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Combat Arts in Fire Emblem: Fortune's Weave are attacks unleashed at the expense of weapon durability. Nintendo describes them as offering greater power, longer range or other advantageous effects, and advises saving them for decisive moments. They sit alongside Blaze Arts in the Combat System, and the two should not be confused: a Combat Art spends the weapon, a Blaze Art spends the user's health.
The Durability Rule
Every weapon carries a finite number of Uses, and those Uses decrease only when you use a Combat Art. Ordinary attacks cost nothing. That single rule reframes durability from a running tax on every swing into a budget you draw on deliberately, and it is why weapons with very low Uses, such as the five-Use Zerberus, are still practical to carry.
A weapon's remaining durability is not shown on the field until you hover over it. One further wrinkle has been observed in pre-launch footage: when an attack produces a follow-up, only the first strike is the Combat Art, and the second is a standard attack.
Named Combat Arts
Most Combat Arts are attached to a specific weapon and become available once that weapon is equipped. The list below covers every art documented ahead of launch. Effects are read from interface captures and flavour text, and most stat lines have not been published.
Art | Granted By | User | Effect |
|---|---|---|---|
Deadly Blade | Killing Edge, a C rank sword with 40 Uses | Any wielder | Not published |
Deadeye | Longbow | Ursula is shown selecting and using it | The Longbow's own description credits it with very long range |
Compressed Laser | Zerberus, an A rank gauntlet with 5 Uses | The Zerberus is a handheld firearm whose attacks are treated as magic damage. Its Japanese flavour text names the art in a form that renders roughly as Overcompressed Light Bullet | |
Bloodletting | Answerer, a Hero's Relic with 20 Uses | Reported to sharply raise his critical rate. Figures read from a Japanese build give Might +3, Avoid +10 and Critical +20 at range 1 | |
Raging Tempest | Not published | Not published | Might +12 and Hit +20 at range 1, for a cost of 8 durability. Its description reads simply High Mt/Hit |
Brute Throw | Sinza's Trident, an E rank spear with 30 Uses | Esmeralda, whose father owned the weapon | Not published |
Prune | Veroquine, a sword carrying a Curse value of 2 with 30 Uses | Not published | Not published |
Full Moon | Mahadu's Spear, an E rank spear with 20 Uses | Not published | |
Siphon Luck | Long-Night Katara, a cursed E rank sword with 20 Uses | Not published |
Full stat lines for the weapons themselves, including the Uses column those arts draw down, are on the Weapons page.
Learning and Improving Arts
Training at the arena plaza during Between-Match Preparation teaches units new moves and raises the weapon tiers they can wield, and weapon proficiency ranks unlock named skills at set letter grades. Several Advanced classes, including the Bardinger and the Dreadnought, carry an innate Combat Arts +2 class skill. At least one personal skill interacts with the system directly: Peter's Sharpshooter extends the range of his Combat Arts.
One hands-on account describes a route-specific layer as well, in which Dietrich can challenge Fierce Warriors to duels to win secret Combat Arts, then enhance those arts and teach them to allies. That has appeared in only one preview, so treat it as unconfirmed until launch.