
Background[]
Edelgard von Hresvelg is one of main protagonists of Fire Emblem: Three Houses, alongside Dimitri, Claude and Byleth. She is the imperial princess, heir to the throne of the Adrestian Empire, and house leader of the Black Eagles. She has a dignified, high-minded, solemn air about her, and she coolly evaluates her surroundings and those around her before she acts. Her favored weapon is the axe. She bears the minor Crest of the Divine Seiros, which is what marks her as the Empire's heir but due to certain events, she bore a second Crest, the Crest of Flames.
During the events of Part 1 (Pre-Timeskip), Edelgard disguises herself as the “Flame Emperor”, an entity working against the Church of Seiros.
During the ending of the Azure Moon route, Edelgard, in a last-ditch effort to stop Byleth, Dimitri, and their army, would come to assume the form known as "Hegemon Edelgard", a monstrous form that harnesses the full power of her two Crests.
Powers & Abilities[]
- Superhuman Physique:
- Acrobatics:
- Enhanced Senses:
- Non-Physical Interaction:
- Martial Artist:
- Weapon Mastery:
- Skilled Markswoman:
- Weapon Attributes: Every normal weapon in Fire Emblem Warriors: Three Hopes can usually have up to 2 different attributes. However, certain weapons such as as Killer weapons have a set attribute (Boost Critical Lv 2), and can only have 1 additional attribute. Weapons such as Sacred Weapons, and Heroes' Relics, or special weapons have set, unique attributes, and no additional ones.
- Normal Weapon Attributes:
- Boost Regular Attacks Lv 3: Greatly increases damage dealt by regular attacks.
- Boost Strong Attacks Lv 3: Greatly increases damage dealt by strong attacks.
- Boost Critical Rushes Lv 3: Greatly increases damage dealt by critical rushes.
- Boost Class Attacks Lv 3: Greatly increases damage dealt by class actions.
- Boost Combat Arts/Magic Lv 3: Greatly increases damage dealt by combat arts and magic.
- Boost Specials Lv 3: Greatly increases damage dealt by Warrior Specials.
- Boost Awakenings Lv 3: Greatly increases damage while Awakened.
- Boost Collisions Lv 3: Greatly increases damage dealt when sending enemies flying. Enemies deal a large amount of area damage upon collision.
- Boost Aerial Attacks Lv 3: Greatly increases damage to enemies launched into the air.
- Boost Mounted Damage Lv 3: Greatly increases damage dealt to enemies while mounted.
- Dexterity Factor Lv 3: The unit temporarily receives a major boost to Str and Mag proportional to Dex when attacking.
- Speed Factor Lv 3: The unit temporarily receives a major boost to Str and Mag proportional to Spd when attacking.
- Luck Factor Lv 3: The unit temporarily receives a major boost to Str and Mag proportional to Lck when attacking.
- Defense Factor Lv 3: The unit temporarily receives a major boost to Str and Mag proportional to Def when attacking.
- Resistance Factor Lv 3: The unit temporarily receives a major boost to Str and Mag proportional to Res when attacking.
- Charm Factor Lv 3: The unit temporarily receives a major boost to Str and Mag proportional to Cha when attacking.
- Boost Adjutant Follow-Up Lv 3: When this unit is an adjutant: greatly increases damage dealt by Adjutant Follow-Ups.
- Boost Consecutive Hits Lv 3: Greatly increases damage to enemies as the hit count rises.
- Barrier Breaker Lv 3: Greatly increases damage dealt to monster barriers.
- Boost Critical Lv 3: Greatly increases critical hit rate.
- Invoke Crest Effects Lv 3: Greatly increases the chance to trigger Crest Effects.
- Chain Lv 3: Greatly extends the time before the hit count expires.
- Venom Edge Lv 3: Grants attacks a high chance to poison enemies.
- Range+: Extends the range of bows. (Bows only)
- Reckless Power Lv 3: Sacrifices weapon durability to greatly increase Mt. (Base Might is increased by 100%; Base Durability is halved)
- Invert Physical/Magic: Swaps the unit's physical and magical attack stats.
- Invert Offense/Defense: Swaps the unit's Str and Def, and also Mag and Res.
- Quality Material Lv 3: Adds 3 to the maximum forge count when remaking weapons.
- Unique Weapon Attributes:
- Primary Weapons:
- Unstoppable: The unique attribute for Aymr. Restores the Warrior and Awakening Gauges when an enemy commander is defeated.
- Divine Glow: The unique attribute for Sacred Weapons. Restores a large amount of HP at regular intervals.
- Seiros's Favor: The unique attribute for the Sword of Seiros. Restores HP proportional to damage dealt by the unit.
- Other Weapons:
- Resistance Breaker: The unique attribute for the Exorcist's Tome. When attacking enemies equipped with tomes: reduces the enemy's Res by 50% when calculating damage.
- Witstrike: The unique attribute for the Magic Bow, and Aura Knuckles. Calculates damage using the unit's Mag stat.
- Brawnstrike: The unique attribute for the Inverted Tome. Calculates damage using the unit's Str stat.
- Lightning Crash: The unique attribute for the Levin Sword and Bolt Axe. Calculates damage using the unit's Mag stat. Strong attacks periodically trigger lightning magic.
- Price of Power: The unique attribute for the Devil Sword, Devil Axe, and Heretic's Tome. When HP is at 50% or above: attacking causes the unit to sustain damage for a period of time.
- Price of Power+: The unique attribute for the Cursed Ashiya Sword, and Abyssal Tome. When HP is at 50% or above: critical hit rate is greatly increased, but attacking causes the unit to sustain damage for a period of time.
- Holy Glow: The unique attribute for Blessed Weapons. Restores HP at regular intervals.
- Primary Weapons:
- Normal Weapon Attributes:
- Skills:
- Personal Abilities:
- Passives:
- Imperial Lineage+: The personal ability of Edelgard, it multiplies the unit's experience gain by 1.2. The unit gain an increased resistance if they take no action other than waiting.
- Black Magic Critical +10: The budding talent of Edelgard. Grants Crit +10 when using black magic.
- Seal Strength: An ability Edelgard acquires due to being an enemy unit. If unit damages foe during combat, foe suffers Str -6 for 1 turn after combat.
- Seal Magic: An ability Edelgard acquires due to being an enemy unit. If unit damages foe during combat, foe suffers Mag -6 for 1 turn after combat.
- Commander: This is an ability held almost exclusively by enemy bosses. Nullifies instant death effects, status effects, and movement effects, and greatly reduces damage from enemy gambits.
- Distant Counter: Allows unit to counterattack regardless of distance to attacker. Edelgard has access to this ability due to being an enemy-unit in Three Houses.
- Solar Prominence: This is the Unique Action Ability of Edelgard. Imbue attacks with devastating fire.
- Axefaire: Grants Atk +5 when using an axe.
- Charm: Adjacent allies deal 3 extra damage during combat. Restores HP to surrounding allies when an enemy commander is defeated.
- Lance Buster Lv 5: Grants one tier greater advantage against enemies equipped with axes. Increases damage to them by 100%.
- Nullify Magic: Nullifies enemies’ offensive magic.
- Support:
- Emperor's Prestige: Causes enemies that are guarding to nonetheless sustain 80% of calculated damage.
- Tactical:
- Ambition: When ordered to attack: reduces damage received from enemies by 50%.
- Passives:
- Standard Abilities:
- Sword:
- Sword Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when using a sword. When a sword is equipped: increases damage to enemies by 10%.
- Sword Critical +10: Grants Crit +10 when using a sword. Increases critical hit damage when equipped with a sword.
- Swordfaire: Grants Atk +5 when using a sword. Increases critical hit rate when equipped with a sword.
- Axebreaker: Grants Hit/Avo +20 when using a sword against axe users. Grants one tier greater advantage against enemies equipped with axes. Increases damage to them by 50%.
- Lance:
- Lance Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when using a lance. When a lance is equipped: increases damage to enemies by 10%.
- Lance Critical +10: Grants Crit +10 when using a lance. Increases critical hit damage when equipped with a lance.
- Lancefaire: Grants Atk +5 when using a lance. Increases critical hit rate when equipped with a lance.
- Swordbreaker: Grants Hit/Avo +20 when using a lance against sword users. Grants one tier greater advantage against enemies equipped with swords. Increases damage to them by 50%.
- Axe:
- Axe Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when using a Axe. When a axe is equipped: increases damage to enemies by 10%.
- Axe Critical +10: Grants Crit +10 when using a axe. Increases critical hit damage when equipped with a axe.
- Axefaire: Grants Atk +5 when using a axe. Increases critical hit rate when equipped with a axe.
- Lancebreaker: Grants Hit/Avo +20 when using a axe against lance users. Grants one tier greater advantage against enemies equipped with lances. Increases damage to them by 50%.
- Bow:
- Bow Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when using a bow. When a bow is equipped: increases damage to enemies by 10%.
- Bow Critical +10: Grants Crit +10 when using a bow. Increases critical hit damage when equipped with a bow.
- Bowfaire: Grants Atk +5 when using a bow. Increases critical hit rate when equipped with a bow.
- Brawl:
- Brawling Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when brawling. When gauntlets are equipped: increases damage to enemies by 10%.
- Brawling Critical +10: Grants Crit +10 when brawling. Increases critical hit damage when equipped with gauntlets.
- Fistfaire: Grants Atk +5 when using brawling. Increases critical hit rate when equipped with gauntlets.
- Reason:
- Reason Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when using black or dark magic. When a tome is equipped: increases damage to enemies by 10%.
- Black Tomefaire: Grants Atk +5 when using black magic.
- Black Magic Range +1: Increases black magic range by 1.
- Faith:
- Faith Prowess Lv. 5: Grants Hit +10, Avo +20 and Crit Avo +10 when using white magic. When a tome is equipped: increases damage to enemies by 10%.
- White Tomefaire: Grants Atk +5 when using white magic.
- White Magic Range +1: Increases white magic range by 1.
- Authority:
- Authority Prowess Lv. 5: Grants Mt +10 with gambits.
- Defensive Tactics: Battalion endurance takes half damage. Reduces damage to battalion endurance by 30%.
- Offensive Tactics: Grants Mt +5 and Hit +20 with gambits. When a battalion is deployed: increases damage to enemies by 20%.
- Battalion Vantage: When foe initiates combat, unit still attacks first if battalion endurance is ≤ 1/3. When battalion endurace is at 1/3 or below: Perfect Guards restore a small amount of the Warrior and Awakening Gauges.
- Battalion Renewal: Unit recovers up to 30% of max HP at the start of each turn while battalion endurance is ≤ 1/3. When battalion endurance is at 1/3 or below: restores a large amount of HP at regular intervals.
- Model Leader: Doubles experience earned for battalions.
- Rally Charm: Use Rally to grant Cha +8 to an ally.
- Heavy Armor:
- Weight -5: Reduces total equipment weight by 5.
- Smite: Pushes an allied unit two tiles away. When using cavalry or armored classes, dashing through enemies inflicts damage.
- Armored Effect Null: Nullifies any extra effectiveness against armored units.
- Riding:
- Dexterity +4: Increases Dex by 4.
- Movement +1: Increases Mv by 1.
- Cavalry Effect Null: Nullifies any extra effectiveness against cavalry units.
- Flying:
- Alert Stance+: If unit takes no action except Wait, grants Avo +30 for 1 turn.
- Flying Effect Null: Nullifies any extra effectiveness against flying units.
- Sword:
- Class Mastery:
- HP +5: Increases HP by 5
- Speed +2: Increases Spd by 2
- Defense +2: Increases Def by 2
- Strength +2: Increases Str by 2
- Magic +2: Increases Mag by 2
- Resistance +2: Increases Res by 2
- Vantage: When foe initiates combat, unit still attacks first if HP is ≤ 50%. When HP is at 50% or below: Perfect Guards restore a small amount of the Warrior and Awakening Gauges.
- Steal: Allows unit to steal a non-weapon item from a foe with a lower Spd stat. Periodically increases the number of items that drop when an enemy commander is defeated.
- Desperation: If unit initiates combat with HP ≤ 50%, unit’s follow-up attack (if possible) occurs before foe’s counterattack. When HP is at 50% or below: strong attacks will break an enemy's guard.
- Darting Blow: Female Only. If unit initiates combat, grants AS +6 during combat. Increases the amount that successful attacks fill the Awakening Gauge.
- Death Blow: If unit initiates combat, grants Str +6 during combat. Keeps the Stun Gauge visible for longer.
- Armored Blow: If unit initiates combat, grants Def +6 during combat.
- Hit +20: Increases Hit by 20.
- Fiendish Blow: If unit initiates combat, grants Mag +6 during combat Increases the power of elemental effects.
- Miracle: Allows the unit to survive a single blow that would otherwise reduce HP to zero.
- Special Dance: When using the Dance ability, grant Dex/Spd/Lck +4 to target ally. Increases the potency of a dancer unit's class actions.
- Lethality: Grants a (Dex x 0.25%) chance of instantly defeating non-commander units.
- Aegis: Grants a (Dex x 0.25%) chance of nullifying damage from enemies equipped with swords, lances, axes, or gauntlets.
- Pavise: Grants a (Dex x 0.25%) chance of nullifying damage from enemies equipped with bows or tomes.
- Wrath: If foe initiates combat while unit’s HP is ≤ 50%, grants Crit +50. When HP is at 50% or below: greatly increases damage dealt by critical rushes.
- Seal Defense: If unit damages foe during combat, foe suffers Def -6 for 1 turn after combat.
- Bow Breaker: Grants Hit/Avo +20 when using magic against bow users. Grants one tier greater advantage against enemies equipped with bows. Increases damage to them by 50%.
- Renewal: Unit recovers up to 20% of max HP at the start of each turn.
- Warding Blow: If unit initiates combat, grants Res +6 during combat.
- Defiant Avoid: Grants Avo +30 when HP is ≤ 25%.
- Defiant Critical: Grants Crit +50 when HP is ≤ 25%. When HP is at 25% or below: drastically increases damage dealt by critical rushes.
- Defiant Speed: Grants Spd +8 when HP is ≤ 25%.
- Defiant Magic: Grants Mag +8 when HP is ≤ 25%.
- Seal Resistance: If unit damages foe during combat, foe suffers Res -6 for 1 turn after combat.
- Defiant Resistance: Grants Res +8 when HP is ≤ 25%.
- Distant Counter: Allows unit to counterattack regardless of distance to attacker. Edelgard has access to this ability due to being an enemy-unit in Three Houses.
- Duelist’s Blow: If unit initiates combat, grants Avo +20 during combat.
- Brawl Avo+20: Grants Avo +20 when brawling.
- Transmute: If unit is hit with a magic attack during enemy phase, grants +3 to all stats until next player phase ends.
- Uncanny Blow: If unit initiates combat, grants Hit +30 during combat.
- Sword Avo+ 20: Grants Avo +20 when using a sword.
- Emperor’s Ploy: Guarantees ignited enemies will explode when using Armored Lord and Emperor class actions.
- Perspective: Increases damage dealt to enemies proportional to the number of allied strongholds.
- Pomp & Circumstance: Increases Lck and Cha by 5.
- Seasoned Tactics: Restores battalion endurance when an enemy commander is defeated.
- Stormer of the Land: Reduces damage taken from an enemy proportional to how much lower the enemy's Cha is.
- Rebellious Spirit: While guarding, causes the unit to perform a Perfect Guard for (Dex x 0.25%) of incoming attacks.
- Backbone: Reduces the unit's chance of getting knocked back by attacks.
- Spirited Sieze: Slightly restores the Warrior Gauge upon seizing a stronghold.
- Trust: When this unit is the active unit or an adjutant: Increases the fill rate of the Adjutant Attack Gauge and Adjutant Guard Gauge.
- Appraisal: Improves the quality of weapons and materials dropped by fallen enemy commanders.
- Thief’s Wisdom: Adds an element to Thief, Assassin, and Trickster class actions. The element is determined by the active unit.
- Mercenary's Wisdom: Increases damage dealt by Mercenary, Swordmaster, and Mortal Savant class actions in proportion to Spd.
- Pegasus Kinght’s Wisdom: Increases the Awakening Gauge fill rate when using Pegasus Knight and Falcon Knight class actions.
- Tableturner: Extends the period of critical attack time after a perfect dodge.
- Knight’s Wisdom: Increased Warrior Gauge fill rate when using the class actions of lance-wielding cavalry.
- Armored Infantry’s Wisdom: Nullifies status effects inside areas created by Armor Knight and Fortress Knight class actions.
- Wild Abandon: Greatly increases damage dealt to enemies, but also greatly increases damage received from them.
- Warrior’s Wisdom: Gives Brigand and Warrior class actions a chance to produce the Stun Gauge. The more bars in the Class Gauge, the better the chance.
- Archer’s Wisdom: Increases damage dealt by Archer, Sniper, and Bow Knight class actions in proportion to Dex.
- One Heart One Mind: When this unit is an adjutant: greatly increases the elemental effects of Adjutant Follow-Up.
- Kinship: Makes it easier for the unit to receive support points in battle.
- Priest’s Wisdom: Increases damage dealt by Priest and Bishop class actions in proportion to Lck.
- Lifeforce: Greatly increases damage dealt by combat arts and magic, but causes the unit to sustain damage with each use in proportion to Mt.
- Mage’s Wisdom: Increases damage dealt by Mage, Warlock, and Gremory class actions. The gauge will deplete more quickly.
- Sneak Attack: Attacking foes from behind greatly increases damage in proportion to the unit's Dex.
- Despoil: Awards gold for defeating enemies.
- Expert Guard: Makes it easier to perform Perfect Guards.
- Provoke: Draws attacks, increasing the frequency that surrounding foes attack the unit.
- Boost Critical: Increases critical hit rate.
- Heavy Hitter: Gives strong attacks a low chance to produce the Stun Gauge.
- Wyvern’s Rider: Increases damage to enemy Stun Gauges when using the class actions of axe-wielding fliers.
- Warrior’s Assist: When this unit is an adjutant: increases the fill rate of the active unit's Warrior Gauge.
- Luck Catalyst: Increases the Warrior Gauge fill rate in proportion to the unit's Lck.
- Essence of Fire: Causes fire-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
- Pass: User can pass through tiles occupied by enemy units. Makes it easier to perform Perfect Guards.
- Medical Expertise: Increases the potency of vulneraries, concoctions, and elixirs by 50%.
- Burst of Resolve: Restores the Awakening Gauge with each critical hit.
- Charm Catalyst: Increases the Warrior Gauge fill rate in proportion to the unit's Cha.
- Counterstrike: Successful Perfect Guards inflict elemental damage. The element is determined by the active unit.
- Dual Onslaught: Factors Mag into physical attacks and Str into magical attacks when calculating damage.
- Harmonious Specials: When this unit is the active unit or an adjutant: increases the damage of Partner Specials.
- Muster: Temporarily increases all stats by 10 after a successful Perfect Dodge.
- Cyclical Specials: Temporarily increases the Warrior Gauge fill rate after initiating a Warrior Special.
- Driven Spirit: Increases the Warrior Gauge fill rate while Awakened.
- Adjutant’s Benefit: When this unit is the active unit: if this unit would gain any experience, their adjutant gains it instead.
- Shining Guardian: Reduces the damage allies sustain when inside the same allied stronghold as the unit.
- Armored Calvary’s Wisdom: Increases damage dealt by Great Knight class actions in proportion to Def.
- Luna: When attacking, causes enemies to incur a reduction in Def proportional to the unit's Lck.
- Howl: Makes it easier to knock back enemy commanders.
- Battle Instincts: Increases the fill rate of both the Warrior and Awakening Gauges until one of them is completely full.
- Flare: When attacking, enemies incur a reduction in Res proportional to the unit's Lck.
- Fire Assist: When this unit is an adjutant: adds a fire element to the active unit's strong attacks.
- Personal Abilities:
- Combat Arts:
- Sword Combat Arts:
- Assassinate: Slash while charging forward. Breaks opponent's guard via “Guard Break”, and has a chance to instantly defeat non-commander units.
- Flash Strike: Unleash a single, powerful slash. Effective against Cavalry enemies.
- Wrath Strike: Perform a powerful sword attack. Breaks opponent's guard via “Guard Break”.
- Firesweep: Generate a fiery cyclone. Inflicts the Burning Status.
- Lightblade: Absorb a portion of inflicted damage as HP. Deals damage based on Mag. Inflicts Light element.
- Mortal Struggle: Temporarily reduces the user's defense to make the Stun Gauge display with all attacks.
- Grounder: Strike swiftly with a trio of slashes. Effective against Flying enemies.
- Astra: Perform a series of five slashes while moving swiftly. Breaks opponent's guard via “Guard Break”.
- Sword Dance: Slash while charging forward. Opponents cannot guard via “Cannot Guard”
- Haze Slice: Strike a wide area ahead with a series of slashes.
- Electric Grounder Strike with a trio of lightning-charged slashes. Inflicts the Shocked Status, and deals damage based on Mag.
- Lance Combat Arts:
- Airshaker: Perform a powerful thrust that produces a shockwave. Inflicts damage even when opponent is guarding via “Guard Pierce”.
- Tempest Lance: Conjure up a whirlwind with an overhead spin of the lance. Inflicts the Windtorn Status, and breaks opponent's guard via “Guard Break”.
- Earthsplitter: Perform an air-to-ground plunging thrust.
- Knightkneeler: Perform a powerful lance thrust. Breaks opponent's guard via “Guard Break”, and is effective against Cavalry enemies.
- Wheelsweep: Strike a wide area with a sweeping attack that also produces a shockwave.
- Glowing Ember: Hurl a fiery lance straight ahead. Inflicts the Burning Status, and damage dealt will increase with Def.
- Stormblade: Whip up a storm that ravages the surrounding area with blades of wind. Inflicts the Windtorn Status, and effective against Flying enemies.
- Dark Lance: Send dark hexes flying at foes. Damage dealt will increase with Mag. Inflicts Dark element.
- Vengeance: An attack that increases in Mt in relation to the user's missing HP.
- Lance Jab: Perform a thrusting attack that often yields critical hits. Damage dealt will increase with Spd. Often yields critical hits.
- Lightstrike: Absorb a portion of inflicted damage as HP. Damage dealt will increase with Mag. Inflicts Light element.
- Axe Combat Arts:
- Raging Storm: Effective against Dragon foes; If attack lands, user can move again. Depletes the stun gauge.
- Smash: Pummel a wide area ahead. Often yields critical hits.
- Helm Splitter: Smash the foes ahead with a powerful overhead strike. Breaks opponent's guard via “Guard Break”, and is effective against Armored enemies.
- Lightning Axe: Hurl a lightning-charged axe. Inflicts the Shocked Status, breaks the opponent's guard via “Guard Break”, and deals damage based on Mag.
- Spike: Launch the foes ahead into the air, then swat them away with a swing of the axe.
- War Strike: Bring an axe down so fiercely it sunders the ground and sends enemies flying into the air. Effective against All enemies.
- Crush: Smash the ground and generate pillars of ice. Inflicts the Frozen Status.
- Armored Strike: Hit foes hard with a single, powerful axe blow. Inflicts damage even when opponent is guarding via “Guard Pierce”, and damage dealt will increase with Def.
- Armor Smasher: Hit foes hard with a single, powerful axe blow that temporarily reduces enemy Def. Breaks opponent's guard via “Guard Break”.
- Focus Strike: Bring an axe down to cut through the foes ahead.
- Returning Strike: Strike a wide area with a hurl of the axe.
- Swinging Fury: Perform a series of consecutive axe swings. Breaks opponent's guard via “Guard Break”.
- Shredder: Cut enemies to shreds with a spinning axe attack. Effective against Flying enemies.
- Helm Splitter: Smash the foes ahead with a powerful overhead strike. Breaks opponent's guard via “Guard Break”, and effective against Armored enemies.
- Flickering Flower: Prevents foe from moving for 1 turn. Break the enemy's stance, then hurl an axe at the ground. Breaks opponent's guard via “Guard Break”.
- Bow Combat Arts:
- Curved Shot: Unleash a volley of arrows that travels in a straight line. Effective against Fliers.
- Spiral Shot: Loose arrows at a wide surrounding area. Effective against Fliers.
- Tracking Shot: Send a series of arrows toward the locked-on target. Depletes the stun gauge, and is effective against Fliers.
- Drill Arrow: Skewer foes with a blindingly fast arrow that temporarily reduces their Def. Breaks opponent's guard via “Guard Break”, and is effective against Armored enemies, and Fliers.
- Point-Blank Volley: Attack a wide forward area with three consecutive shots. Effective against Fliers.
- Flame Volley: Attack a wide area with a volley of fire arrows. Inflicts the Burning Status, inflicts damage even when opponent is guarding via “Guard Pierce”, and is effective against Fliers.
- Hunter's Volley: Attack enemies launched into the air with three consecutive shots. Often yields critical hits. Effective against Fliers.
- Warning Shot: Attack a wide forward area with three consecutive shots that temporarily reduce enemy Str. Effective against Fliers, and has a chance to instantly defeat non-commander units.
- Precision Volley: Perform a long-distance attack that hits multiple times. Inflicts damage even when opponent is guarding via “Guard Pierce”, and deals damage based on Dex.
- Gauntlet Combat Arts:
- Rushing Blow: Charge forward with fists flying. Opponents cannot guard via ”Cannot Guard”, and depletes the stun gauge.
- Dual Devastators: Pummel the enemy with both fists. Deals damage to enemy Stun Gauges.
- Fierce Iron Fist: Strike down at foes from midair. Damage dealt will increase with Spd.
- Mighty Blow: Channel force into a perfectly executed punch. Breaks the opponent's guard via “Guard Break”.
- Other Combat Arts:
- Healing Focus: Restores 50% of the user’s HP.
- Swap: User swaps places with the enemy.
- Shove: User pushes ally forward 1 space.
- Reposition: User moves ally to the space behind the user.
- Draw Back: User moves 1 space backwards and ally is moved to where the user was previously.
- Smite: User pushes ally forward 2 spaces.
- Triangle Attack: Can only be triggered when 3 allied Flying units (including the user) are adjacent to the same enemy.
- Foul Play: Unit swaps positions with an ally in range.
- Sword Combat Arts:
- Magic Spells:
- Faith Magic:
- Heal: Basic light magic. Heals surrounding allies.
- Nosferatu: Basic light attack magic. Absorb a portion of inflicted damage as HP.
- Recover: Intermediate light magic. Greatly heals surrounding allies.
- Seraphim: Intermediate light attack magic. Effective vs. Monsters.
- Reason Magic:
- Fire: Basic fire magic.
- Bolganone: Advanced fire magic.
- Luna Λ: Intermediate dark magic. Ignores enemy Res.
- Hades Ω: Advanced dark magic. Calls on the morbid might of the underworld.
- Faith Magic:
- Techniques:
- Warrior Specials:
- Critical Rushes: Upon certain actions, a Stun Gauge will appear above an enemy's head. If the Stun Gauge is active, and the opponent is attacked, the gauge can be completely depleted, which will leave the enemy stunned, and allows the user to perform a powerful attack known as a Critical Rush.
- Awakening: After dealing enough damage, characters will begin to feel power surge through them. This allows them to enter an Awakened State.
- Class Actions: Every class in Fire Emblem Warriors: Three Hopes has a unique Class Action.
- Main:
- Emperor: Throw your shield up high before sending a fiery projectile at your enemies.
- Fortress Knight: Slam your shield on the ground to knock enemies up high. Creates an area of reduced physical damage.
- Armored Lord: Cleave all enemies in front of you to send them flying.
- Fighter (Axe): Transmute a rock attack from the ground that hits nearby enemies.
- Sword:
- Myrmidon: Spin and knock enemies back with a sweeping motion. Can be charged for a stronger attack and a larger AoE.
- Mercenary: Perform a sweeping sword attack that clears the close surrounding area.
- Thief: Rush forward and slash at enemies multiple times. The number of slashes depends on your Class Gauge.
- Swordmaster: Unleash a powerful forward slash that multiplies into more slashes that juggle enemies in the air.
- Assassin: Continually slash enemies while teleporting diagonally forward.
- Dancer: Spin around to create a whirlwind.
- Mortal Savant: Unleash a powerful forward slash that multiplies into more slashes that juggle enemies in the air.
- Trickster: Continually slash enemies while teleporting diagonally forward.
- Lance:
- Soldier: Unleash a flurry of stabs that knocks affected enemies back.
- Cavalier: Swiftly sweep enemies with the lance while charging forward. The longer it's held, the stronger the attack will be.
- Pegasus Knight: Charge forward with a spinning lance attack that juggles enemies that finishes with launching the enemies into the air.
- Paladin: Swiftly sweep enemies with the lance while charging forward. The longer it's held, the stronger the attack will be.
- Dark Knight: Release a powerful dark magic attack that deals damage to the immediate surrounding area.
- Falcon Knight: Charge forward with a spinning lance attack that juggles enemies that finishes with launching the enemies into the air.
- Holy Knight: Charge forward and juggle enemies as you push through and Luminance will attach on them.
- Axe:
- Armored Knight: Slam your shield on the ground to knock enemies up high.
- Brigand: Transmute three rock attacks from the ground that hits nearby enemies surrounding the caster.
- Warrior: Unleash spikes from the ground by slamming your axe down. More spikes will release depending on how full your Class Gauge is.
- Great Knight: Charge forward and bash the shield against enemies, knocking them backwards. The longer you charge the attack, the stronger it will be.
- Wyvern Lord: A spinning charge with the wyvern that sends enemies flying.
- Bow:
- Archer: Loose a flurry of arrows on a target area. The longer it's held, the stronger the attack will be.
- Sniper: Charge up a volley of fiery arrows that rain from the sky. The longer you charge the attack, the more arrows will fall.
- Bow Knight: Unleash a powerful shot of the arrow that pushes enemies forward. The longer you charge the gauge, the more powerful the shot will be.
- Gauntlet:
- Fighter (Gauntlet): A charged attack that stuns nearby enemies.
- Brawler: Charge towards enemies with a forward attack.
- Grappler: Charge towards enemies with a forward attack.
- War Master: Attack your enemy using the back of your hand.
- Tome:
- Monk: Cast Luminance towards surrounding enemies.
- Mage: Throw consecutive magic attacks. The longer it's held, the stronger the attack will be.
- Priest: Release orbs that damage enemies in all directions and attach Luminance to them. If it's held, it increases the number of orbs released.
- Dark Mage: Unleash Dark Miasma that paralyzes enemies in front of you. This lasts longer depending on how full your Class Gauge is.
- Warlock: Repeatedly fire magic orbs at enemies. Your final attack will be a line of orbs that explode after being fired.
- Bishop: Release orbs that damage enemies in all directions and attach Luminance to them. If it's held, it increases the number of orbs released.
- Dark Bishop: Unleash Dark Miasma to the surrounding area. Enemies touched by Dark Miasma will be temporarily paralyzed. The Class Gauge will fill over time.
- Gremory: Cast a powerful spell from the sky that volleys enemies in the air and deals a significant amount of damage.
- Main:
- Others:
- Perfect Dodge: Dodging right before an enemy attack lands executes a Perfect Dodge, which causes all attacks to be critical hits for a short period of time.
- Perfect Guard: Guarding right before an enemy attack lands executes a Perfect Guard, which displays the enemy's Stun Gauge, and staggers nearby enemies.
- Air Recovery: If sent back by a powerful attack, characters are able to perform an Air Recovery, which is a flip that allows them to cancel their momentum.
- Unique Abilities:
- Crests: (紋章 Monshō) are a game mechanic introduced in Fire Emblem: Three Houses. They serve as combat enhancements that empower their wielders with special properties in battle. These can range from damage increases to attacks or preservation of spell usage. Crests are fixed to specific characters and cannot be removed. Their effects act as passive skills that activate randomly, activating more often if they are a major crest and less often if they are a minor crest.
- Major Crest of Flames: The Crest of the goddess who governs the world. Occasionally restores HP equal to 30% of damage dealt. Rarely raises Might and stops counterattacks.
- Minor Crest of Seiros: Legend has it that Saint Seiros bore this Crest and passed it down through House Hresvelg. Occasionally raises Mt when using combat arts.
- Staggering Blows: They are powerful area-of-effect attacks that are exclusively used by monster units. These attacks are very large and typically have high raw might, though they are offset by the fact that a monster must prepare to use them beforehand. On top of their high power and wide range, they also typically have other secondary effects, ranging from rebuffs to changing the terrain briefly.
- Wilted Flower: Associated with the Hegemon Husk, it is long-ranged, powerful attack that ignores all targets' defenses, and also rattles them, which reduces movement to zero and prevents the unit from taking advantage of any equipped battalions. Rattled status also decreases Hit, Crit, AS, Prt, Rsl, and Avo by around 10%.
- Crests: (紋章 Monshō) are a game mechanic introduced in Fire Emblem: Three Houses. They serve as combat enhancements that empower their wielders with special properties in battle. These can range from damage increases to attacks or preservation of spell usage. Crests are fixed to specific characters and cannot be removed. Their effects act as passive skills that activate randomly, activating more often if they are a major crest and less often if they are a minor crest.
Equipment[]
- Primary Weapons:
- Dagger: During their childhood in 1174, Dimitri gifted Edelgard a dagger, which she has held onto since despite forgetting how she obtained it.
- Aymr: Edelgard's primary weapon in Fire Emblem: Three Houses. Amyr is a Heroes' Relic, which requires the Crest of Seiros to use it's full power. Unlike most Heroes' Relics, it was not used by any of the Ten Elites, and is an artificial Relic crafted from Agarthium. The axe is currently the personal weapon of Edelgard. Those with the Crest of Seiros can use it's combat art, Raging Storm. In addition, it grants the skill, Unstoppable, which restores the Warrior, and Awakening Gauges when an enemy commander is defeated.
- Labraunda: Edelgard's primary weapon in Fire Emblem Warriors: Three Hopes. Labraunda is a Sacred Weapon, crafted during the War of Heroes. The axe is currently the personal weapon of Edelgard in Fire Emblem: Three Hopes. It has a passive healing effect on the user, which is enhanced if the user has the Crest of Seiros.
- Sword of Seiros: Edelgard's weapon after the conquest and annexation of Garreg Mach Monastery in Fire Emblem: Three Houses, originally wielded by Saint Seiros. It has a passive healing effect on the user, which is enhanced if the user has the Crest of Seiros.
- Shield: In addition to her axes, Edelgard typically carries a huge, nameless shield with her on the battlefield.
- Crest of Flames Power: It is one of Hegemon Edelgard's primary methods of attack, the other being Twin-Crest Power. A manifestation of the Crest of Flames that dwells with Hegemon Edelgard in the form of a Crest Stone, allowing her to attack from long distances.
- Twin-Crest Power: It is one of Hegemon Edelgard's primary methods of attack, the other being Crest of Flames Power. A manifestation of both the Minor Crest of Seiros and the Crest of Flames that dwells within Hegemon Edelgard in the form of a Crest Stone, granting her incredible power.
- Swords:
- Training Sword: A wooden training sword. This simple sword is perfect for training purposes.
- Silver Sword: A sword crafted from shining silver.
- Brave Sword: The wielder of this blade is emboldened and will attack twice when initiating combat.
- Rapier: A sword designed to exploit the weaknesses of armored and cavalry units.
- Devil Sword: An unholy sword that inflicts 10 damage on the wielder after combat.
- Killing Edge: Deadly sharp, this sword boasts a high critical-hit rate.
- Levin Sword: Coursing with electric energy, this magical sword has been struck by lightning.
- Venin Edge: A sword that poisons foes.
- Wo Dao: A beautiful, distinct sword with a high critical hit rate, said to have been forged in an eastern land.
- Cursed Ashiya Sword: This blade inflicts 5 damage on its wielder after combat in exchange for its high critical-hit rate.
- Sword of Zoltan: An illustrious sword forged by the legendary artisan Zoltan.
- Mercurius: A legendary sword with high hit rate and might, used in the War of the Eagle and Lion.
- Lances:
- Training Lance: A wooden training lance. This simple lance is perfect for training purposes.
- Silver Lance: A lance crafted from shining silver.
- Brave Lance: The wielded of this lance is emboldened and will attack twice when initiating combat.
- Spear: The wielder of this powerful ranged lance can hurl it at enemies for deep impact.
- Horseslayer: A lance specifically for combat against mounted foes.
- Blessed Lance: A lance blessed with sacred might that smites monsters and restores 10% of HP every turn.
- Heavy Spear: A finely whetted lance sharp enough to pierce even the thickest plate. Effective against armored units.
- Flycatcher: A lance so well-balanced, its wielder can rend the wings from a wyvern mid-flight. Effective against fliers.
- Killer Lance: Deadly sharp, this lance boasts a high critical-hit rate.
- Venin Lance: A lance that poisons foes.
- Crescent Sickle: A sickle of impossible resilience, this weapon was crafted using forgotten knowledge.
- Lance of Zoltan: A spectacular lance forged by the legendary artisan Zoltan.
- Gradivus: A lance wielded by a brave defender of Fódlan’s Throat boasting high hit rate and might.
- Axes:
- Training Axe: A wooden training axe. This simple axe is perfect for training purposes.
- Silver Axe: An axe crafted from shining silver.
- Brave Axe: The wielder of this axe is emboldened and will attack twice when initiating combat.
- Venin Axe: An axe that inflicts foes with a biting poison.
- Devil Axe: A diabolical axe that inflicts 10 damage after combat.
- Killer Axe: This keenly honed axe is exceedingly lethal.
- Tomahawk: The wielder of this brutal reinforced axe can hurl it at enemies for deep impact.
- Bolt Axe: Coursing with electric energy, this magical axe has been struck by lightning.
- Axe of Zoltan: An impressive axe forged by the legendary artisan Zoltan. Effective against Armored foes.
- Hauteclere: An Empire Wyvern Corps axe, wielded in the War Of Heroes, that has a high hit rate and might.
- Bows:
- Training Bow: A wooden training bow. This simple bow is perfect for training purposes.
- Silver Bow: A bow crafted from shining silver.
- Brave Bow: The wielded of this bow is emboldened and will attack twice when initiating combat.
- Venin Bow: A bow that inflicts foes with a biting poison.
- Longbow: A bow with increased range.
- Killer Bow: A bow that boasts a high critical-hit rate.
- Blessed Bow: A bow radiating a sacred power that smites monsters and restores 10% of HP every turn.
- Magic Bow: A mystical bow that deals magic damage.
- Bow of Zoltan: A magnificent bow forged by the legendary artisan Zoltan.
- Parthia: A bow infused with fiery power boasting high hit rate and might.
- Gauntlets:
- Training Gauntlets: Wooden training gauntlets. Simple gauntlets perfect for training purposes. Wielder strikes twice when initiating combat.
- Silver Gauntlets: Gauntlets crafted from shining silver. Wielder strikes twice when initiating combat.
- Wolf Fangs: Gauntlets wrought from the fangs of a giant wolf. Effective against mounted units.
- Killer Knuckles: Gauntlets with a high critical-hit rate that allows the wielder to attack twice when initiating combat.
- Aura Knuckles: Magical gauntlets that allow wielder to attack twice when initiating combat.
- Dragon Claws: Said to have slain a legendary beast. Effective against dragons. Attack twice if initiating combat.
- Tomes:
- Training Tome: This simple tome is perfect for training purposes.
- Silver Tome: A tome the color of shining silver.
- Brave Tome: A tome imbued with tremendous magical power that emboldens its wielder.
- Defender's Tome: A tome inscribed with magics effective against armored and mounted units.
- Exorcist's Tome: A tome penned to combat magic users. Reduces the resistance of enemies wielding tomes by 50% when calculating damage.
- Heretic's Tome: A cursed tome that damages wielder and enemy alike. Attacking at above 50% HP damages the wielder for a period of time.
- Inverted Tome: A tome that deals physical damage instead of magical damage.
- Killer Tome: The finely honed magics within this tome are exceedingly lethal.
- Scholar's Tome: A mighty tome said to have been penned by pioneers of magic using secret techniques.
- Accessories:
- Leather Shield: A shield made of leather. Simple but sturdy.
- Silver Shield: A Shield made of shining silver.
- Hexlock Shield: A Shield offering strong protection and resilience. Built to withstand both physical and magical attacks.
- Aurora Shield: A Shield that grants divine protection from projectiles. Nullifies effectiveness against fliers.
- Kadmos Shield: A Shield that can stop armor-piercing attacks. Nullifies effectiveness against armored units.
- Lampos Shield: A Shield that offers divine protection for steeds. Nullifies extra effectiveness against cavalry units.
- Magic Staff: A staff that guides the use of magic and raises might for magical attacks.
- Healing Staff: A staff that increases the effectiveness of magical healing.
- Accuracy Ring: A ring that increases hit rate of attacks.
- Critical Ring: A ring that increases critical-hit rate.
- Evasion Ring: A ring that increases avoidance rate.
- Monstrous Strength Ring: A ring that increases strength. Grants Strength +10.
- Lightning Speed Ring: A ring that increases speed. Grants Speed +10.
- Mesmerizing Charm Ring: A ring that increases charm. Grants Charm +10.
- Agile Dexterity Ring: A ring that increases dexterity. Grants Dexterity +10.
- Goddess Ring: A ring endowed with the goddess's divine protection. Restores HP each turn.
- Experience Gem: A mysterious gem that accelerates growth. Increases the amount of experience earned.
- Knowledge Gem: A mysterious gem that supports skill acquisition. Increases the amount of skill experience earned.
- Items:
- Elixir: Used to recover 99 HP.
- Antitoxin: Used to remove the effects of poison.
- Pure Water: Use to temporarily increase magic resistance by 7. Effect gradually wears off as turn count increases.
- Torch: A blazing flame that increases visibility in heavy fog.
- Master Key: A key for unlocking doors or chests.
- Sacred Floral Robe: Resplendent robe imbued with floral magic of the vernal equinox. Permanently increases max HP by 7.
- Sacred Snowmelt Drop: A snowmelt drop from a mountain where a sacred beast dwells. Permanently increases strength by 3.
- Sacred Moonstone: A saint who was said to have visited the moon bore this stone. Permanently increases speed by 3.
- Sacred Galewind Shoes: Sacred shoes that have been kissed by the wind. Permanently increases movement by 2.
- Goddess Icon: Permanently increases luck by 4.
- Spirit Dust: Permanently increases magic by 2.
- Secret Book: Permanently increases dexterity by 2.
- Giant Shell: Permanently increases defense by 2.
- Talisman: Permanently increases resistance by 2.
- Black Pearl: Permanently increases charm by 2.
Alternate Forms[]
Hagemon Husk/"Hegemon Edelgard"[]
Feats[]
Strength[]
Speed[]
Durability[]
Skills[]
Weaknesses[]
- Using Combat Arts, and Magic Spells uses up more weapon durability.
- There is a difference between basic magic attacks, and magic spells. Basic magic attacks do not use up weapon durability, while magic spells do.
- Due to her two Crests, she has a shortened lifespan.
- Edelgard is deathly afraid of rats, as they remind her of a past she is uncomfortable with. She also fears the ocean since she cannot swim.
- Using a Hero's Relic can be taxing on the wielder, wearing away at their soul, and a result of over-usage, can risk the chance of the user transforming into a Demonic Beast.
- Though, the latter typically only happens after an entire lifetime of usage, or if the user doesn't have a Crest, or to a much lesser extent, an incompatible Crest.
- Hagemon Husk:
- Though slight, there is a chance that once she transformed, she may never be able to undo it.
- She is unwilling to initiate combat with Byleth Eisner unless they are the one to do so first or is the only target within range.
- Highly implied that she will not be able to have full control over herself and may likely attack her allies if they stay near her.
- One can divert a monster-unit’s attention if they utilizes a damaging attack (I.e, gambits), which will cause them to prioritize that person and attempts to unleash their Staggering Blow. Once a monster's attention is diverted, further attacking it normally won't change its target. However, using another damage attack does switch its focus to this new person.