Fire Emblem: Fortune's Weave

List of All Classes

All 60 classes from Beginner to Divine. Each card shows the skills a class trains (the +number is how much it boosts that skill), its unit type, class abilities, the mastery ability and what you need to unlock it.

List of All Classes

Unique Classes

Starting classes that only some units have. They can use any weapon but don't train anything extra.

Commoner

Infantry
TrainsAny weapon
MasteryCombat Basics

Grants Hit/Avo+3.

Noble

Infantry
TrainsAny weapon
MasteryCombat Basics

Grants Hit/Avo+3.

Beginner Classes

The first class most units take. One per color line, each training two or three skills.

Gladiator

Infantry
TrainsSword+1Axe+1Gauntlet+1Infantry
MasteryAttack Basics

Grants Str+1.

Hunter

Infantry
TrainsSword+1Bow+1Infantry+1
MasteryHunting Basics

Grants Dex/Spd+1.

Soldier

Armored, Infantry
TrainsSpear+1Axe+1SwordHeavy Armor+1Infantry
MasteryDefense Basics

Grants Def+1.

Ornius Rider

Cavalry
TrainsSpear+1SwordAxeRiding+1Flying+1
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

MasteryOffense Basics

Grants Str/Mag+1.

Diviner

Infantry
TrainsBlack Magic+1White Magic+1SwordAxeGauntletInfantry
MasteryMagic Basics

Grants Mag/Res+1.

Specialty Classes

Focused classes. Most add an extra combat art slot (Combat Arts +1) and a hit, crit or avoid bonus for their weapon.

Myrmidon

Infantry
TrainsSword+2SpearInfantry+1
AbilitiesCombat Arts +1

Unit can equip +1 combat arts.

Sword Crit +3

When equipped with a sword, grants Crit+3.

MasteryRavaging Arts

If unit makes a critical, deals +6 damage.

Brigand

Infantry
TrainsAxe+2SwordGauntlet
AbilitiesCombat Arts +1

Unit can equip +1 combat arts.

Axe Hit +3

When equipped with an axe, grants Hit+3.

MasteryRegroup

When foe avoids an attack, grants Avo+20 to unit during combat.

Pugilist

Infantry
TrainsGauntlet+2Infantry+2
AbilitiesCombat Arts +1

Unit can equip +1 combat arts.

Brawn Avo +3
MasteryAttack, Get Back

When using a combat art, grants Avo+10 during combat.

Archer

Infantry
TrainsBow+2Infantry+1
AbilitiesCombat Arts +1

Unit can equip +1 combat arts.

Bow Hit +5

When equipped with a bow, grants Hit+5.

MasteryCrescendo

After defeating a foe, grants Hit+3 until the end of the map. (Max +30)

Rogue

Infantry
TrainsSword+1Bow+1Infantry+2
AbilitiesCombat Arts +1

Unit can equip +1 combat arts.

Locktouch

Allow the opening of chests even without keys.

Search

Search results are slightly more likely to be perfect.

MasteryIn Shadow

After defeating a foe, grants Avo+10 through unit's next combat.

Armored Knight

Armored, Infantry
TrainsSpear+1Axe+1SwordHeavy Armor+2Infantry
AbilitiesCombat Arts +1

Unit can equip +1 combat arts.

Strike-Last Def +3

If foe attacks first, grants Prt+3 to unit during combat.

MasteryGreat Counter

If foe attacks first, grants Atk+3 to unit during combat.

Light Cavalry

Cavalry
TrainsSpear+1SwordAxeRiding+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

MasteryBolster Health

Grants max HP+3.

Charioteer

Cavalry
TrainsBow+2Riding+1
AbilitiesChariot Armor

[Cavalry] Grants Shld+5. Unit cannot avoid attacks.

Charioteer Tactics

Allows use of the Mount and Dismount commands. [Cavalry] Allows use of the Charge command.

Charioteer's Path

Unit's growth rates increases with level.

MasteryCharger

When using Charge, grants Prt+10 until unit's next phase.

Armored Ornius Rider

Cavalry
TrainsSpear+1Axe+1SwordRiding+1Flying+1
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

MasterySense Threat

If foe is effective against unit, grants Avo+20 to unit during combat.

Wing Soldier

Flying
TrainsSword+1Spear+1Flying+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

MasteryProtecting Wings

Grants Res+3.

Shaman

Infantry
TrainsSword+1Black Magic+2White Magic+1GauntletInfantry
AbilitiesBlack-Magic Seeker

Multiplies black magic uses by 2.

Magic Hit +3

When equipped with magic, grants Hit+3.

MasteryBind Dexterity

Inflicts Dex-3 on adjacent foes.

Priest

Infantry
TrainsGauntlet+1Black Magic+1White Magic+2AxeInfantry
AbilitiesWhite-Magic Seeker

Multiplies white magic uses by 2.

Magic Heal +5

When healing an ally with magic, restores +5 HP.

MasteryPiety

Grants Lck+3.

Advanced Classes

Stronger classes for every line, plus ones tied to a Flame Lord's path like Dancer, Guardian, Dragoon and Troubadour. Some need a condition on that path first.

Shido

Infantry
TrainsSword+3Spear+1Infantry+2
AbilitiesCombat Arts +2

Unit can equip +2 combat arts.

Sword Crit +5

When equipped with a sword, grants Crit+5.

MasteryEver Vigilant

After defeating a foe with a critical attack, restores a little HP to unit.

Dancer

Infantry
TrainsSword+3Bow+2Infantry+4
AbilitiesDance

Allows use of the Dance combat art.

Combat Arts +2

Unit can equip +2 combat arts.

MasterySpecial Dance

When using Dance, grants Dex/Spd+3 to target ally for the current phase.

UnlockLeda's Path
Best forLeda

Warrior

Infantry
TrainsSword+2Axe+3Gauntlet+2Infantry+1
AbilitiesCombat Arts +2

Unit can equip +2 combat arts.

Axe Hit +5

When equipped with an axe, grants Hit+5.

Brawl Hit +5

When equipped with gauntlets, grants Hit+5.

MasteryPracticed Art

Grants Hit+10 when attacking with a combat art.

Blacksmith

Infantry
TrainsAxe+3Black Magic+1Infantry+1
AbilitiesBlack-Magic Seeker

Multiplies black magic uses by 2.

Axe Hit +5

When equipped with an axe, grants Hit+5.

MasteryMakeshift

When using a combat art, reduces weapon durability cost to 0 during combat. Trigger % = 10.

UnlockUpgrade 20 Combat Arts (Dietrich's Path)

Sniper

Infantry
TrainsBow+3Infantry+1
AbilitiesCombat Arts +2

Unit can equip +2 combat arts.

Bow Hit +10

When equipped with a bow, grants Hit+10.

MasteryMarksmanship

When equipped with a bow, grants Hit+15.

Forest Knight

Cavalry
TrainsSword+1Bow+2Riding+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +1

Unit can equip +1 combat arts.

Bow Hit +5

When equipped with a bow, grants Hit+5.

MasteryHunter's Eye

When equipped with a bow, grants Atk+3 when making a follow-up.

Ranger

Infantry
TrainsSword+2Bow+2Infantry+3
AbilitiesCombat Arts +2

Unit can equip +2 combat arts.

Locktouch

Allow the opening of chests even without keys.

Advanced Search

Search results are more likely to be perfect.

MasteryCountershot

When equipped with a bow, unit can counter adjacent foes during combat. Trigger % = 50.

UnlockDefeat Dread Warrior Oko (Dietrich's Path) or Leda's Path

Guardian

Infantry
TrainsSpear+3White Magic+1Infantry+1
AbilitiesCombat Arts +2

Unit can equip +2 combat arts.

Magic Heal +10

When healing an ally with magic, restores +10 HP.

MasteryBrace

After defeating a foe, grants Prt+3 until unit's next phase.

UnlockDefeat Dread Warrior Il-Lara (Dietrich's Path) or Theodora's Path

Dreadnought

Armored, Infantry
TrainsSpear+2Axe+2Infantry+1Heavy Armor+3
AbilitiesCombat Arts +2

Unit can equip +2 combat arts.

Strike-Last Def+5
MasteryFocused Counter

If foe attacks first, grants Hit+10 to unit during combat.

Bardinger

Cavalry
TrainsSword+2Spear+2Axe+1Riding+3
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +2

Unit can equip +2 combat arts.

MasteryAegis

Unit takes half damage when attacked with a magical attack. Trigger % = 20.

Cataphract

Armored, Cavalry
TrainsSword+1Spear+2Axe+2Riding+1Heavy Armor+1
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +1

Unit can equip +1 combat arts.

Strike-Last Def +3

If foe attacks first, grants Prt+3 to unit during combat.

MasteryPavise

Unit takes half damage when attacked with a physical attack. Trigger % = 20.

UnlockTheodora's Path

Elephant Rider

Cavalry
TrainsRiding+2
AbilitiesWar-Elephant Boots

[Cavalry] Unit takes half damage when attacked. Unit cannot avoid attacks.

Elephant Tactics

Allows use of the Mount and Dismount commands. [Cavalry] Allows use of the Heavy Charge command.

Elephant Rider's Path

Unit's growth rates increases with level.

MasteryElephant Vanguard

[Cavalry] If unit is an elephant rider, grants Hit+10.

Unlocklater in the story

Caladrius

Cavalry
TrainsSword+1Spear+2Axe+2Black Magic+2Riding+1Flying+1
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Black-Magic Seeker

Multiplies black magic uses by 2.

Combat Arts +1

Unit can equip +1 combat arts.

MasteryOvertake

After defeating a foe, grants Mov+1 through the end of the next turn. (Max +3)

UnlockComplete Castor's 2nd Mentor Quest (Cai's Path)

Dragoon

Flying
TrainsSword+1Spear+1Axe+3Flying+3
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +1

Unit can equip +1 combat arts.

MasteryBesieger

If foe is on favorable terrain, grants Hit+20 to unit during combat.

UnlockComplete Aurora's 2nd Mentor Quest (Cai's Path) or Theodora's Path

Ovate

Infantry
TrainsSword+2Black Magic+3White Magic+1Gauntlet+1Infantry+1
AbilitiesBlack-Magic Seeker

Multiplies black magic uses by 2.

Magic Hit +5

When equipped with magic, grants Hit+5.

MasteryBind Speed

Inflicts Spd-3 on adjacent foes.

Bishop

Infantry
TrainsAxe+1Gauntlet+2Black Magic+1White Magic+3Infantry+1
AbilitiesWhite-Magic Seeker

Multiplies white magic uses by 2.

Magic Heal +10

When healing an ally with magic, restores +10 HP.

MasteryBarrier

Grants Res+3 to adjacent allies.

Troubadour

Cavalry
TrainsBlack Magic+2White Magic+2Riding+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Magic Heal +5

When healing an ally with magic, restores +5 HP.

Magic Hit +3

When equipped with magic, grants Hit+3.

MasterySong of Courage
UnlockComplete Bertrand's 2nd Mentor Quest (Cai's Path) or Leda's Path

Master Classes

The endgame classes. Several open up when Eshmel restores a god's temple.

Swordmaster

Infantry
TrainsSword+4Spear+1Infantry+2
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Sword Crit +7
MasteryAstra
UnlockRestore Mars's Temple

High Savant

Cavalry
TrainsSword+3Black Magic+2Riding+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +2

Unit can equip +2 combat arts.

Black-Magic Seeker

Multiplies black magic uses by 2.

MasteryDark Moon
UnlockRestore Smyrnos's Temple

Battlemaster

Infantry
TrainsSword+2Axe+4Gauntlet+2Infantry+1
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Axe Hit +7

When equipped with an axe, grants Hit+7.

Brawl Hit +7

When equipped with gauntlets, grants Hit+7.

MasteryWar Master's Strike

War Monk

Infantry
TrainsGauntlet+4White Magic+2Infantry+2
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

White-Magic Seeker

Multiplies white magic uses by 2.

Brawl Avo +7
MasteryStrike and Heal
UnlockRestore Aurora's Temple

Bow Adept

Infantry
TrainsBow+4Infantry+2
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Bow Hit +15

When equipped with a bow, grants Hit+15.

MasterySky Hunter

Bow Knight

Cavalry
TrainsSword+1Bow+3Riding+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +2

Unit can equip +2 combat arts.

Bow Hit +10

When equipped with a bow, grants Hit+10.

MasteryHunter's Cross
UnlockRestore Kalla's Temple
Best forBenditz, Peppe

Shadow Seeker

Infantry
TrainsSword+2Bow+3Infantry+4
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Locktouch

Allow the opening of chests even without keys.

Master Search

Search results are considerably more likely to be perfect.

MasteryDropshadow Blade

Sentinel

Infantry
TrainsSpear+4White Magic+2Infantry+1
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Magic Heal +10

When healing an ally with magic, restores +10 HP.

White-Magic Seeker

Multiplies white magic uses by 2.

MasteryResolute Stance

Castle Knight

Armored, Infantry
TrainsSpear+2Axe+2Infantry+1Heavy Armor+4
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Strike-Last Def+7
MasteryIntercept

Orichaldia

Cavalry
TrainsSword+2Spear+3Axe+1Riding+4
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +3

Unit can equip +3 combat arts.

MasteryFierce Spear
Best forCai, Lysander

Great Knight

Armored, Cavalry
TrainsSword+1Spear+2Axe+3Riding+2Heavy Armor+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +2

Unit can equip +2 combat arts.

Strike-Last Def +5

If foe attacks first, grants Prt+5 to unit during combat.

MasteryFierce Shield
UnlockRestore Credna's Temple
Best forCreek, Io, Nathan

Celestial Trooper

Flying
TrainsSword+2Spear+3Flying+4
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +2

Unit can equip +2 combat arts.

Flying Avo +7
MasteryLightning Reflexes
Best forAlexandra, Nydine

Bau Lord

Flying
TrainsSword+1Spear+2Axe+3Flying+4
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +2

Unit can equip +2 combat arts.

MasteryAmbush
Best forSeteth

Druid

Infantry
TrainsSword+2Black Magic+4Gauntlet+1Infantry+1
AbilitiesBlack-Magic Seeker

Multiplies black magic uses by 2.

Magic Hit +7

When equipped with magic, grants Hit+7.

MasteryBind Resistance
Best forDante, Fabio, Hong Hua

Wiseman

Infantry
TrainsAxe+1Gauntlet+2White Magic+4Infantry+1
AbilitiesWhite-Magic Seeker

Multiplies white magic uses by 2.

Magic Heal +15

When healing an ally with magic, restores +15 HP.

MasteryDominate Magic

Valkyrium

Cavalry
TrainsBlack Magic+3White Magic+2Riding+2
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Magic Heal +10

When healing an ally with magic, restores +10 HP.

Magic Hit +5

When equipped with magic, grants Hit+5.

MasterySong of Calm
UnlockRestore Jurah's Temple

Divine Classes

The top tier, unlocked with the Key of the Diadem.

The Blade

Infantry
TrainsSword+5Spear+1Infantry+2
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Sword Crit +10

When equipped with a sword, grants Crit+10.

MasteryDivine Insight
UnlockUnlock with Key of the Diadem
Best forDietrich

The Apsara

Infantry
TrainsSwordBowInfantry+5
AbilitiesDance

Allows use of the Dance combat art.

Combat Arts +2

Unit can equip +2 combat arts.

MasteryDivine Dance
UnlockUnlock with Key of the Diadem
Best forLeda

The Eternal

Infantry
TrainsSword+3Axe+5Gauntlet+3Infantry+1
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Axe Hit +10

When equipped with an axe, grants Hit+10.

Brawl Hit +10

When equipped with gauntlets, grants Hit+10.

MasteryDivine Might
UnlockUnlock with Key of the Diadem

The Godhand

Infantry
TrainsGauntlet+5White Magic+3Infantry+3
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

White-Magic ZenithBrawl Avo +10
MasteryDivine Adornment
UnlockUnlock with Key of the Diadem

The Calamity

Infantry
TrainsSword+2Bow+4Infantry+5
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Locktouch

Allow the opening of chests even without keys.

Ultimate Search
MasteryDivine Will
UnlockUnlock with Key of the Diadem

The Trident

Infantry
TrainsSpear+5White Magic+3Infantry+1
AbilitiesCombat Arts +3

Unit can equip +3 combat arts.

Magic Heal +10

When healing an ally with magic, restores +10 HP.

White-Magic Zenith
MasteryDivine Wall
UnlockUnlock with Key of the Diadem

The Cavalier

Cavalry
TrainsSword+3Spear+3Axe+3Riding+5
AbilitiesMount/Dismount

Allows use of Mount and Dismount commands.

Combat Arts +3

Unit can equip +3 combat arts.

Golden Ride
MasteryDivine Dexterity
UnlockUnlock with Key of the Diadem

The Avatar

Infantry
TrainsSword+2Axe+1Gauntlet+2Black Magic+5White Magic+5Infantry+1
AbilitiesAll-Magic ZenithMagic Hit +10Magic Heal +20
MasteryDivine Law
UnlockUnlock with Key of the Diadem

How to Unlock Master Classes

Battlemaster, Bow Adept, Shadow Seeker, Sentinel, Castle Knight, Orichaldia, Celestial Trooper, Bau Lord, Druid, Wiseman open up like any other class. The rest are tied to the gods' temples that Eshmel restores:

Master classes unlocked by restoring a temple
Master classHow to unlock
SwordmasterRestore Mars's Temple
High SavantRestore Smyrnos's Temple
War MonkRestore Aurora's Temple
Bow KnightRestore Kalla's Temple
Great KnightRestore Credna's Temple
ValkyriumRestore Jurah's Temple

How to Unlock Divine Classes

The 8 Divine classes (The Blade, The Apsara, The Eternal, The Godhand, The Calamity, The Trident, The Cavalier, The Avatar) unlock with the Key of the Diadem. They sit above the Master tier.

How to Change Classes

Take the Certification Exam

Pass a class exam to switch into it. Higher skill levels in that class's skills make it easier.

Plan the Path to a Master Class

Pick classes that train the same skills as your goal. Every character page shows a suggested path.

Fire Emblem: Fortune's Weave Classes FAQ

How many classes are in Fire Emblem: Fortune's Weave?

There are 60: 2 Unique, 5 Beginner, 12 Specialty, 17 Advanced, 16 Master, 8 Divine.

How do you unlock the Master classes?

Most Master classes are open once a unit is ready for them. Swordmaster: Restore Mars's Temple. High Savant: Restore Smyrnos's Temple. War Monk: Restore Aurora's Temple. Bow Knight: Restore Kalla's Temple. Great Knight: Restore Credna's Temple. Valkyrium: Restore Jurah's Temple.

What do the class colors mean?

Each class belongs to a color line. Red leans on swords, axes and fists, yellow on bows, green on spears and armor, blue on ornius riders and fliers, and purple on magic. Moving up within one line mostly keeps training the same skills.

Which class is the most popular pick?

Battlemaster (10 units), Swordmaster (7 units), Wiseman (6 units) are the best final class for the most characters.