Fire Emblem: Fortune's WeaveAnna's Notebook
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Part 3 teams: Develop your core, then cover every role across five teamsMajor spoilers

Build around trained protagonists and companions. Give each team physical damage, magic, flying, and bows, and prioritize upgrade resources for characters who actually deploy.

Draft · Updated 2026-10-17

Original video: Recommended companions, formations, and inventories for Part 3, the Promised One’s story | Japanese gaming channel Jagaimo with Games 2nd

Build the core from protagonists and companions already trained, then fill each team’s physical, magical, flying, and bow roles. Prioritize upgrades for characters who actually fight.

Five teams contain more characters than battles deploy

Part 3 allows five teams totaling forty-one characters including the protagonist. The final battle deploys at most twenty-five, while some other battles use only around seventeen.

Formation or battleCharacters
Five-team roster including protagonist41
Final battle deployment limit25
Other battle exampleAbout 17

Some of my assigned characters rarely fought. Do not see the roster and immediately plan to upgrade all forty-one characters’ weapons and max every skill. Beyond the core, I did not bring everyone to the same equipment and skill standard.

Part 3 arrivals are especially hard to catch up. Assigned units cannot stay at the base to train, while those at the base cannot deploy. Spend limited enhancements and skill investment on characters you actually plan to use.

Existing carries and new companions

The protagonists are all strong, with convenient Blaze Arts, so put them in teams first. Paralogue companions have powerful moves too, and natural recruits from each protagonist’s story remain worth using. Part 3 newcomers usually have good stats, but earlier companions already carry accumulated skills and classes. Catching up is difficult.

Divine classes need the corresponding skill at S, making late recruits’ requirements harder to reach. I promoted companions who qualified rather than forcing a fixed list. Let favorites and those who qualify first take the slots. Troy, Hong Hua, and Anatolia performed particularly well for me. Tahonia and Klapka arrived too late; even with strong stats, I no longer wanted to rebuild their development.

Allocate stat boosters to missing stats

I gave the Movement item to Eshmel. Other boosters can also go to the Promised One, or your favorite and most-used character. Choose between fixing weaknesses and reinforcing strengths based on your team.

High total stats feel good, but their distribution matters. Majide, for example, has high Strength and Defense but low Magic and Resistance, favoring physical roles. In practice, though, I still want more Speed and Dexterity. Looking only at the total can hide the stats you actually need.

Cover each group's roles before combining skills

Avoid crowding everyone into the same class. Spread physical melee, black magic, white magic, flying, and archers so each team has tools against different enemies. For armor, Defense alone is insufficient. Answers such as Hammer and Levin Sword are common, and some bosses break through in one hit. High Avoid often feels easier in practice.

Choose abilities by role too. Fix low Hit, add Avoid for evasive survival, and give adjacency buffs to units supporting beside teammates. Maintain Attack Speed for characters who depend on it. This formation progressed through Part 3 without a particularly difficult roadblock. Try characters you had not planned to use too. Once they perform, attachment follows naturally.

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