Fire Emblem: Fortune's WeaveAnna's Notebook
English

Combat arts and upgrades

Combat arts spend weapon durability for accuracy, damage, and special effects. Cover a character’s weaknesses first, then upgrade frequently used arts.

Draft · Updated 2026-10-17
Spend durability for useful combat effects

Use combat arts to cover gaps such as Hit and Range. A safe kill matters more than a few extra Might. Spend Magic Echo Shards on your regular arts first.

  • Normal attacks do not consume durability; combat arts do. Arts provide more than Might: they can change Hit, Range, healing, movement, or attack order.
  • Combat arts come from four sources: skill ranks, secret arts, class mastery, and weapons. Characters can learn different moves at the same skill rank. After learning an art, you usually need to equip it in Preparations. There are three basic slots; weapon-specific arts do not use them.
  • Dietrich's story lets you strengthen arts with Magic Echo Shards, separately for each character. Collect shards from Blade Resonance encounters. Part 3 also offers Karma Shard exchanges.
Peter's combat art learning screen: Bow C unlocks Encloser. It lists durability cost 3, the movement penalty on hit, and Range 2–3.
Peter's combat art learning screen: Bow C unlocks Encloser. It lists durability cost 3, the movement penalty on hit, and Range 2–3.

Choose arts for weaknesses, not just Might

Slow characters can learn Hidden Windpierce. It only works with Range 1–2 spears and adds 20 Hit when the enemy's Attack Speed is at least 4 higher than yours. Upgrades increase its Might modifier further. The right art can turn low Speed into a reliable ranged attack. You can still suffer a follow-up, so attack from a position where the enemy cannot counter.

Weapon choice matters too. The Damina series boosts combat art Hit, and upgrades also add combat art Crit. Frequent art users can build around those bonuses rather than comparing weapon Might alone.

Use the three slots to cover your immediate needs: reliable Hit; handling high defenses or dangerous counters; and escape, healing, or control. Choose the functions you lack instead of forcing one of each. See Sen No Sen, Go No Sen, and combat arts for attack order, and Durability and forging for repair costs.

Keep a high-critical art for emergencies and healing. When comparing Dietrich's exclusive swords with a Silver Sword, look beyond normal-attack Might. The Answerer line's weapon-specific arts have high Critical, giving you an active option when you need a critical to trigger Sacred Gem healing, instead of simply waiting for one. Equip the weapon-specific art and healing equipment first, then check forecast Hit, Critical, and room to heal. A critical can still fail, so do not rely on it for survival.

Learning arts and equipment slots

SourceMethodWhat to remember
Weapon skill ranksRaise the relevant skill through combat, arena training, and similar activitiesCharacters learn different arts at the same rank. Check the individual skill list.
Secret artsAccept Dread Warrior challenges in Dietrich's story and win the duelsDietrich learns the art first, then teaches companions at Smyrnos's temple.
Class masteryMaster the relevant classCheck the class entry for the exact art.
Weapon-specificEquip a weapon with its own artSwitching weapons removes access through that weapon. Its art does not use a normal equipped slot.
Have Dietrich learn secret arts first
  1. 1
    From Chapter 5 of Dietrich's story, accept Dread Warrior challenges in Midtown.
  2. 2
    Go to the sword icon on the map and win the duel with Dietrich himself. A trained companion cannot fight in his place.
  3. 3
    After learning the art, choose Secret Art Instruction at Smyrnos's temple reception.

For other learned arts, check the equipment section under Inventory. You can normally equip three; Combat Arts + class skills increase the number. If an art is missing from the battle menu, first check whether it is equipped and whether the weapon type and range qualify, rather than continuing to grind skill ranks.

Nine Secret Teachings: Renown requirements and uses

Check an art’s Hit, range, and healing before upgrading or deciding whether to teach it to teammates.

Renown levelChallengerSecret TeachingMain effect or cost
2BorgesHidden SoulrendRestores HP equal to half the damage dealt; Hit modifier −20
3AguirreHidden BirdbaneOn hitting a flying enemy, Movement −3 until the next player phase
4SepienteHidden FlowformAvoid +20 and a follow-up regardless of Attack Speed, but damage is halved
5CamiloHidden GiantsbaneHalves damage taken when fighting large enemies
6Il IraHidden WindpierceHit +20 if the enemy has at least 4 more Attack Speed; only range 1–2 lances, attacks at range 2
7CabayeHidden TwinbladeDodge +20 during and after combat until the next player phase
8DamianHidden TruesnipeRange 3–5, durability cost 30, Hit modifier −20, no follow-up
9BerengueraHidden EvilbreakOn hit, disables the enemy’s Underworld Boon for one combat
10OukoHidden BladeruleCrit modifier +100, but Hit is set to 10; no follow-up

Where should you spend Magic Echo Shards first?

Upgrade your regular arts first, especially those that reduce durability costs or cover a class weakness. Axes often need accuracy, so consider Hit bonuses and ranged attacks first. Bows and gauntlets can benefit from post-combat movement. For spear users already able to follow up, consider arts that move the follow-up before the enemy counter.

Problem to solveArt to checkConditions and upgrade considerations
Finish a follow-up safelyFlying SpearMoves an existing follow-up before the counter; does not grant an unconditional follow-up
Self-heal after attackingHoly SpearSmall healing before upgrade, moderate healing afterward
Low accuracyHurlOnly range 1–2 axes; Hit modifier +20; the community table lists durability cost 3→2 after upgrade
Avoid damage against low enemy HitKhamsinBase requirement: enemy Hit ≤20; the community table lists an upgraded threshold of ≤30
Reverse a Speed disadvantageReflecting DanceOnly reverses the condition if the enemy could follow up; base Might −10 and Hit −20, so consider more than gaining your own follow-up

Choose the correct character before upgrading at Smyrnos’s temple reception. Upgrading an art on character A does not upgrade the same art on character B. Weapon-exclusive arts cannot be upgraded this way. Upgrades do not always simply add Might; compare every before-and-after value.

Magic Echo Shards come from enemies in Blade Resonance encounters, rather than any random field battle. Part 3 also offers 1 Magic Echo Shard for 100 Karma Shards, a costly exchange. Calculate your shard needs from the upgrade menu.

Equip arts before checking follow-ups and Hit

Equip learned arts in the combat art slots
  • Train skill ranks according to each character's own learning list.
  • Following up before a counter changes attack order; it does not replace Attack Speed requirements. Reflecting Dance has different conditions.
  • Hidden Bladerule adds +100 Critical but sets Hit to 10, so it can still miss. Hidden Truesnipe costs 30 durability per use and is not a cheap everyday option.
  • Combat arts and Blaze Arts are separate systems. The former use weapon durability; the latter cost HP and involve the Blaze Gauge. See Blaze Arts.