You will want to change Class as you continue to progress through the storyline in Fire Emblem Engage. Once a unit reaches Level 10, you will have the chance to use a Master Seal to promote it to an Advanced Class.
This is important as Advanced Classes allow your units to become more powerful – boosting their stats while granting access to new weapons and skills. You are also free to experiment with classes in the same tier, for which you can choose to use a Second Seal on your unit.
To change a unit’s class, press the + Button to open the in-game menu, head to your Inventory, choose whichever character you which to promote and then select Change Class.
Units can’t freely change to any class that they wish, however. Each unit starts with “innate proficiencies” – weapons with which they have the strongest potential – but they can learn new weapon proficiencies from building their Bond Level with Emblems. This means that through your continued progression in the game’s storyline, you will have the potential to promote your units into an otherwise unreachable Advanced or Special Class.
Warning: Please be aware that the list below will contain story-related spoilers related to the characters that you can recruit, and therefore carries the risk that it could ruin Fire Emblem Engage’s many twists and turns if you are still on your first playthrough.
List of Classes in Fire Emblem Engage
Base Classes in Fire Emblem Engage
Class Name | Class Description | Required Proficiency | Unique Skill |
---|---|---|---|
Archer | Light infantry who fight with a bow. They can attack from a distance. | Bows | None |
Axe Armor | Heavily armored axe-wielders clad in tough armor. They have high defense, but magic is their bane. | Axes | None |
Axe Cavalier | Axe-wielding knights who ride freely about the battlefield. They strike a good balance of skills. | Axes | None |
Axe Fighter | Proven warriors with an axe. Their swings are fierce, but leave them open to retaliation. | Axes | None |
Dragon Child (Alear only) | A descendant of a line of dragons going back to ancient days. Can use swords unique to the Divine Dragon. | Swords | None |
Lance Armor | Heavily armored lancers clad in tough armor. They have high defense, but magic is their bane. | Lances | None |
Lance Cavalier | Lance-wielding knights who ride freely about the battlefield. They strike a good balance of skills. | Lances | None |
Lance Fighter | Soldiers who fight with a lance. They strike just the right balance between offense and defense. | Lances | None |
Lord (Alcryst and Diamant only) | One born into a family that leads a nation. Proficient with a sword. | Swords | None |
Mage | Magic users who cast spells from tomes. Strong against enemies with high defense. | Magic | None |
Martial Monk | Combat monks who use staves to heal wounded allies. They are versed in the martial arts of self-defense. | Staves and Arts | None |
Noble (Alfred only) | One born into a noble royal family. A proficient horseman and skilled lancer. | Lances | None |
Noble (Céline only) | One born into a noble royal family. A proficient magic user who is also serviceable with a sword. | Swords and Magic | None |
Sentinel (Fogado only) | A Sentinel who takes up arms to defend his nation. A proficient rider and archer. | Bow | None |
Sentinel (Timerra only) | A Sentinel who takes up arms to defend her nation. Proficient with the lance. | Lances | None |
Sword Armor | Heavily armored sword fighters clad in tough armor. They have high defense, but magic is their bane. | Swords | None |
Sword Cavalier | Sword-wielding knights who ride freely about the battlefield. They strike a good balance of skills. | Swords | None |
Sword Fighter | Footsoldiers who take pride in their skill with a blade. They avoid enemy attacks with nimble footwork. | Swords | None |
Wing Tamer (Hortensia only) | A knight who has rapport with beasts. Rides a pegasus into battle and is skilled with tome and staff. | Magic and Staves | None |
Wing Tamer (Ivy only) | A knight who has rapport with beasts. Rides a wyvern into battle and uses magic and staves. | Magic and Staves | None |
Advanced Classes in Fire Emblem Engage
Class Name | Class Description | Required Proficiency | Unique Skill |
---|---|---|---|
Avenir (Alfred only) | A dashing prince who rides a white horse into battle. Excels with a lance and serviceable with a blade. | Swords and Lances | Golden Lotus (Learned at Lvl 5): During combat, may prevent 50% of physical damage taken. Trigger %=Dex. |
Berserker | Mighty warriors of unparalleled strength. They cleave foes in twain with huge axes. | Axes | Smash+ (Learned at Lvl 5): When making a smash attack, push the target 2 spaces instead of 1). |
Bow Knight (Axes and Bows) | Bow users that fire from the saddle and outflank foes with high mobility. | Axes and Bows | Careful Aim (Learned at Lvl 5): If unit initiates combat without moving first, grants Hit+40 during combat. |
Bow Knight (Lances and Bows) | Bow users that fire from the saddle and outflank foes with high mobility. | Lances and Bows | Careful Aim (Learned at Lvl 5): If unit initiates combat without moving first, grants Hit+40 during combat. |
Bow Knight (Swords and Bows) | Bow users that fire from the saddle and outflank foes with high mobility. | Swords and Bows | Careful Aim (Learned at Lvl 5): If unit initiates combat without moving first, grants Hit+40 during combat. |
Cupido (Fogado only) | A charming bow knight who fights with casual flair. Skilled with both bow and sword, he toys with his foe. | Swords and Bows | Back At You (Learned at Lvl 5): When countering, unit may deal extra damage = half of damage taken. Trigger %=Dex. |
Divine Dragon (Alear only) | Keeper of the power of the great reigning dragon. Uses Divine Dragon swords and martial arts. | Swords and Arts | Divine Spirit (Learned at Lvl 5): Unit’s engage meter is shortened one step. |
General (Axes) | Heavily armored fighters boasting both an impenetrable defense and a fearsome offense. | Axes | Swap (Learned at Lvl 5): Use to switch places with an adjacent ally. |
General (Lances) | Heavily armored fighters boasting both an impenetrable defense and a fearsome offense. | Lances | Swap (Learned at Lvl 5): Use to switch places with an adjacent ally. |
General (Swords) | Heavily armored fighters boasting both an impenetrable defense and a fearsome offense. | Swords | Swap (Learned at Lvl 5): Use to switch places with an adjacent ally. |
Great Knight (Swords and Axes) | Heavily armored knights clad in thick armor. They defend their allies with a variety of weapons. | Swords and Axes | Allied Defense (Learned at Lvl 5): If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Great Knight (Lances and Axes) | Heavily armored knights clad in thick armor. They defend their allies with a variety of weapons. | Lances and Axes | Allied Defense (Learned at Lvl 5): If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Great Knight (Swords and Lances) | Heavily armored knights clad in thick armor. They defend their allies with a variety of weapons. | Swords and Lances | Allied Defense (Learned at Lvl 5): If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Griffin Knight (Axes and Staves) | Experienced knights who fly through the skies on a griffin. They are well-balanced and can use staves. | Axes and Staves | Clear The Way (Learned at Lvl 5): Unit’s space and adjacent spaces have a movement cost of 1 for allies. |
Griffin Knight (Lances and Staves) | Experienced knights who fly through the skies on a griffin. They are well-balanced and can use staves. | Lances and Staves | Clear The Way (Learned at Lvl 5): Unit’s space and adjacent spaces have a movement cost of 1 for allies. |
Griffin Knight (Swords and Staves) | Experienced knights who fly through the skies on a griffin. They are well-balanced and can use staves. | Swords and Staves | Clear The Way (Learned at Lvl 5): Unit’s space and adjacent spaces have a movement cost of 1 for allies. |
Halberdier | Lance-wielders with a great deal of battlefield experience. Several cuts above common lance fighters. | Lances | Pincer Attack (Learned at Lvl 5): If unit initiates combat while an ally is on the opposite side of the foe, always follow up (if weapon allows). |
Hero (Swords and Axes) | Accomplished veterans proficient in several weapons and can easily cut through the front lines. | Swords and Axes | Brave Assist (Learned at Lvl 5): If unit’s HP is at max while unit makes a chain attack, unit attacks twice. |
Hero (Swords and Lances) | Accomplished veterans proficient in several weapons and can easily cut through the front lines. | Swords and Lances | Brave Assist (Learned at Lvl 5): If unit’s HP is at max while unit makes a chain attack, unit attacks twice. |
High Priest | Masters of staves with wisdom from experience. Their healing powers are lifesaving in battle. | Magic, Staves and Arts | Self-Healing (Learned at Lvl 5): Unit can target itself with healing staves. |
Lindwurm (Ivy only) | A magic-using wyvern rider who destroys enemies from above. Can user powerful magic and staves. | Magic and Staves | Grasping Void (Learned at Lvl 5): When attacking with a tome, unit may deal extra damage = half of foes’ Mag. Trigger %=Dex. |
Mage Knight (Axes and Magic) | Magic knights who cast spells from horseback, but can also take part in melee combat. | Axes and Magic | Chaos Style (Learned at Lvl 5): If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Mage Knight (Lances and Magic) | Magic knights who cast spells from horseback, but can also take part in melee combat. | Lances and Magic | Chaos Style (Learned at Lvl 5): If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Mage Knight (Swords and Magic) | Magic knights who cast spells from horseback, but can also take part in melee combat. | Swords and Magic | Chaos Style (Learned at Lvl 5): If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Martial Master | Experienced monks trained in the martial arts. They excel at hand-to-hand combat as well as healing. | Staves and Arts | Diffuse Healer (Learned at Lvl 5): When unit is healed by a staff, all adjacent allies also recover 50% of the HP that the unit recovered. |
Paladin (Axes) | High-ranking knights with a wealth of experience. Highly mobile and strong against magic. | Axes | Pivot (Learned at Lvl 5): Use to move to the opposite side of an adjacent ally. |
Paladin (Lances) | High-ranking knights with a wealth of experience. Highly mobile and strong against magic. | Lances | Pivot (Learned at Lvl 5): Use to move to the opposite side of an adjacent ally. |
Paladin (Swords) | High-ranking knights with a wealth of experience. Highly mobile and strong against magic. | Swords | Pivot (Learned at Lvl 5): Use to move to the opposite side of an adjacent ally. |
Picket (Timerra only) | A lancer who pierces the enemy lines with flawless skill. Her bouncy steps presage deadly attacks. | Lances | Sandstorm (Learned at Lvl 5): While making a physical attack, may calculate damage with 150% of Def instead of Str. Trigger %=Dex. |
Royal Knight | Noble knights who tear across the battlefield on horseback, rallying their allies. They can also use staves. | Lances and Staves | Reforge (Learned at Lvl 5): If unit’s HP is 11 or more and an adjacent ally is broken after combat, sacrifices 10 HP and removes the break status from that ally. |
Sage | Experienced mages who can call upon great power. Capable of using both tomes and staves. | Magic and Staves | Spell Harmony (Learned at Lvl 5): If unit initiates combat with a tome, grants Atk equal to the number of adjacent allies with tomes. |
Sleipnir Rider (Hortensia only) | A knight who rides the charming pegasus Sleipnir. Uses powerful staves and is skills with tomes. | Magic and Staves | World Tree (Learned at Lvl 5): When unit uses a staff, may not consume a use. Trigger %=Dex. |
Sniper | Masters of the bow who target their foes’ weak points with precision strikes. | Bows | No Distractions (Learned at Lvl 5): Grants Crit+10 during combat with a foe that can’t counter. |
Successeur (Diamant only) | One with the will and strength to lead a nation. Skilled with both the blade and the axe. | Swords and Axes | Sol (Learned at Lvl 5): Unit may recover HP=50% damage dealt. Trigger %=Dex. |
Swordmaster | Master sword fighters who avoid attacks by a hair’s breadth and retaliate with mighty skills. | Swords | Run Through (Learned at Lvl 5): Use to attack an adjacent foe, then move to the space opposite that foe. |
Tireur d’élite (Alcryst only) | An archer gifted with incredible aim. Each shot can eliminate a foe. | Bows | Luna (Learned at Lvl 5): While making an attack, may ignore half of foe’s Def/Res. Trigger %=Dex. |
Vidame (Céline only) | Magic-wielding swordswoman who can cut through enemy mages. She is also capable of wielding staves. | Swords, Magic and Staves | Ignis (Learned at Lvl 5): During combat, may add half of Str to magic damage or half of Mag to all other damage. Trigger %=Dex. |
Warrior | Skilled experts in annihilating their enemies. They are capable with bows as well as axes. | Axes and Bows | Merciless (Learned at Lvl 5): Unit deals +50% damage against broken foes. |
Wolf Knight (Axes and Knives) | Knights who dart over the battlefield mounted on wolves. Their knife strikes are the ruin of enemy camps. | Axes and Knives | Hobble (Learned at Lvl 5): If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Wolf Knight (Lances and Knives) | Knights who dart over the battlefield mounted on wolves. Their knife strikes are the ruin of enemy camps. | Lances and Knives | Hobble (Learned at Lvl 5): If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Wolf Knight (Swords and Knives) | Knights who dart over the battlefield mounted on wolves. Their knife strikes are the ruin of enemy camps. | Swords and Knives | Hobble (Learned at Lvl 5): If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Wyvern Knight (Lances and Axes) | Experienced knights who fly through the skies on wyverns. Though powerful, they fear bows and magic. | Lances and Axes | Air Raid (Learned at Lvl 5): If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Wyvern Knight (Swords and Axes) | Experienced knights who fly through the skies on wyverns. Though powerful, they fear bows and magic. | Swords and Axes | Air Raid (Learned at Lvl 5): If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Wyvern Knight (Swords and Lances) | Experienced knights who fly through the skies on wyverns. Though powerful, they fear bows and magic. | Swords and Lances | Air Raid (Learned at Lvl 5): If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Special Classes in Fire Emblem Engage
Class Name | Class Description | Required Proficiency | Unique Skill |
---|---|---|---|
Dancer (Seadall only) | Charming performers who can raise an ally’s spirits, allowing the ally to act once more in battle. | Arts | Special Dance (Learned at Lvl 25): If unit uses Dance, grants Dex/Spd/Lck+3 to target for 1 turn. |
Fell Child (Veyle only) | Inheritor of the blood of the Fell Dragon. Excels in Fell skills and powerful dark magic. | Knives and Magic | Fell Spirit (Learned at Lvl 25): At the start of each turn, unit’s engage meter is filled by 1. |
Thief | Burglars with a talent for picking locks. They are nimble with their hands and deadly with a knife. | Knives | Pass (Learned at Lvl 25): Foes do not block this unit’s movement. |
If you need more help, feel free to check out our other Fire Emblem Engage guides:
- Fire Emblem Engage Achievements List
- Fire Emblem Engage amiibo Gazebo Rewards
- Fire Emblem Engage Gifts Guide: Best Gifts For Each Character
- Fire Emblem Engage Recruitment Guide
- Fire Emblem Engage Voice Actors
Fire Emblem Engage is now available at retail and digitally on the Nintendo eShop for Nintendo Switch worldwide.