Combat Arts were first added in Fire Emblem Echoes: Shadows of Valentia. These were attacks and spells equipped with a weapon instead of a Class. In Fire Emblem: Three Houses, Combat Arts were learned from improving weapon proficiency and would cost more of a weapon's durability when using them in battle. The Combat Arts mechanic in Fire Emblem Warriors: Three Hopes is a bit stricter than Three Houses in order to fit its hack-and-slash gameplay.
There are advantages and disadvantages to using Combat Arts in Fire Emblem Warriors: Three Hopes. Knowing which ones to bring into battle will give players the advantage against their enemies. However, while Combat Arts can be powerful, using them too much per level can break a unit's weapon. Thus, it's best to know what to look for when equipping Combat Arts to a character.
Fire Emblem Warriors: Three Hopes — How to Master Classes Fast
Unlike Three Houses, units can only equip two Combat Arts in Three Hopes. Additionally, Reason and Faith spells (such as Wind and Heal) no longer count as a «weapon» as they do in Three Houses. Instead, spells are separate from Equipment and serve as Combat Arts instead of a unit's basic form of attacking.
Equipping a spell such as Dark Spikes T will drain a weapon's durability each time it is used. Also, unlike the Combat Arts in the previous game, Three Hopes gives all Combat Arts a cooldown. Combat Arts learned from Intermediate-tier Classes will take longer to charge.
Like in Three Houses, some Combat Arts are Class-exclusive. A Sword-based Combat Art such as Grounder can't be used if the unit is equipped with a lance or, in Three Hopes' case, if the unit is assigned a Lance-wielding Class (ex: Cavalier, Pegasus Knight).
To use a Combat Art in
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