Fire Emblem: Fortune's WeaveAnna's Notebook
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Class guide: Take mastery abilities, then choose advanced paths for Hit, tanking, and mobilityMinor spoilers

Growth combines character and class rates, and mastery abilities carry into later classes. Sword paths connect critical damage and healing; bow paths improve Hit, while mounted and armored classes have weaknesses to manage.

Draft · Updated 2026-10-17

Original video: Fortune’s Weave class guide | English-language gaming channel Jay Dunna

Class changes require both combined character/class growth and a plan for transferable mastery abilities. Unreliable Hit can be fixed through bow-class abilities, then advanced classes can divide tanking, mobility, and casting duties.

Balance growth rates with mastery when changing class

Beginner exams open at the start, Specialty exams at Renown 4, and Advanced exams at Renown 8. Some classes also depend on route unlocks. Leda has Ranger and Dancer, Cai gets earlier access to Dragoon, and Dietrich’s route unlocks Blacksmith. Check which exams your current route offers first.

The growth rates on the class screen combine character and class growth. Selecting another character in the same class changes the numbers. A value of 60 is the chance of that stat increasing on level-up. Consider mastery alongside growth: abilities earned by mastering a class can be taken to other classes. Select the character in the inventory and equip them in the ability menu. Abilities requiring infantry or mounted status still need the correct type after a class change.

Classes also grant subject experience bonuses. If you want Dragoon later, use a class with relevant bonuses now to train axes, lances, Riding, and Flying instead of starting from scratch just before the exam.

Bardinger's growth preview: Strength 50→60, Magic 40→35, and Speed 50→45. Skill EXP bonuses are listed below.
Bardinger's growth preview: Strength 50→60, Magic 40→35, and Speed 50→45. Skill EXP bonuses are listed below.
Light Cavalry's ability panel: Mount/Dismount is the class ability, with the transferable mastery ability listed separately below.
Light Cavalry's ability panel: Mount/Dismount is the class ability, with the transferable mastery ability listed separately below.

Beginner classes divide weapons and roles

Beginner classes differ in weapons, roles, and mastery rewards.

ClassWeapons and roleMastery benefit
GladiatorSwords, axes, gauntlets; offensive focusStrength +1
HunterSwords and bows; ranged developmentDexterity and Speed +1 each
SoldierLances and axes; defensive focusDefense +1
Ornius RiderAdds mobilityStrength and Magic +1 each

Diviner starts with black and white magic, developing either offense or healing.

Attack Speed is easy to overlook. Lighter equipment reduces the Speed penalty, and you need 4 more Attack Speed than the opponent for a follow-up.

Attack Speed example

34 Speed + 6 Build - 8 equipment Weight = 32 Attack Speed.

Offensive directions for melee Specialty classes

Myrmidon suits high-Dexterity characters pursuing critical hits. Its mastery, DexRavaging Arts, adds 6 damage on critical hits. Speed and Dexterity help with follow-ups and criticals, while raw Strength falls short of Brigand. Brigand helps build Strength. After an axe misses, Regroup adds Avoid for that combat, easing counterattack pressure somewhat.

Pugilist combines Strength, Speed, and Avoid. Combat Art Avoid benefits let it stand up front while still dealing damage. Its appeal is combining offense and dodging, rather than beating every melee class in single-hit damage.

Hit mastery and armored tanking

Archer’s Crescendo adds 3 Hit per enemy defeated, up to 30 on the current map. This mastery transfers, so physical carries with poor Hit can learn it too. Rogue adds swords, Locktouch, and exploration utility. Its mastery gives Avoid for the next combat after a kill, making it an option if you enjoy exploration.

Armored Knight takes a different approach. Its high Defense and mastery Great Counter, which adds 3 Attack when the enemy initiates, suit taking a hit and retaliating. Do not position it against mages as you would against physical enemies: Resistance is its weakness.

Mounted mobility and chariot charges

Light Cavalry has many weapon options, good Movement, and +3 HP mastery. Consider dismounting against difficult enemies with mounted effectiveness. Charioteer uses bows and cannot dodge, but its growth improves with level. It has a shield and a straight-line charge. Peter can position first, then charge through multiple enemies to powerful effect.

Where a chariot finishes its charge

Do not end too far from the team. High Movement makes it easy to leave all healing and support behind and end up alone among enemies.

Armored Ornius Rider offers a more flexible transition. Its mastery grants Avoid against effective attacks, and it can train subjects needed later for Dragoon.

Choose magic-use bonuses by role

Shaman focuses on black magic damage. Extra uses matter because spells often run out early. Its Defense is low, so do not enter danger just to lower an adjacent enemy’s Dexterity. Priest focuses on white magic and recovery, with slightly lower Speed, +3 Luck mastery, and better healing output.

Carry Specialty mastery into Advanced damage classes

Shido is a natural continuation from Myrmidon. DexRavaging Arts adds critical damage, and Shido heals through critical kills, connecting offense and sustain. Warrior favors Strength and direct damage, with +10 Combat Art Hit that axe users especially need.

Sniper’s Marksmanship adds 15 Hit with a bow. Combined with the class’s own Hit, it suits reliable long-range attacks. Before switching to Forest Knight, consider taking Sniper mastery, then gaining mounted mobility. If Hit remains insufficient, stay Sniper first. Whether another tile of Movement beats reliable accuracy depends on your current need.

Sniper's panel lists Bow Hit +10 and Marksmanship mastery. The description box states Hit +15 when a bow is equipped.
Sniper's panel lists Bow Hit +10 and Marksmanship mastery. The description box states Hit +15 when a bow is equipped.
Forest Knight's class abilities: Mount/Dismount, Combat Arts +1, and Bow Hit +5. The description below again states Hit +5 when a bow is equipped.
Forest Knight's class abilities: Mount/Dismount, Combat Arts +1, and Bow Hit +5. The description below again states Hit +5 when a bow is equipped.

Advanced defense and flying spellcasting

Dreadnought takes physical hits well, gaining protection and Hit when the enemy initiates, but moves slowly and fears magic. Bardinger rides horses and uses swords. Aegis has a chance to halve magical damage, giving it a different defensive focus.

Caladrius favors casting, with mastery that adds Movement after kills. Cai’s area Blaze can defeat several enemies at once to stack that benefit. Dragoon crosses terrain easily and has mastery that improves Hit against enemies on favorable terrain. Wing Soldier suits fighting mages. All fliers have good mobility, and all must address the threat from archers first.

Finally, Ovate and Bishop fill different needs. Ovate offers black magic damage and uses, while Bishop supplies healing and can improve adjacent allies’ Resistance through Barrier. Assign suitable characters based on team gaps rather than class tier alone.

Ovate's Black Magic ability and Magic Hit +5. The mastery description states Speed -3 for adjacent enemies.
Ovate's Black Magic ability and Magic Hit +5. The mastery description states Speed -3 for adjacent enemies.
Bishop's panel lists the White Magic ability and Magic Heal +10 separately from the mastery ability below.
Bishop's panel lists the White Magic ability and Magic Heal +10 separately from the mastery ability below.

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