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List of Lance Combat Arts in Three Hopes
Fire Emblem Warriors: Three Hopes

List of Lance Combat Arts in Three Hopes

Discover all Lance Combat Arts in Fire Emblem Warriors: Three Hopes, including their Might, Cost, and special Attributes. Learn how to unlock and use them effectively.

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Discover all Lance Combat Arts in Fire Emblem Warriors: Three Hopes, including their Might, Cost, and special Attributes. Learn how to unlock and use them effectively.

Walkthrough
  1. 1
    Lance Jab: 15 Cooldown, Critical attribute, 15 Cost, Medium Might. A thrusting attack that often yields critical hits. Damage increases with Spd.
  2. 2
    Lightstrike: 10 Cooldown, Light Element, Heal attributes, 10 Cost, Small Might. Absorbs a portion of inflicted damage as HP. Damage increases with Mag.
  3. 3
    Earthsplitter: 10 Cooldown, — attribute, 10 Cost, Small Might. An air-to-ground plunging thrust.
  4. 4
    Burning Quake: 20 Cooldown, Fire Element, Cannot Guard attributes, 20 Cost, Large Might. Summons pillars of flame.
  5. 5
    Glowing Ember: 15 Cooldown, Fire Element attribute, 15 Cost, Medium Might. Hurls a fiery lance straight ahead. Damage increases with Def.
  6. 6
    Ruined Sky: 20 Cooldown, Cannot Guard, Effective vs Flying attributes, 20 Cost, Large Might. Hurls a magical lance that bursts at its target.
  7. 7
    Tempest Lance: 15 Cooldown, Wind Element, Guard Break attributes, 15 Cost, Medium Might. Conjures a whirlwind with an overhead lance spin.
  8. 8
    Stormblade: 15 Cooldown, Wind Element, Effective vs Flying attributes, 15 Cost, Medium Might. Whips up a storm with blades of wind that ravages the surrounding area.
  9. 9
    Knightkneeler: 20 Cooldown, Guard Break, Effective vs Cavalry attributes, 20 Cost, Large Might. A powerful lance thrust.
  10. 10
    Airshaker: 15 Cooldown, Guard Pierce attribute, 15 Cost, Medium Might. A powerful thrust that produces a shockwave.
  11. 11
    Frozen Lance: 10 Cooldown, Ice Element attribute, 10 Cost, Small Might. Launches columns of ice at foes. Damage increases with Mag.
  12. 12
    Dark Lance: 10 Cooldown, Dark Element attribute, 10 Cost, Small Might. Sends dark hexes flying at foes. Damage increases with Mag.
  13. 13
    Vengeance: 15 Cooldown, — attribute, 15 Cost, Medium Might. Attack increases in Might in relation to the user’s missing HP.
  14. 14
    Atrocity: 40 Cooldown, Effective vs All attribute, 40 Cost, Large Might. Launches a wide swath of foes into the air.
  15. 15
    Shatter Slash: 15 Cooldown, Guard Break, Weaken attributes, 15 Cost, Medium Might. A series of lance strikes that temporarily reduce enemy Defense.
  16. 16
    Thunder Rush: 15 Cooldown, Lightning Element, Effective vs Armor attributes, 15 Cost, Medium Might. A series of lance strikes imbued with lightning.
  17. 17
    Paraselene: 20 Cooldown, Instant Kill, Cannot Guard attributes, 20 Cost, Large Might. Strikes a wide area with a sweeping attack. Has a chance to instantly defeat non-commander units.
  18. 18
    Wheelsweep: 15 Cooldown, — attribute, 15 Cost, Medium Might. Strikes a wide area with a sweeping attack that also produces a shockwave.
  19. 19
    Titanic Might: 20 Cooldown, Strengthen attribute, 20 Cost, N/A Might. Temporarily increases Strength.
Tips
  • Combat Arts are obtained by ranking up classes or equipping certain weapons.
  • For more information on unlocking and leveling Combat Arts and Magic, refer to the linked guide.
  • The table lists the Might and Durability Cost for Level 1 Combat Arts.
  • For each subsequent level, the Might rating gains one “+” (e.g., Level 3 art may have Might Small++).
  • Durability Cost is lowered by 10% of the initial cost for each level.
  • Cooldown is reduced based on the character’s Speed stat.

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