Quick Links
- How To Get Emblem Rings
- Inheritable Skills
- Ephraim/Eirika Inheritable Skills
- Edelgard/Dimitri/Claude Inheritable Skills
- Bond Rings
- Using Emblem Rings
Fire Emblem: Engage features several new and unique mechanics to further complicate the series' already complex and engage turn-based tactical strategy gameplay, and chief among them all are the Emblem Rings. Capable of turning the tide of a battle in an instant and making lackluster units shine, they're a necessary part of the adventure.
Following Chapter 10, you will lose several Emblem Rings. However, you will be able to gain them back in later chapters.
All Lost Rings And When To Reclaim Them | ||
---|---|---|
Ring Name | Hero | Chapter Reclaimed |
Ring of the Hero King | Marth | Chapter 22 |
Ring of the Holy Knight | Sigurd | Chapter 17 |
Ring of the Caring Princess | Celica | Chapter 20 |
Ring of the Dawn Maiden | Micaiah | Chapter 19 |
Ring of the Young Lion | Roy | Chapter 19 |
Ring of the Sage Lord | Leif | Chapter 17 |
Inheritable Skills
Each Emblem Ring has their own set of unique skills. Of those skills, 20 are available for your units to inherit by spending Skill Points (SP). Skill Points can be gained by equipping an Emblem Ring to gain SP equal to the XP you receive in battle or a Bond Ring to gain a small amount of SP. For every unit, two inheritable skills can be equipped, and some skills cannot overlap or double when a unit is wearing an Emblem Ring.
In order to Inherit a skill, a unit must have at least a C-tier bond with an Emblem (or a level 5 bond), but they do not have to have ever equipped the ring. Likewise, they do not need to equip the Emblem Ring to use that Emblem's skills. More skills will unlock as the bonds with an Emblem grow. You can grow bonds by:
- Participating in combat wearing the Emblem's ring
- Using the Emblem's Engage skill or weapon
- Fighting the Emblem in the Arena
- Polishing the Emblem Ring in the Ring Vault (minimal)
Characters | ||
---|---|---|
Marth | Sigurd | Celica |
Micaiah | Roy | Leif |
Lucina | Lyn | Ike |
Byleth | Corrin | Ephraim/Eirika |
Edelgard/Dimitri/Claude | Tiki | Alear* |
*Alear has no inheritable skills. In order to have access to Alear's skills, a unit must be paired with Alear's Emblem Ring.
Marth Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Perceptive | When initiating combat, gain +15 Avoid during combat (increases with high Speed). | 5 | 250 |
Avoid +10 | Gain +10 Avoid. | 5 | 500 |
Sword Agility 1 | When using a sword, gain +10 Avoid in exchange for -10 Critical. | 5 | 500 |
Break Defenses | Unit makes an extra attack at 50 percent damage if attack breaks foe. | 5 | 2,000 |
Avoid +15 | Gain +15 Avoid. | 5 | 1,500 |
Sword Agility 2 | When using a sword, gain +15 Avoid in exchange for -10 Critical. | 6 | 1,000 |
Unyielding | If HP is 20 percent or less at the start of the player phase, unit restores 20 percent of their max HP. | 7 | 100 |
Sword Agility 3 | When using a sword, gain +20 Avoid in exchange for -10 Critical. | 8 | 2,000 |
Avoid +20 | Gain +20 Avoid. | 9 | 2,500 |
Unyielding+ | If HP is 30 percent or less at the start of the player phase, unit restores 30 percent of their max HP. | 12 | 200 |
Sword Agility 4 | When using a sword, gain +25 Avoid in exchange for -10 Critical. | 13 | 3,000 |
Avoid +25 | Gain +25 Avoid. | 14 | 3,500 |
Perceptive+ | When initiating combat, grant Avo +30 during combat (increases with high Speed). | 16 | 500 |
Sword Agility 5 | When using a sword, gain +30 Avoid in exchange for -10 Critical. | 17 | 4,000 |
Unyielding++ | At start of player phase, if HP is 20 percent or less, restore 20 percent of max HP. | 18 | 300 |
Avoid +30 | Gain +30 Avoid. | 19 | 4,500 |
Sigurd Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Canter | After acting, unit can move again up two tiles. | 5 | 1,000 |
Hit +10 | Gain +10 Hit. | 5 | 500 |
Lance Power 1 | At a cost of Avoid -10, grant Attack +2 when using a lance. | 5 | 1,000 |
Momentum | For each space moved before attacking, be granted Attack +1 to first strike during combat (Max +10). | 5 | 1,000 |
Hit +15 | Gain +15 Hit. | 5 | 1,000 |
Lance Power 2 | At a cost of Avoid -10, grant Attack +4 when using a lance. | 6 | 1,000 |
Headlong Rush | Become immune to freeze. | 7 | 200 |
Lance Power 3 | At a cost of Avoid -10, grant Attack +6 when using a lance. | 8 | 3,000 |
Hit +20 | Gain +20 Hit. | 12 | 1,500 |
Canter+ | After acting, unit can move again up 3 tiles. | 13 | 2,000 |
Lance Power 4 | At a cost of Avoid -10, grant Attack +8 when using a lance. | 14 | 4,000 |
Hit +25 | Gain +25 Hit. | 16 | 2,000 |
Momentum+ | For each space moved before attacking, be granted Attack +2 to first attack during combat (Max +10). | 17 | 2,000 |
Lance Power 5 | At a cost of Avoid -10, grant Attack +10 when using a lance. | 5,000 | 5,000 |
Hit +30 | Gain +30 Hit. | 19 | 2,500 |
Celica Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Magic +2 | Gain +2 Magic. | 5 | 1,000 |
Holy Stance | When attacked by a Corrupted, unit deals 10 percent damage back to foe. | 5 | 100 |
Magic +3 | Gain +3 Magic. | 5 | 3,000 |
Resonance | If unit's HP is 2 or more when a tome is equipped, unit sacrifices 1 HP and deals +2 damage during combat. | 5 | 2,000 |
Tome Precision 1 | When using a tome, gain +3 Hit and Avoid. | 5 | 100 |
Tome Precision 2 | When using a tome, gain +5 Hit and Avoid. | 7 | 300 |
Favorite Food | In exchange for eating a packaged lunch, max out unit's engage meter. | 8 | 200 |
Tome Precision 3 | When using a tome, gainn +7 Hit and Avoid. | 9 | 700 |
Holy Stance+ | When attacked by a Corrupted, unit deals 10 percent damage back to foe. | 12 | 500 |
Magic +4 | Gain +4 Magic. | 13 | 4,000 |
Tome Precision 4 | When using a tome, gain +10 Hit and Avoid. | 14 | 1,000 |
Resonance+ | If unit's HP is 2 or more when a tome is equipped, unit sacrifices 1 HP and deals +3 damage during combat. | 16 | 3,000 |
Holy Stance+++ | When attacked by a Corrupted, unit deals 50 percent damage back to foe. | 18 | 1,000 |
Magic +5 | Gain +5 Magic. | 19 | 5,000 |
Micaiah Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Resistance +2 | Gain +2 Resistance. | 5 | 300 |
Staff Mastery 1 | When using a staff, gain Hit +10 and heal an additional 3 HP. | 5 | 100 |
Healing Light | When the user heals an ally with a staff, also self-recover 50 percent of the amount healed. | 5 | 200 |
Resistance +3 | Gain +3 Resistance. | 5 | 500 |
Silence Ward | Become immune to the effects of silence. | 7 | 200 |
Staff Mastery 2 | When using a staff, gain Hit +10 and heal an additional 3 HP. | 8 | 300 |
Staff Mastery 3 | When using a staff, gain Hit +10 and heal an additional 3 HP. | 12 | 500 |
Resistance +4 | Gain +4 Resistance. | 14 | 1,000 |
Staff Mastery 4 | When using a staff, gain Hit +10 and heal an additional 3 HP. | 16 | 700 |
Resistance +5 | Gain +5 Resistance. | 19 | 2,000 |
Roy Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Strength +1 | Gain +1 Strength. | 5 | 500 |
Hold Out | When unit has at least 30 percent HP at start of combat, the unit will always survive on at least 1HP. | 5 | 2,000 |
Strength +2 | Gain +2 Strength. | 5 | 1,000 |
Advance | A skill, when used, allows user to move one space toward a foe two spaces away and attack. | 5 | 500 |
Sword Power 1 | When using a sword, gain +2 Attack at cost of Avoid -10. | 5 | 1,000 |
Sword Power 2 | When using a sword, gain +4 Attack at cost of Avoid -10. | 7 | 2,000 |
Hold Out+ | When unit has at least 20 percent HP at start of combat, unit always survives with at least 1HP. | 8 | 3,000 |
Strength +3 | Gain +3 Strength. | 9 | 3,000 |
Sword Power 3 | When using a sword, gain +6 Attack at cost of Avoid -10. | 9 | 3,000 |
Sword Power 4 | When using a sword, gain +8 Attack at cost of Avoid -10. | 12 | 4,000 |
Hold Out++ | When unit has at least 10 percent HP at start of combat, unit always survives with at least 1HP. | 13 | 5,000 |
Strength +4 | Gain +4 Strength. | 14 | 4,000 |
Sword Power 5 | When using a sword, gain +10 Attack at cost of Avoid -10. | 16 | 5,000 |
Strength +5 | Gain +5 Strength. | 17 | 5,000 |
Hold Out+++ | When unit has at least 2HP at start of combat, unit always survives with at least 1HP. | 18 | 5,000 |
Strength +6 | Gain +6 Strength. | 19 | 6,000 |
Leif Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Build +3 | Gain +3 Build (Constitution). | 5 | 500 |
Arms Shield | Take 3 less damage when unit has weapon advantage. | 5 | 200 |
Vantage | Unit can counter before foe's first attack if unit's HP is 25 percent or less when following up. | 5 | 500 |
Knife Precision 1 | When using a knife, gain +3 Hit and Avoid. | 5 | 100 |
Build +4 | Grants +4 Build (Constitution). | 6 | 1,000 |
Arms Shield+ | Take 5 less damage when unit has weapon advantage. | 7 | 400 |
Knife Precision 2 | When using a knife, gain +5 Hit and Avoid. | 9 | 300 |
Vantage+ | Unit can counter before foe's first attack if unit's HP is 50 percent or less when following up. | 12 | 1,000 |
Knife Precision 3 | When using a knife, grants +7 Hit and Avoid. | 13 | 500 |
Build +5 | Gain +5 Build (Constitution). | 14 | 2,000 |
Arms Shield++ | Take 7 less damage when unit has weapon advantage. | 16 | 600 |
Knife Precision 4 | When using a knife, gain +10 Hit and Avoid. | 17 | 700 |
Vantage++ | Unit can counter before foe's first attack if unit's HP is 75 percent or less when following up. | 18 | 2,000 |
Knife Precision 5 | When using a knife, gain +15 Hit and Avoid. | 19 | 900 |
Lucina Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Dexterity + 1 | Gain +1 Dexterity. | 5 | 100 |
Dexterity +2 | Gain +2 Dexterity. | 5 | 300 |
Dual Assist | Backup units are able to chain attack when allies attack foes within movement range (Trigger %=35). | 5 | 1,000 |
Bow Agility | When using a bow, gain +10 Avoid at a cost of -10 Critical. | 5 | 500 |
Bow Agility 2 | When using a bow, gain +15 Avoid at a cost of -10 Critical. | 7 | 1,000 |
Dexterity +3 | Gain +3 Dexterity. | 9 | 500 |
Bow Agility 3 | When using a bow, gain +20 Avoid at a cost of -10 Critical. | 12 | 2,000 |
Dual Support | Grants a bonus to Avo that increases with a unit's support level with adjacent allies (Max +90) | 13 | 2,000 |
Bow Agility 4 | When using a bow, gain +25 Avoid at a cost of -10 Critical. | 14 | 3,000 |
Dexterity +4 | Gain +4 Dexterity. | 16 | 1,000 |
Bow Agility 5 | When using a bow, gain +30 Avoid at a cost of -10 Critical. | 17 | 4,000 |
Dual Assist+ | Backup units are able to chain attack when allies attack foes within movement range (Trigger %=70). | 18 | 2,000 |
Dexterity +5 | Gain +5 Dexterity. | 19 | 2,000 |
Lyn Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Speed +1 | Gain +1 Speed. | 5 | 100 |
Alacrity | Unit's follow-up (if possible) occurs before a foe's counterattack if unit has a Spd advantage of 9 or more. | 5 | 1,000 |
Speed +2 | Gain +2 Speed. | 5 | 300 |
Speedtaker | Grants a stacking +2 Speed each time a unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle (Max +10). | 5 | 2,000 |
Bow Focus 1 | When using a bow, gain +10 Hit at a cost of -10 Dodge. | 5 | 100 |
Bow Focus 2 | When using a bow, gain +15 Hit at a cost of -10 Dodge. | 7 | 300 |
Speed +3 | Gain +3 Speed. | 9 | 500 |
Bow Focus 3 | When using a bow, gain +20 Hit at a cost of -10 Dodge. | 12 | 500 |
Alacrity+ | Unit's follow-up (if possible) occurs before a foe's counterattack if unit has a Speed advantage of 7 or more. | 13 | 2,000 |
Bow Focus 4 | When using a bow, gain +25 Hit at a cost of -10 Dodge. | 14 | 700 |
Speed +4 | Gain +4 Speed. | 16 | 1,000 |
Alacrity++ | Unit's follow-up (if possible) occurs before a foe's counterattack if unit has a Speed advantage of 5 or more. | 18 | 3,000 |
Speed +5 | Gain +5 Speed. | 19 | 2,000 |
Ike Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Defense +1 | Gain +1 Defense. | 5 | 100 |
Demolish | Break destructible obstacles in one hit when using Destroy. | 5 | 200 |
Resolve | Gain +5 Defense and Resistance for a unit whose HP is and stays 75 percent or less. | 5 | 1,000 |
Defense +2 | Gain +2 Defense. | 5 | 300 |
Reposition | Skill that, when used, moves an adjacent ally on the opposite side of a unit. | 5 | 200 |
Axe Power 1 | When using an axe, gain +2 Attack at a cost of -10 Avoid. | 5 | 1,000 |
Axe Power 2 | When using an axe, gain +4 Attack at a cost of -10 Avoid. | 7 | 2,000 |
Defense +3 | Gain +3 Defense. | 8 | 500 |
Axe Power 3 | When using an axe, gain +6 Attack at a cost of -10 Avoid. | 12 | 3,000 |
Wrath | For each HP unit has lost, grants Crit +1 during combat (Max +30). | 13 | 2,000 |
Axe Power 4 | When using an axe, gain +8 Attack at a cost of -10 Avoid. | 14 | 4,000 |
Defense +4 | Gain +4 Defense. | 16 | 1,000 |
Resolve+ | Gain +5 Defense and Resistance for a unit whose HP is and stays 75 percent or less. | 18 | 2,000 |
Defense +5 | Gain +5 Defense. | 19 | 2,000 |
Byleth Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Luck +2 | Gain +2 Luck. | 5 | 100 |
Divine Pulse | Missed hits may turn into an attack (Trigger %=30; chance increases with high Luck). | 5 | 250 |
Luck +4 | Gain +4 Luck. | 5 | 300 |
Mentorship | Increase EXP gain to 1.2x for self and adjacent allies. | 5 | 250 |
Art Focus 1 | When using an art, gain +10 Hit in exchange for -10 Dodge. | 5 | 100 |
Art Focus 2 | When using an art, gain +15 Hit in exchange for -10 Dodge. | 6 | 300 |
Art Focus 3 | When using an art, gain +20 Hit in exchange for -10 Dodge. | 7 | 500 |
Luck +6 | Gain +6 Luck. | 8 | 500 |
Art Focus 4 | When using an art, gain +25 Hit in exchange for -10 Dodge. | 12 | 700 |
Lost & Found | If unit finishes an action or waits next to an ally, may find an item and increase support with that ally (Trigger %=Luck). | 13 | 250 |
Art Focus 5 | When using an art, gain +30 Hit in exchange for -10 Dodge. | 14 | 1,000 |
Luck +8 | Gain +8 Luck. | 16 | 1,000 |
Luck +10 | Gain +10 Luck. | 17 | 2,000 |
Divine Pulse+ | Missed hits may turn into an attack (Trigger%=50; chance increases with high Luck). | 18 | 500 |
Luck +12 | Gain +12 Luck. | 19 | 3,000 |
Corrin Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
HP +5 | Gain +5 max HP. | 5 | 300 |
HP +7 | Gain +7 max HP. | 5 | 500 |
Quality Time | After using a turn, unit restores 5 HP to nearby allies and slightly increases their support affection. | 5 | 250 |
Sword Focus 1 | When using a sword, gain +10 in exchange for Dodge -10. | 5 | 100 |
Sword Focus 2 | When using a sword, gain +15 in exchange for Dodge -10. | 7 | 300 |
Draconic Hex | If unit begins combat, adds -4 to all of foe's basic stats after combat. (Decreases by one each turn). | 8 | 2,000 |
HP +10 | Gain +10 max HP. | 9 | 1,000 |
Sword Focus 3 | When using a sword, gain +20 in exchange for Dodge -10. | 12 | 500 |
Pair Up | Prevents damage from foes' chain attacks against unit. | 13 | 2,000 |
Sword Focus 4 | When using a sword, gain +25 in exchange for Dodge -10. | 14 | 700 |
HP +12 | Gain +12 max HP. | 16 | 2,000 |
Sword Focus 5 | When using a sword, gain +30 in exchange for Dodge -10. | 17 | 1,000 |
Quality Time+ | After using a turn, unit restores 10HP to nearby allies and slightly increases their support affection. | 18 | 500 |
HP +15 | Gain +15 max HP. | 19 | 3,000 |
Ephraim/Eirika Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Lunar Brace | When attacking with a physical attack, unit deals extra damage (20 percent of foe's Defense). | 5 | 3,000 |
Dodge +10 | Gives +10 to Dodge. | 5 | 500 |
Lance Agility | When using a lance, benefit from +10 Avoid in exchange for -10 Critical. | 5 | 500 |
Gentility | Take 3 less damage. | 5 | 2,000 |
Dodge +15 | Gives +15 to Dodge. | 5 | 1,000 |
Lance Agility 2 | When using a lance, benefit from +15 Avoid in exchange for -10 Critical. | 7 | 1,000 |
Dodge +20 | Gives +20 to Dodge. | 8 | 1,500 |
Lance Agility 3 | When using a lance, benefit from +20 Avoid in exchange for -10 Critical. | 12 | 2,000 |
Lunar Brace+ | When attacking with a physical attack, unit deals extra damage (30 percent of foe's Defense). | 13 | 5,000 |
Dodge +25 | Gives +25 to Dodge. | 14 | 2,000 |
Lance Agility 4 | When using a lance, benefit from +25 Avoid in exchange for -10 Critical. | 16 | 3,000 |
Lance Agility 5 | When using a lance, benefit from +30 Avoid in exchange for -10 Critical. | 17 | 4,000 |
Gentility+ | Take 5 less damage. | 18 | 3,000 |
Dodge +30 | Gives +30 to Dodge. | 19 | 2,500 |
Edelgard/Dimitri/Claude Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Assembly Gambit | Skill that, when used, allows unit to move 1 space away after attacking an adjacent foe. The foe then is moved to the unit's previous space. | 5 | 1,500 |
Str/Dex +1 | Gain +1 Strength and Dexterity. | 5 | 700 |
Lineage | Increase unit's EXP gain by 20 percent. | 5 | 150 |
Bow Guard 1 | When using a bow, take 1 less damage during combat. | 5 | 200 |
Str/Dex +2 | Gain +2 Strength and Dexterity. | 7 | 1,600 |
Bow Guard 2 | When using a bow, take 2 less damage during combat. | 8 | 400 |
Weapon Sync | When wielding the same weapon as a synced Emblem, gain +5 Attack during combat unit initiates. When engaged,gain +5 Attack regardless of weapon type. | 12 | 3,000 |
Str/Dex +3 | Gain +3 Strength and Dexterity. | 12 | 4,200 |
Bow Guard 3 | When using a bow, take 3 less damage during combat. | 14 | 600 |
Str/Dex +4 | Gain +4 Strength and Dexterity. | 16 | 6,000 |
Weapon Sync+ | When wielding the same weapon as a synced Emblem, gain +7 Attack during combat unit initiates. When engaged, gain +7 Attack regardless of weapon type. | 17 | 5,000 |
Bow Guard 4 | When using a bow, take 4 less damage during combat. | 17 | 800 |
Str/Dex +5 | Gain +5 Strength and Dexterity. | 18 | 8,400 |
Bow Guard 5 | When using a bow, take 5 less damage during combat. | 19 | 1,000 |
Tiki Inheritable Skills
Skill | Description | Bond Level | SP Cost |
---|---|---|---|
Starsphere | Enhance stat growth when leveling up. | 5 | 1,500 |
HP/Lck +2 | Gain +2 HP and Luck. | 5 | 200 |
Geosphere | If allies are adjacent to unit at the start of the player phase, boost unit and adjacent allies' Defense and Resistance by +3 for one turn. | 5 | 500 |
Special Guard 1 | If the opponent is equipped with a special attack, take one less damage during combat. | 5 | 200 |
HP/Lck +4 | Gain +4 HP and Luck. | 7 | 600 |
Lifesphere | When Waiting without attack or using items, unit restores 10 HP and alleviates status effects. | 8 | 1,000 |
Special Guard 2 | If the opponent is equipped with a special attack, take two less damage during combat. | 9 | 400 |
Lightsphere | If unit initiates combat, this decreases the chance of receiving a critical hit from the foe by half. | 10 | 900 |
HP/Lck +6 | Gain +6HP and Luck. | 12 | 1,100 |
Special Guard 3 | If foe is equipped with a special attack, take three less damage during combat. | 13 | 600 |
Lifesphere+ | When Waiting without attack or using items, unit restores 30HP and alleviates status effects. | 14 | 2,000 |
HP/Lck +8 | Gain +8HP and Luck. | 15 | 1,900 |
Geosphere+ | If allies are adjacent to unit at the start of the player phase, boost unit and adjacent allies' Defense and Resistance by +5 for one turn. | 16 | 1,000 |
Special Guard 4 | If foe is equipped with a special attack, take four less damage during combat. | 17 | 800 |
HP/Lck +`10 | Gain +10HP and Luck. | 18 | 3,600 |
Lifesphere++ | When Waiting without attack or using items, unit restores 40 HP and alleviates status effects. | 19 | 3,000 |
Special Guard 5 | If foe is equipped with a special attack, take five less damage during combat. | 19 | 1,000 |
Bond Rings
When you receive an Emblem Ring, you'll be able to create Bond Rings. Bond Rings, when equipped, can give a unit stat bonuses and minimal SP gain but do not allow the unit to sync, engage, or use any synchronized skills. Each Bond Ring can represent a unique character from the world the original Emblem inhabited. There are 10 characters to collect, and each character can appear in four different tiers: C, B, A, and S.
For a price of Bond Fragments, you can meld these Bond Rings together when you have multiple of one character to create the next highest tier level. Each tier level gives a bonus of one extra stat increased.
Using Emblem Rings
Once equipped to a unit, there are two phases a unit with an Emblem can be in at any time:
- Phase One: Synchronized
- Phase Two: Engaged
As a general state, your unit will begin and remain in a Synchronized state until you choose to Engage them. While Synchronized, your unit can enjoy all the synchronized skills of their Emblem unlocked by their bond level, gain SP, and fill their Engage meter. During such time, you cannot use your Engage attacks or your Emblem's unique weapons. Your Emblem will appear in combat with you as a ghostly figure and have attack animations with you, but they will deal no extra damage and have no use other than adding to your potential skill pool.
To Engage a unit with their Emblem, you must select to "Engage" them as a free action on your turn – which can be done before or after you move – and have enough energy in your Engage meter to successfully activate. You can check if your Engage meter is full by looking to the left side of a unit's healthbar; it is full if the circle is fully blue and glowing. If it has yet to be filled, you can fill your meter by:
- Engaging in combat with enemies
- Defeating foes
- Stepping on Energy Well tiles (blue, circular glowing tiles on the map)
If you wish to cancel your engage, you can press the B button until you're back in your original position before making your first action.
Once Engaged, you'll have three rounds to use the unique weapons, any Engage skills available to you, and your ultimate Engage attack (ability, if your Emblem is Micaiah; her Engage ability heals instead of attacking).
When at last your Emblem meter falls to one, your unit will stay Engaged for the length of the enemy's turn and revert to Synchronized at the beginning of your next turn. You may repeat this process as many times as you wish for the duration of battle.
In the case of Engaging with Emblem Edelgard, Dimitri, and Claude, you are granted four turns once your bond level is high enough. When Engaged, your Engage skill allows you access to "Combat Arts" which trade the turns you are able to stay Engaged for powerful attacks with unique effects.
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