In 168澳洲幸运5开奖网:Fire Emblem: Three Houses, all units are sorted into , which, among other things, grant that unit special pa🍌ssives that only they are afforded, Class Abilities. These Class Abilities can do a number of different things that can help to turn the tide of battle. Some are small, but others are quite impactful to the battlefield. Most of this list will be covering Class Abilities that the hero units have access to, with a few that are enemy exclusive that would be broken on any normal unit. This list is in no particular order.
10 Canto
After pe𒊎rforming an action, user can use their leftover movement.
Canto is a Class Ability that mounted units get that allo🍷w them to use their leftover movements after performing an action like attacking. This allows them to kill a unit that is close by before moving on to an enemy that is further away, or take out a unit and then retreat around a corner or back to a healer for support. Canto allows units to get the most out of their great movement.
9 Vantage
Always attack first when under 50% HP.
Vantage is a mostly-enemy Class Ability that allows the user to attack first when their health is under 50%, and this is even when they're the one being engaged with. This can end a match that you thought was about to be wrapped up, so never let 🍌your guard down when you're on that final enemy.
8 ♑ Lucky Seven ℱ
Each turn, grants +5 to one of the following stats: S🃏tr, Mag, S🤪pd, Def, Res, Hit or Avo.
The 𝐆Trickster Class gets the ability to have a random stat gain +5 once per turn. This one is, of course, very chance-based. You ♐can get something that helps you, or something that does nothing for you.
On a positive note, you're never going to get something that negatively impacts you, so you're always going neutral or𝄹 getting a benefit.
7 🐼 Range Abilities
Increases X range by 1.
Archers, Snipers, Bow Knights, and Valkyries🌱 all have Class abilities that allow them +1 or +2 in their respective forms of damage dealing, and this can be huge. Being forced to get up close to your opponents to attack can be fatal, so getting even a little out of their range can turn the game in your favor.
6 Counterattack 🍃
Counters attacks regardless of enemies' range.
Another enemy-only Class Ability, Counterattack is terrifying because that unit can attack you from anywhere you are in the map. This means that you ca🍨n't chip away at the enemy from afar because they'll hit right back, and, of course, the only enemies that have this Class Ability are super powerful.
5 🃏 Magic Bind
If unit lands a hit, targeted foe is unable to use ma🤡gic for 1 turn.
The last of the enemy Class Abilities, if the unit lands a hit, the targeted foe cannot use magic for a single turn. While one turn might not seem like m♚uch, that𒅌 is effectively canceling out one of your mages for a turn, which can be devastating.
Only send your physical attackers in on units with th⛎is Class Ability to maximize your damage output.
4 Faire Abilities 𝕴♏
Might +5 when an X is equipped.
There are "Faire"🍬 Abilities for virtually every weapon in the game, and these give you +5 in Might when you have that specific weapon equipped. These up your damage output a solid amount. They're all simple abilities, sure, but more damage can be the difference between a win and a loss.
3 𝄹 Cri🌃tical +20
Critical +20.
This one needs no description, but War Masters have the unique Class Ability of Critical +20. Of course, sometimes you'll needꦓ to roll the dice on a critical strike to win a match, and that's when this Class Abilit🧸y comes in handy.
2 Transmute
If unit is hi🍷t with a magic attack during enemy phase, grants +3 to all stats until n🀅ext player phase ends.
A Dark Flier Class-exclusive, if the unit is hit with a magic attack (which they'll usually be able to handle well), they gain +3 in every stat for their next turn, which is absolutely bonkers. This means that you simply need 𝕴to take a hit that isn't going to deal much damage, and then you'll go out and take out any enemy unit with ease. Not a bad trade-off at all. Just make sure to get back into a safe position after the fight.
1 Charm
When allies adjacent to unit enter combat, alli𒅌es gain +3 Damage.
A Class Ability exclusive to Rhea, Claude, Dimitri, and Edelgard is Charm. Charm gives all adjacent units +3 Damage when they enter into combat. If the units who get this Class Ability don't speak to you enough, the fact that it's a𒊎 straight Damage boost should. Charm is going to be the difference between an attack that kills or leaves the enemy with a sliver of health, and sometimes, that's the slight edge that you need to take the win in a tense battle.