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Fire Emblem: Fortune's Weave is the first game in the series to support mouse controls. Nintendo's own wording is that you can play with mouse controls using Joy-Con 2 controllers, intuitively moving units across the battlefield and quickly accessing helpful information, changing seamlessly between button and mouse controls whenever you like. Neither scheme locks you in: the switch is available at any point.
One hands-on account of the pre-launch build found the mouse mode precise but not yet comfortable to sit with for long stretches. That impression came from a preview build. Writers working from the finished game describe the same arrangement in it, with the mouse layered over the standard button scheme as an option rather than as a replacement for it.
Using the Mouse
The prologue offers mouse controls partway through its combat training, and the game handles the switch on its own from then on. By default, laying the right Joy-Con 2 on a flat surface puts the game into mouse mode, and lifting it switches back to buttons; the automatic switch can be turned off in the settings. In mouse mode the left Joy-Con 2's stick still moves the character, while the right Joy-Con 2 acts as the mouse.
Input | Mouse Mode Function |
|---|---|
R | Left click |
ZR | Right click |
Pointer | Moves the cursor across the battle grid to pick a destination or an enemy to attack |
Other functions | Zooming while standing and switching between units |
What the Battle Screen Shows
Most of the game's information sits on the map itself rather than in menus, which is what the mouse pointer is meant to reach quickly.
Element | What It Shows |
|---|---|
Blue squares | The selected unit's movement range |
Red squares | The selected unit's attack range |
Combat forecast | Predicted damage, hit rate, critical chance, which unit strikes first or last, and whether the target can counterattack at all. Backing out returns the unit to where it stood before you selected it |
Weapon Uses | Remaining durability, which is hidden until you hover over the weapon |
Support indicator | A partner portrait with a heart icon and a numeric level when two close characters stand adjacent, with the bonus shown as a banner |
Boss markers | An extra HP bar and a commander badge on leader units |
Yellow item icon | Marks an enemy that will drop loot |
Beast icon | Flags an enemy that is weak to the weapon currently selected |
Several of these can be turned off. Pre-launch footage shows the heart icons and the mini-map both toggled away, and a prompt tied to the minus button sits near the bottom left of the screen, changing between a heart, a conversation and a recovery icon depending on context.
The Warning You Feel
Not every warning the game gives is on the screen. The controller rumbles when the cursor is moved into the range at which an enemy archer could kill the selected unit, which puts the alert in the player's hands before the move is committed rather than in a panel that has to be read. It is the one readout on this page that is felt rather than read, and it is the reason the mouse and the button scheme do not give quite the same information.
Switching to the mouse does not switch the rumble off. HD Rumble 2 stays active with mouse controls enabled, so the warning reaches the player whichever scheme is in use.
Button Layout
As of September 2026 this wiki has not documented a full button map, and none appears in Nintendo's presentations, press releases or storefront listing. The button scheme and the mouse sit side by side: the game falls back to buttons whenever the right Joy-Con 2 is lifted, and the mouse bindings above are the only complete set on record. For what those inputs are driving, see the Combat System.
Individual prompts are readable on screen in released footage, and guides written from the retail game add several more. These are the ones documented so far.
Prompt | Where It Appears | What It Does |
|---|---|---|
Plus | Exploring the capital | Opens the menu |
R | Exploring the capital | Dash |
ZR | Exploring the capital | Opens the map |
ZR | Class and unit screens | Opens the stat view |
ZL | Class and unit screens | Toggles the information panel |
X | Class and unit screens | Search |
Minus | Class and unit screens | Opens the tutorials |
L and R | Class and unit screens | Cycles between characters |
A | Battle command list | Selects the highlighted command, including the Gambit command |
Y | Dungeons | Strikes an enemy first for a pre-emptive attack, and breaks barrels, crates and crystals |
ZR | Dungeons | Toggles the Show Path option, which marks where the party has been |
Hold Plus | Dungeon Clashes | Skip to Conclusion, which resolves the fight straight away |
Hold Y | Cursor, dialogue and battle scenes | Fast-forwards |
ZL | Battle map | Shows enemy ranges |
Related Pages
For the durability the hidden Weapon Uses readout is tracking, see Combat Arts, and for the heart icon and level that appear when two close units stand adjacent, see Supports. Fortuna's Blessing is the other way out of a bad move, winding the battle back after it has been committed.