Fire Emblem Three Houses Best Battalions for Each Character

Fire Emblem: Three Houses Battalions

Burn Emblem: Three Houses is out now and the game has battalions and gambits. In this Fire Emblem: Iii Houses Battalions guide nosotros are going to walk you through what battalions are, their types and the unlike kinds of gambits in the game.

Burn down Emblem: Three Houses Battalions

In Fire Keepsake: Three Houses, battalions are squads that become into battle with your graphic symbol. These squads can give you special abilities. These special abilities are chosen gambits. Gambits can deal damage or provide back up to characters.

A battalion will take its own HP. When the leader takes harm the HP will lower. When the HP is reduced to zero, the special abilities of the battalion or gambit will no longer be bachelor to the leading character.

Only like the main character, battalions get stronger when leveled up with experience. Leveling the battalions will allow them to acquire new abilities that you can utilize.

How To Deploy Battalions

Fire Emblem: Three Houses Battalions

Battalions can be hired from the Knights Guild. A character needs to have a certain authorization level in order to lead a battalion. The stronger the battalion, the higher the level of authority you will need to take. Having a higher level of say-so will besides requite you additional effects when using gambits.

Types of Battalions

The different types of battalions in Fire Emblem: Three Houses are mentioned below. This guide is a work in progress then stay tuned for updates regarding the different battalions that are present in the game.

Church of Seiros

The different battalions for Church of Seiros are as follows:

Battalion Gambit Required Say-so Hiring Cost
Seiros Human foot Soldiers Lure Scheme E 1,000
Church building of Seiros Soldiers Disturbance E i,000
Seiros Mercenaries Onslaught Due east 1,200
Seiros Lance Soldiers Coordinated Lance Strike Eastward 1,200
Kingdom Brawlers Disturbance E i,200
Seiros Holy Monks Pace E one,200
Seiros Sacred Monks Resonant White Magic E i,200
Seiros Pegasus Co. Lure Scheme D i,200
Seiros Magic Corps Grouping Magic: Flame D 1,200
Seiros Magic Squadron Grouping Magic: Ice D 1,200
Seiros Cavalry Brigade Fire Scheme C 1,500
Holy Knights of Seiros Assault Troop ? ?

Holy Kingdom of Faerghus

The different battalions for the Holy Kingdom of Faerghus are equally follows:

Battalion Gambit Required Authority Hiring Price
Kingdom Infantry Lure Scheme E 1,000
Kingdom Lance Co. Group Lance Attack East 1,200
Kingdom Brawlers Disturbance Due east 1,200
Kingdom Magic Users Group Magic: Ice D 1,200
Kingdom Snipers ? D 1,200
Kingdom Armored Co. ? ? ?
Kingdom Knights Assault Troop ? ?
Royal Guard ? ? ?
King of Lions Co. ? ? ?
Kingdom Youths ? ? ?

Adrestian Empire

The different battalions for the Adrestian Empire are as follows:

Battalion Gambit Required Dominance Hiring Price
Empire Infantry ? ? ?
Empire Magic Corps ? ? ?
Empire Snipers Fusillade ? ?
Empire Warriors ? ? ?
Empire Magic Users ? ? ?
Empire Cavalry Fire Scheme ? ?
Imperial Guard ? ? ?
Empire Elite Wyvern Co. ? ? ?
Supreme Armored Co. ? ? ?
Empire Youths ? ? ?

Leicester Alliance

The different battalions for the Leicester Brotherhood are as follows:

Battalion Gambit Required Potency Hiring Cost
Alliance Infantry ? ? ?
Alliance Duelists ? ? ?
Brotherhood Magic Corps ? ? ?
Alliance Archers ? ? ?
Brotherhood Cavalry ? ? ?
Brotherhood Knights ? ? ?
Alliance Armored Co. ? ? ?
Alliance Snipers ? ? ?
Alliance Magic Users ? ? ?
Alliance Veteran Duelists ? ? ?
Alliance Pegasus Co. ? ? ?
Brotherhood Wyvern Co. ? ? ?
Alliance Pavise Co. ? ? ?
Alliance Physicians ? ? ?
Alliance Sages ? ? ?
Alliance Master Archers ? ? ?
Alliance Baby-sit ? ? ?
Gilt Deer Wyvern Co. ? ? ?
Golden Deer Archers ? ? ?
Gilded Deer Cavalry ? ? ?
Immortal Corps ? ? ?
Holst'due south Chosen ? ? ?
Brotherhood Youths ? ? ?

Others

All the other battalions in Fire Emblem: The Iii Houses are as follows:

Battalion Gambit Required Authority Hiring Cost
Aegir Astral Knights ? ? ?
Hevring Prayer Troops ? ? ?
Bergliez War Grouping ? ? ?
Varley Archers ? ? ?
Opera Co. Volunteers ? ? ?
Brigid Hunters ? ? ?
Duscur Heavy Soldiers ? ? ?
Fraldarius Soldiers ? ? ?
Gaspard Knights ? ? ?
Gautier Knights ? ? ?
Church building Soldiers ? ? ?
School of Sorcery Soldiers ? ? ?
Galatea Pegasus Co. ? ? ?
Gloucester Knights ? ? ?
Leicester Mercenaries ? ? ?
Victor Private Military ? ? ?
Ordelia Sorcery Co. ? ? ?
Edmund Troops ? ? ?
Goneril Valkyries ? ? ?
Sauin Militia ? ? ?
Cichol Wyvern Co. ? ? ?
Cethleann Monks ? ? ?
Jeralt's Mercenaries ? ? ?
Remire Militia ? ? ?
Duscur Infantry ? ? ?
Almyra Mercenaries ? ? ?
Brigid Mercenaries ? ? ?
Morfis Magic Corps ? ? ?
Essar Inquiry Grouping ? ? ?

Types of Gambits

The unlike types of gambits that you lot can utilise in the game are mentioned as follows:

Gambit Effects
Lure Scheme Forces an adjacent enemy to move to the tile behind the unit. Good for forcing enemies to land on unfavorable terrain.
Stride Gives allies +5 movement on the turn activated. Can be bestowed on multiple allies if they are gathered together.
Coordinated Lance Strike Attacks the target enemy and those one tile to its left and right.
Disrupt
Disturbance Prevents foes from moving next turn.
Onslaught Pushes adjacent foe back ane tile.
Resonant White Magic Heals allies in the expanse. (Range 1)
Group Magic: Flame Also damages foes adjacent to the target. (Range i~2)
Group Magic: Water ice Also damages foes side by side to the target. (Range 1~ii)
Burn down Scheme Attacks a grouping of enemies with explosive barrels. Flames linger in the affected surface area, causing waiting units to continuously take additional damage.
Attack Troop Charges at the foes.
Assembly Moves unit dorsum one tile and drags foe to unit of measurement's previous tile.
Reversal Swaps position with a foe.
Lure Pulls side by side foe to the unit's opposite side.
Blaze Ignites some terrain tiles.
Fusillade Effective against fliers
(Range 2~3)
Assimilation Restores HP equal to 50% of the damage dealt to foes.
Poisoned Arrows Inflicts poison on foes. Effective confronting fliers.
(Range 2~three)
Resonant Flames Affects a wide area with powerful flames
(Range ane~2)
Resonant Ice Affects a wide area with powerful ice
(Range 1~2)
Resonant Lightning Affects a wide surface area with powerful lightning
(Range 1~2)
Resonant White Magic Restores HP of allies within the area
(Range 1)
Wink-Fire Arrows Ignites some terrain tiles. Effective against fliers.
Group Lance Attack Charges with a lance attack
Linked Horses Charges with cavalry over a wide area
Poisonous substance Tactic Launches a toxic butt to inflict poison on foes
Bag of Tricks Gambit Counter of all allies within range becomes 0
Recovery Roar Removes status effects of allies within the area
Spare
Impregnable Wall Allies deal and suffer 1 damage for the rest of the plow
Sacred Shield Allies suffer 0 damage from ranged physical attacks the remainder of the turn
Retribution Grants allies the ability to counterattack outside their range for 5 turns
Blessing If the affected allies with HP>i suffers damage that will knock it out, information technology volition survive that damage at 1 HP once.
Dance of the Goddess Allies inside the area can move i more than time
Ashes and Dust Effective confronting fliers.
(Range 2~iii)
Raging Flames Ignites some terrain tiles into flames.
Wave Set on Charges with a lance attack within the area. Effective against armored units.
Line of Lances Charges with a lance attack within the area. Effective against cavalry units.
Mad Melee Attacks foes within range.
Random Shot Attacks foes within range.

If you are interested in learning more about the dissimilar characters in the game, then be sure to check out our guide on the Blue Lions Firm, Goldern Deer House and the romance options for different characters in the game.

This marks the cease of our Burn down Emblem: Three Houses Battalions guide.

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Source: https://respawnfirst.com/fire-emblem-three-houses-battalions-guide/

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