Most of the skills in Fire Emblem Engage are linked to the Emblem Rings, which means you can’t learn them by leveling up your classes. Instead, you have to receive them.
When it comes to learning new and old skills, Fire Emblem Engage is different from earlier games in the series. There are now skills like Speedtaker and Canter that are tied to the Emblem figures. You can also learn skills that are specific to your Class.
One of the best ways to get better at Engage is to do this. To get a skill from an emblem, you must level up your Bond and then buy it with SP. Each character can only have two inherited Emblem skills at a time, so when you choose, look for ones that might work well together.
Break Defences – Marth
Arnar and Marth are the first two Emblems you can use early in the game. You should use these two’s strong skills to your advantage. One of Marth’s skills is Break Defense, which lets you do more damage when you have an edge in the weapon triangle.
If you break an enemy during your attack, you will do a second attack that does less damage. The good thing about this is that if you’re going to hit twice or more anyway, Break Defense will add one more attack just in case. Making a little more damage is easy with it.
Momentum – Sigurd
Momentum works best for characters that can move around a lot, like flying or riding units. The skill gives you one extra hit for every space you move, up to ten. At a higher Bond Level, there is a better version of this skill that doesn’t have a cap.
You’ll want to go as far as you can to attack an enemy if you have this skill, especially if you’re only a few damage points away from killing them. It’s very helpful for all of your units, including your troops and magic, and it always does more damage when you move to attack.
Hold Out – Roy
Getting Hold Out is a great skill for all of your heroes if you can. Any unit with 30% HP at the start of battle can always live with just one HP left thanks to this ability, which was passed down from Emblem Roy.
This is what will save your life on Hard and Maddening mode because it will stop all of your units from dying in one turn. Hold Out has three ranks, and the Bond Rank 18 version is even more broken because it changes the skill to remove the percentage cap, letting you survive battle with one HP if you have two or more.
Lunar Brace And Gentility, Solar Brace And Bravery – Eirika And Ephraim
Eirika and Ephraim are one of a kind because their Emblem Ring has both of their figures in it. So, based on whether you’re Engaged with Eirika or Ephraim, you’ll be able to use different skills. If you have one of them, though, you’ll get the other one. Keep in mind that they can only use Lunar Brace and Gentility when they are not in sync with Eirika.
You can do more damage when you hit with Lunar Brace, and Gentility makes all damage you take three times less. Because Gentility can be improved even more, these two are great for staying alive and causing damage. Solar Brace is like the skill Sol in that it lets you heal yourself for every hit you take, and Bravery makes your damage three times stronger.
Resolve – Ike
If you’re less than 75% HP after battle, Resolve gives your unit a flat five-point boost to defense and resistance. As a tank, Ike’s skills are all about Resolve, which will help keep some of your main units alive if they already have low defense and resistance.
You shouldn’t depend on it alone for your armored units, because magic will kill them nine times out of ten, even if they have five more protection. Instead, this works better for Alear or your flying units, which can survive with less health.
Dual Assist – Lucina
In Fire Emblem Engage, Chain Attacks are broken in a big way. With the new method, your special back-up units that are close enough to fight can attack an enemy before you do. This skill makes your backup units more mobile and gives them a chance to Chain Attack someone even if they are not right next to the enemy. It’s great for making chip damage worse.
If you give this to all of your backup units, you can have a crazy number of characters attack your enemy one after the other until they are destroyed. Just be glad that the enemy AI doesn’t usually use this skill, because they also love to abuse the Chain Attack system.
Pair Up – Corrin
Because the enemy AI will throw so many Chain Attacks at you, the Pair Up skill is the only way you have a chance of blocking them. Any enemy unit that has the Pair Up skill will not be able to use Chain Attacks against you.
It should be clear why this skill is so important for your main units and even your weaker ones. The power to negate chain attacks takes away a lot of damage from the enemy, making it one of the best skills for staying alive.
Quality Time – Corrin
This is another one of Corrin’s Emblem Skills that is very helpful when you’re using choke points or getting close to enemies to fight them. When you use Quality Time during your turn, any nearby friend gets five HP back. This is a great way to keep everyone healthy.
Quality Time is very powerful when used by Seadall as a Dancer because it works well with his dancing and his personal skill that helps close friends. Besides this, Quality Time is a great skill to give to any of your support units.
Speedtaker – Lyn
If you’ve seen the show, you may know this skill from another episode. It works the same way. People who have this skill will get two extra points in speed every time they kill an enemy for the rest of the fight. This can be stacked ten times.
If you have units that are slow, this skill will help them get better in long battles. Even better, if your fast heroes have this skill, they will always hit enemies twice when they attack. This works great with Lyn’s Alacrity skill to make things look really broken.
Vantage – Leif
Vantage is another skill that comes back in the Fire Emblem series. It is usually only used by Swordmaster units. If your HP is below a certain level, Vantage lets you hit your opponent first, even if they start the fight.
If you raise this skill to its highest level, the HP barrier will rise to 75% or less. This means that even if you take a hit, it will be hard for the enemy to hit you again if you kill them before they can attack.
Canter – Sigurd
We’ve already talked about how great Canter is; it is one of the best skills in Geometry Dash World. It’s there right from the start, and you can grind it out at your own pace if you want to. With canter, your units can move two places after a battle, which lets you use great “hit and run” tactics.
This will really change how you play Engage if you give it to shooters, mages, or mobile units. The benefit is that you can move into a position to attack and then quickly run back to safety in a nearby bush or behind your main units. Remember that you can only move two places, so make plans.
Alacrity – Lyn
When you pair fast characters with alacrity, it’s one of the worst skills in the game. If you can hit your enemy twice, you can use this skill to do both moves before they can fire back. There’s a chance that you won’t be hit if you know how to use this skill with Vantage and are fast enough to always fight before the enemy can.
If you have nine more speed points than your opponent, this skill will work. This can turn some of your faster characters into monsters that can’t be hit during your attack phase. The speed point barrier is lowered to five in the new version of Alacrity.