof. : Proficiency with bows. Required for promotion to certain classes.
  • Level 7:
    • Skill - Bow Focus 2: Grants Hit+15 at a cost of Ddg-10 when using a bow. 
  • Level 8: 
    • Proficiency - Sword Prof. : Proficiency with swords. Required for promotion to certain classes.
  • Level 9:
    • Skill - Speed +3: Grants Spd+3
  • Level 10:
    • Emblem Weapon - Mani Katti (Effective against Calvalry and Armored units)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Bow Focus 3: Grants Hit+20 at a cost of Ddg-10 when using a bow.
  • Level 13:
    • Skill - Alacrity+: If unit initiates combat with a Speed advantage of 9 or more, unit's follow-up attack (if possible) occurs before foe can counterattack
  • Level 14:
    • Skill - Bow Focus 4: Grants Hit+25 at a cost of Ddg-10 when using a bow. 
  • Level 15:
    • ​​​​​​​Emblem Weapon - Mulagir (Effective against flying and dragon units)
  • Level 16:
    • ​​​​​​​Skill - Speed +4: Grants Spd+4 
  • Level 17:
    • ​​​​​​​Skill - Bow Focus 5: Grants Hit+30 at a cost of Ddg-10 when using a bow. 
  • Level 18:
    • ​​​​​​​Skill - Alacrity++: If unit initiates combat with a Speed advantage of 5 or more, unit's follow-up attack (if possible) occurs before foe can counterattack
  • Level 19:
    • ​​​​​​​Skill - Speed +5: Grants Spd+5 
  • Level 20:
    • ​​​​​​​Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Eirika

From The Sacred Stones comes Erika, a jack of all trades that's a little less useful than you might first think.

Eirika (and her twin brother Ephriam) are an all-around option that doesn't really excel in a specific area. With some skills that help with dodging attacks and dealing some additional damage to enemies with high defense, it can be a nice option to have in maps with many armored enemies. In general, though, one of the weaker options to take with you.

  • Obtained: Unlocked in Chapter 16
  • Paralogue: Becomes available in Chapter 17
  • Engaged skill
    • Night and Day: Use to switch Emblems and swap between Lunar Brace/Gentilly and Solar Brace/Bravery for all allies.
    • Twin Strike: Used to make a sword attack followed by a spear attack from Ephraim on adjacent foe. Effective: Corrupted.

Erika's Bond Effects:

  • Level 1: 
    • Lunar Brace: If unit initiates combat with a physical attack, deals extra damage = 20% of foe's Def
    • Dodge +10: Grants Ddg+10
    • Night and Day: Use to switch Emblems and swap between Lunar Brace/Gentilly and Solar Brace/Bravery for all allies
    • Sacred Twins: While engaged with Eirika, changes Lunar Brace and Gentility to Blue Skies for all allies
    • Twin Strike: Used to make a sword attack followed by a spear attack from Ephraim on adjacent foe. Effective: Corrupted.
    • Emblem Weapon - Rapier (effective against cavalry and armored units)
  • Level 2: 
    • ​​​​​​​Skill - Lance Agility 1: Grants Avo+10 at a cost of Crit-10 when using a spear.
  • Level 3: 
    • Skill - Gentility: Unit takes 3 less damage.
  • Level 4:
    • Skill - Dodge +15: Grants Ddg+15 
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • Proficiency - Lance Prof. : Proficiency with spears. Required for promotion to certain classes. 
  • Level 7:
    • Skill - Lance Agility 2: Grants Avo+15 at a cost of Crit-10 when using a spear.
  • Level 8: 
    • Skill - Dodge +20: Grants Ddg+20  
  • Level 9:
    • Proficiency - Sword Prof. : Proficiency with swords. Required for promotion to certain classes.
  • Level 10:
    • Emblem Weapon - Wind Sword (Effective against flying units)
  • Level 11:
    • Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • Skill - Lance Agility 3: Grants Avo+20 at a cost of Crit-10 when using a spear. 
  • Level 13:
    • Skill - Lunar Brace+: If unit initiates combat with a physical attack, deals extra damage = 30% of foe's Def.
  • Level 14:
    • Skill - Dodge +25: Grants Ddg+25 
  • Level 15:
    • Emblem Weapon - Sieglinde (Effective against Corrupted)
  • Level 16:
    • Skill - Lance Agility 4: Grants Avo+25 at a cost of Crit-10 when using a spear. 
  • Level 17:
    • Skill - Lance Agility 5: Grants Avo+30 at a cost of Crit-10 when using a spear.
  • Level 18:
    • Skill - Gentility+: Unit takes 5 less damage. 
  • Level 19:
    • Skill - Dodge +30: Grants Ddg+30
  • Level 20:
    • Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Ike

Representing both Path of Radiance and to an extent Radiant Dawn, Ike brings his tremendous tanky strength to Fire Emblem Engage.

Sometimes you just need a brick wall that can take a lot of punishment, and in those situations Ike will be your emblem of choice. Defense and keeping his paired character alive is what he does best. With his large swath of defending boosting skills and with skills that make him strong, the more damage he takes means Ike can dish out the pain too. Throw Ike and his partner in the way of an advancing army, and they won't be moving passed. We like Ike.

  • Obtained: Unlocked in Chapter 13
  • Paralogue: Becomes available in Chapter 14
  • Engaged skill
    • Great Aether: Use to grant Def/Res+5, but unit can't counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/Axe only.
    • Reposition: Use to move an adjacent ally to the opposite side of unit.

Ike's Bond Effects:

  • Level 1:
    • Defense +1: Grants Def+1
    • Demolish: Break destructible terrain in a single blow when using Destroy.
    • Resolve: If unit's HP is 75% or less after combat, grants Def/Res+5 as long as unit's HP stays below 75%.
    • Laguz Friend: Unit takes 50% less damage, but sets unit's Avo to 0
    • Great Aether: Use to grant Def/Res+5, but unit can't counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/Axe only.
    • Emblem Weapon - Hammer (Effective against Armored units)
  • Level 2:
    • ​​​​​​​Skill - Defense +2: Grants Def+2
  • Level 3:
    • ​​​​​​​Skill - Reposition: Use to move an adjacent ally to the opposite side of unit.
  • Level 4:
    • ​​​​​​​Skill - Axe Power 1: Grants Atk+2 at a cost of Avo-10 when using an axe.
  • Level 5:
    • Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • ​​​​​​​Proficiency - Axe Prof.: Proficiency with axes. Required for promotion to certain classes.
  • Level 7:
    • ​​​​​​​Skill - Axe Power 2: Grants Atk+4 at a cost of Avo-10 when using an axe. 
  • Level 8: 
    • ​​​​​​​Skill - Defense +3: Grants Def+3
  • Level 9:
    • ​​​​​​​Proficiency - Sword Prof.: Proficiency with swords. Required for promotion to certain classes. 
  • Level 10:
    • ​​​​​​​Emblem Weapon - Urvan (Grants Res+3)
  • Level 11:
    • ​​​​​​​Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • ​​​​​​​Skill - Axe Power 3: Grants Atk+6 at a cost of Avo-10 when using an axe.
  • Level 13:
    • ​​​​​​​Skill - Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat (Max of +30)
  • Level 14:
    • ​​​​​​​Skill - Axe Power 4: Grants Atk+8 at a cost of Avo-10 when using an axe.
  • Level 15:
    • ​​​​​​​Emblem Weapon - Ragnell (Grants Def+5, can hit at close or long range)
  • Level 16:
    • ​​​​​​​Skill - Defense +4: Grants Def+4
  • Level 17:
    • Skill - Axe Power 5: Grants Atk+10 at a cost of Avo-10 when using an axe. 
  • Level 18:
    • ​​​​​​​Skill - Resolve+: If unit's HP is 75% or less after combat, grants Def/Res+7 as long as unit's HP stays below 75%.
  • Level 19:
    • ​​​​​​​Skill - Defense +5: Grants Def+5
  • Level 20:
    • ​​​​​​​Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Micaiah

The Emblem of Dawn is Micaiah, who also happens to be the most healing and support-focused Emblem in the game.

Fun fact, armies need to be alive if they are to win wars. Micaiah, is your key to make sure that happens. With perhaps the most overpowered special skill in the game, Micaiah's map-wide Great Sacrifice healing every friendly unit can easily turn the tide of any encounter you may find yourself struggling in. As an added bonus, the character that uses Great Sacrifice will receive experience for each unit that is healed, regardless of how much a unit is healed for, making Micaiah a wonderful option to grind those lower-level characters fast, like Jean!

  • Obtained: Unlocked in Chapter 6
  • Paralogue: Becomes available in Chapter 20
  • Engaged skill: Great Sacrifice: Use to restore full HP to all allies, even to those not under the player's control. After use, unit's HP=1.

Micaiah's Bond Effects:

  • Level 1:
    • Resistance +2: Grants Res+2
    • Cleric: Unit can equip staves up to level C
    • Augment: Grants staff range+5 and area of effect +1
    • Great Sacrifice: Use to restore full HP to all allies, even to those not under the player's control. After use, unit's HP=1.
    • Emblem Weapon - Shine (Light up 5-space radius)
  • Level 2:
    • ​​​​​​​Skill - Staff Mastery 1: Grants Hit+10 when using a staff. Staves also heal an additional 3 HP.
  • Level 3:
    • ​​​​​​​Skill - Healing Light: When unit heals an ally with a staff, unit also recovers HP=50% of the amount healed
  • Level 4:
    • ​​​​​​​Skill - Resistance +3: Grants Res+3
  • Level 5:
    • ​​​​​​​Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • ​​​​​​​Proficiency - Knife Prof.: Proficiency with daggers. Required for promotion to certain classes. 
  • Level 7:
    • ​​​​​​​Skill - Silence Ward: Grants immunity to silence.
  • Level 8: 
    • ​​​​​​​Skill - Staff Mastery 2: Grants Hit+15 when using a staff. Staves also heal an additional 5 HP.  
  • Level 9:
    • ​​​​​​​Proficiency - Magic Prof.: Proficiency with magic. Required for promotion to certain classes. 
  • Level 10:
    • ​​​​​​​Emblem Weapon - Nosferatu (Recover 50% HP of damage dealt)
  • Level 11:
    • ​​​​​​​Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • ​​​​​​​Skill - Staff Mastery 3: Grants Hit+20 when using a staff. Staves also heal an additional 7 HP. 
  • Level 13:
    • ​​​​​​​​​​​​​​​​​​​​​Skill - Cleric+: Unit can equip staves up to level B
  • Level 14:
    • ​​​​​​​Skill - Resistance +4: Grants Res+4
  • Level 15:
    • ​​​​​​​Emblem Weapon - Thani (Effective against Cavalry and Armored units)
  • Level 16:
    • ​​​​​​​Skill - Staff Mastery 4: Grants Hit+25 when using a staff. Staves also heal an additional 10 HP.
  • Level 17:
    • ​​​​​​​Skill - Staff Mastery 5: Grants Hit+30 when using a staff. Staves also heal an additional 15 HP. 
  • Level 18:
    • ​​​​​​​​​​​​​​Skill - Cleric++: Unit can equip staves up to level A
  • Level 19:
    • ​​​​​​​Skill - Resistance +5: Grants Res+5
  • Level 20:
    • ​​​​​​​Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Lucina

More than a Marth cosplayer, the Emblem of Awakening is Lucina.

Hitting fast and protecting allies is what Lucina is about. With her dexterity bonus skills and the sword attacks, you will want to make sure you equip her on a unit that will be able to take advantage of both of those aspects, otherwise, you will be missing out on Lucina's full potential!

  • Obtained: Unlocked in Chapter 11
  • Paralogue: Becomes available in Chapter 12
  • Engaged skill
    • Bonded Shield: Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80
    • All for One: Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack.

Lucina's Bond Effects:

  • Level 1:
    • Dexterity +1: Grants Dex+1.
    • Dual Strike: Unit participates in chain attacks as if it were a backup unit.
    • Bonded Shield: Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80
    • All for One: Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack.
    • Emblem Weapon - Nobel Rapier (effective against Cavalry and Armored units)
  • Level 2:
    • ​​​​​​​Skill - Dexterity +2: Grants Dex+2.
  • Level 3:
    • ​​​​​​​Skill - Dual Assist: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=35
  • Level 4:
    • ​​​​​​​Skill - Bow Agility 1: Grants Avo+10 at a cost of Crit-10 when using a bow.
  • Level 5:
    • ​​​​​​​Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • ​​​​​​​Proficiency - Sword Prof.: Proficiency with swords. Required for promotion to certain classes.
  • Level 7:
    • ​​​​​​​Skill - Bow Agility 2: Grants Avo+15 at a cost of Crit-10 when using a bow.
  • Level 8: 
    • ​​​​​​​Proficiency - Bow Prof.: Proficiency with bow. Required for promotion to certain classes.
  • Level 9:
    • ​​​​​​​Skill - Dexterity +3: Grants Dex+3.
  • Level 10:
    • ​​​​​​​Emblem Weapon - Parthia (Grants Res+5)
  • Level 11:
    • ​​​​​​​​​​​​​​Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • ​​​​​​​Skill - Bow Agility 3: Grants Avo+20 at a cost of Crit-10 when using a bow.
  • Level 13:
    • ​​​​​​​Skill - Dual Support: Grants a bonus to Avo that increases with unit's support level with adjacent allies (Max +90).
  • Level 14:
    • ​​​​​​​Skill - Bow Agility 4: Grants Avo+25 at a cost of Crit-10 when using a bow.
  • Level 15:
    • ​​​​​​​Emblem Weapon - Parallel Falchion (Effective against Dragons)
  • Level 16:
    • ​​​​​​​Skill - Dexterity +4: Grants Dex+4.
  • Level 17:
    • ​​​​​​​Skill - Bow Agility 5: Grants Avo+30 at a cost of Crit-10 when using a bow.
  • Level 18:
    • ​​​​​​​Skill - Dual Assist+: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70 
  • Level 19:
    • ​​​​​​​Skill - Dexterity +5: Grants Dex+5.
  • Level 20:
    • ​​​​​​​Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Corrin

The Emblem of the Fates is Corrin, who had to choose between two families.

She may not look it, but Corrin is great at helping manage the battlefield and routing enemies. With skills such as Dragon Vein, you will be able to lock enemies out and protect units should the need arise. With her health-increasing skills, it also makes her a great choice for your tank characters that you may prefer to hold back and block pathways. Her best feature, though, is her KaMeHaMeHa-like special attack, Torrential Roar!

  • Obtained: Unlocked in Chapter 15
  • Paralogue: Becomes available in Chapter 16
  • Engaged skill
    • Dragon Vein: Use to add a special effect to certain spaces.
    • Torrential Roar: Use to attack 3 spaces in a line, turning those spaces into water terrain.

Corrin's Bond Effects:

  • Level 1:
    • HP +5: Grants max HP+5
    • Dragon Vein: Use to add a special effect to certain spaces.
    • Dreadful Aura: If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.
    • Torrential Roar: Use to attack 3 spaces in a line, turning those spaces into water terrain.
    • Emblem Weapon - Dual Katana (strong against lances, weak against axes)
  • Level 2:
    • ​​​​​​​Skill - HP +7: Grants max HP+7
  • Level 3:
    • ​​​​​​​Skill - Quality Time: After unit acts or waits, restores 5 HP to adjacent allies and slightly increases support with them.
  • Level 4:
    • ​​​​​​​Skill - Sword Focus 1: Grants Hit+10 at a cost of Ddg-10 when using a sword.
  • Level 5:
    • ​​​​​​​Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • ​​​​​​​​​​​​​​Proficiency - Sword Prof.: Proficiency with swords. Required for promotion to certain classes.
  • Level 7:
    • ​​​​​​​Skill - Sword Focus 2: Grants Hit+15 at a cost of Ddg-10 when using a sword. 
  • Level 8: 
    • ​​​​​​​Skill - Draconic Hex: If unit initiates combat, inflicts -4 to all of foe's basic stats after combat (Penalties shrink by 1 each turn). 
  • Level 9:
    • ​​​​​​​​​​​​​​Skill - HP +10: Grants max HP+10
  • Level 10:
    • ​​​​​​​Emblem Weapon - Wakizashi (Long range sword)
  • Level 11:
    • ​​​​​​​Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • ​​​​​​​Skill - Sword Focus 3: Grants Hit+20 at a cost of Ddg-10 when using a sword.- 
  • Level 13:
    • ​​​​​​​Skill - Pair Up: Prevents damage from foes' chain attacks against unit.
  • Level 14:
    • ​​​​​​​Skill - Sword Focus 4: Grants Hit+25 at a cost of Ddg-10 when using a sword. 
  • Level 15:
    • ​​​​​​​Emblem Weapon - Yato (sword)
  • Level 16:
    • ​​​​​​​Skill - HP +12: Grants max HP+12
  • Level 17:
    • ​​​​​​​Skill - Sword Focus 5: Grants Hit+30 at a cost of Ddg-10 when using a sword.
  • Level 18:
    • ​​​​​​​Skill - Quality Time+: After unit acts or waits, restores 5 HP to adjacent allies and slightly increases support with them. 
  • Level 19:
    • Skill - HP +15: Grants max HP+15
  • Level 20:
    • ​​​​​​​Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

Emblem Byleth

Hailing from Fire Emblem Three Houses, Byleth is a teacher - and comes with a huge number of weapons.

Like any good teacher, Byleth only wants the best and to look out for his friends. With wonderful battlefield support skills and actions, like his Goddess Dance which gives all units around him another turn, Byleth is a great option to field every chance you have. The sheer number of weapons you gain access to, in all varieties, means you will always be prepared for what's coming regardless of the tests you face.

  • Obtained: Unlocked in Chapter 14
  • Paralogue: Becomes available in Chapter 15
  • Engaged skill: Goddess Dance: Use to grant another action to all adjacent allies.

Byleth's Bond Effects:

  • Level 1:
    • Luck +2: Grants Lck+2
    • Divine Pulse: May turn a missed attack into a hit. Trigger %=30. Chance increases with high luck.
    • Instruct: Use to grant allies within 2 spaces a stat bonus based on user's type. Bonus lasts for 1 turn.
    • Goddess Dance: Use to grant another action to all adjacent allies.
    • Emblem Weapons:
      • Blutang (sword, effective against Dragons and Calvalry)
      • Areadbhar (spear, if user initiates combat, grants Mt+50%)
      • Failnaught (bow, Grants Avo+20)
      • Aegis Shield (Grants Def+6 and Res+3. May halve damage if carried. Trigger%=Dex)
      • Luin (spear, raises damage based on user's Spd, effective against Dragons)
      • Thyrsus (Grants magic range +2, may halve damage if carried)
      • Rafail Gem (User is immune to Effective and critical hits. May halve damage if carried)
      • Aymr (heavy axe, effective against Dragons)
  • Level 2:
    • Skill - Luck +4: Grants Lck+4 
  • Level 3:
    • ​​​​​​​Skill - Mentorship: Grants 1.2 x Exp modifier to unit and adjacent allies.
  • Level 4:
    • ​​​​​​​Skill - Art Focus 1: Grants Hit+10 at a cost of Ddg-10 when using an art.
  • Level 5:
    • ​​​​​​​Skill Inheritance - Allows a character to permanently learn an emblems skill by spending SP
  • Level 6:
    • ​​​​​​​Skill - Art Focus 2: Grants Hit+15 at a cost of Ddg-10 when using an art.
    • Proficiency -  Art Prof.: Proficiency with artss. Required for promotion to certain classes.
  • Level 7:
    • ​​​​​​​Skill - Art Focus 3: Grants Hit+20 at a cost of Ddg-10 when using an art. 
  • Level 8: 
    • ​​​​​​​Skill - Luck +6: Grants Lck+6 
  • Level 9:
    • ​​​​​​​Proficiency -  Sword Prof.: Proficiency with swords. Required for promotion to certain classes.
  • Level 10:
    • ​​​​​​​Emblem Weapon - Vajra-Mushti (if user initiates combat, attack twice. Uses lowest value between foe's Def/Res)
  • Level 11:
    • ​​​​​​​Stong Bond - Unit stays engaged 1 turn longer
  • Level 12:
    • ​​​​​​​Skill - Art Focus 4: Grants Hit+25 at a cost of Ddg-10 when using an art. 
  • Level 13:
    • ​​​​​​​Skill - Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger%=Lck.
  • Level 14:
    • ​​​​​​​Skill - Art Focus 5: Grants Hit+30 at a cost of Ddg-10 when using an art. 
  • Level 15:
    • ​​​​​​​Emblem Weapon - Sword of the Creator (Raises damage with user's Mag, short and long-range attacks, effective against Dragons)
  • Level 16:
    • ​​​​​​​Skill - Luck +8: Grants Lck+8
  • Level 17:
    • ​​​​​​​Skill - Luck +10: Grants Lck+10
  • Level 18:
    • ​​​​​​​Skill - Divine Pulse+: May turn a missed attack into a hit. Trigger %=50. Chance increases with high luck.
  • Level 19:
    • ​​​​​​​Skill - Luck +12: Grants Lck+12
  • Level 20:
    • ​​​​​​​Deep Synergy - Unit’s engage meter is shortened one step, allowing for more frequent use.

 

Significant Spoilers Follow Beyond this Point. Scroll at your own Peril!

An image warning that after this point, this article contains major Fire Emblem Engage story spoilers.

Final Warning - here come the spoilers!

Emblem Alear (hero)

Emblem Alear represents the very game you're playing - and works quite differently to the others!

The final emblem, the new 13th emblem based around your hero is a unique ring that while not only power, it behaves differently as well. Bond levels are handled completely different from the others, as the higher a character's bond is with your hero character, the more perks will be unlocked. Try out this secret weapon of the emblems and grasp victory from the clutches of the Fell Dragon!

  • Obtained: Unlocked in Chapter 22
  • Paralogue: N/A
  • Engaged skill: Dragon Blast: Use to make two attacks against an adjacent foe with a sword and powerful magic beam.

Alear's Bond Effects:

  • Level 1:
    • Holy Aura: Makes unit and allies within 2 spaces effective against the Fell Dragon.
    • Attuned: If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged.
    • Dragon Blast: Use to make two attacks against an adjacent foe with a sword and powerful magic beam.
    • Emblem Weapon - Lyration (If user defeats foe in player phase, fills adjacent allies engage meter by 1)
  • Level 5:
    • ​​​​​​​Skill - Bond Forger: Grants Hit/Avo+20 to unit and allies with 2 spaces that are synced or engaged with an emblem
  • Level 10:
    • ​​​​​​​Proficiencies:
      • Sword Prof.: Proficiencies with swords. Required for promotion to certain classes.
      • Art Prof.: Proficiencies with arts. Required for promotion to certain classes.
    • Emblem Weapon: Dragon's Fist (If user initiates combat, attacks twice and uses Mag stat.)
  • Level 20:
    • ​​​​​​​Stong Bond - Unit stays engaged 1 turn longer
    • Skill - Bond Forger+: Grants Hit/Avo+30 to unit and allies with 2 spaces that are synced or engaged with an emblem
    • Skill - Holy Shield: Neutralizes Effective attacks against this unit.
    • Emblem Weapon: Oligoludia (Effective against Corrupted)
  • Level 21:
    • ​​​​​​​Skill - Boon of Elyos: If unit initiates combat, grants bonus to Crit and Ddg equal to 2x the number of allies who have acted this turn.