Gambits are battalion actions in Fire Emblem: Fortune's Weave. Theodora recruits battalions in Part I, and completing her path makes them available in Part III. Each battalion supplies its own Gambit, limited uses and stat modifiers. The reference below connects current effects to their actual holders.
Named Gambits

Gambit | Japanese | What Is Published |
|---|---|---|
Disturbing Volley | 攪乱射擊 | Flying effectiveness and Immobilize; the exact effectiveness tier depends on the holder listed below. |
Disturbing Strike | Not published | Selected from a command bound to the A button and limited by uses. One battle capture shows the counter stepping from 2 down to 1, a three tile target box covering three enemy soldiers at once, and a forecast of 94 hit, 0 critical and 7 damage. |
Blaze | Not published | Twin Jewel Fans supplies this Gambit. It applies Flame to affected spaces and has 1 use. Blaze Arts are a separate HP-based character system. |
Disturbing Volley has holder-specific entries: Novice Hunters lists normal effectiveness against Flying, while Hunter-Drifters, Adept Archers and Elite Hunters list Effective+ and a Flying-target condition on Immobilize. Disturbing Deadeye and Disturb-Flier Tactics also have their own holders. Use the selected battalion's forecast rather than assuming every same-named Gambit has an identical multiplier. Bonus Damage explains the effectiveness tiers.
Using the current reference
The complete table below gives each current Gambit's use count, functional effect and battalion holders. Exact Might, hit formula and tile geometry are not inferred from a battle preview; formation targeting is checked on the map. The historical Disturbing Strike example above is one particular forecast, rather than a fixed damage or hit value for every use.
Battalions

There are 68 battalions in the linked Battalions reference, with eight stat modifiers, Authority requirements, types, recruitment locations and assigned Gambits. Novice Hunters starts with Theodora, and Priest Trainees joins automatically in Chapter 5. Gather Cap is an overland collection property; battalion stats in combat are listed separately. Combat System covers the turn structure.
Theodora receives a starting battalion before the settlement recruitment tutorial in Part I Chapter 6. Recruit Soldiers starts the process at a settlement; return after it finishes. A battalion can instead gather supplies at a resource or dungeon node after turns pass. The Transport Chief opens in Chapter 7 and accepts unwanted battalions toward Tactics Manuals that raise Authority. Between-Match Preparation covers planning those activities.
Equipping and targeting
Assign a battalion through Inventory to an Infantry unit whose Authority meets its requirement. Horse, Ornius and Flying units cannot equip battalions. Each unit equips one battalion. A Gambit needs its target in the correct formation and spacing, and cannot be used in turn-based Clashes.
Gambit effects and holders
Gambit | Uses | Effect | Battalions |
|---|---|---|---|
Tri-Front Formation | 1 | Blocks movement through the affected spaces. | Bronze-Shield Guard; Iron-Shield Fighters; Steel-Shield Guard |
Group Detoxification | 2 | Cures Poison on allies in the target area. | Holy Apprentices; Holy Disciples |
Encircling Flames | 1 | Magic damage in the target area. | Lesser Mages; Mage Cantors |
Scattered Flames | 1 | Magic damage in the target area. | Mage Pupils; Blackfire Mages |
Disturbing Volley | 1 | Effective vs. flying. On hit, inflicts Immobilize on the foe. | Novice Hunters |
Splash Recover | 2 | Heals allies in the target area. | Priest Trainees; Pure Priests; Elevated Priests; Radiant Messengers |
Disturbing Deadeye | 1 | Effective+ vs. flying. On a hit against a Flying foe, inflicts Immobilize on the foe. | Regia Breeze Co. |
Line of Lances | 1 | Physical attack. Effective vs. cavalry. | Rookie Soldiers; Model Soldiers; Advanced Warriors; Special Cavalry |
Vertical Formation | 1 | Blocks movement through the affected spaces. | Rookie Vanguard; Veteran Sentinels |
Dual-Wing Formation | 1 | Blocks movement through the affected spaces. | Salt Lake Protectors |
Bulwark Formation | 1 | Blocks movement through the affected spaces. | Armored Sentinels |
Column Recovery | 2 | Heals allies in the target area. | Fighting Clergy; Holy Clerics |
Disturbing Volley | 1 | Effective+ vs. flying. On a hit against a Flying foe, inflicts Immobilize on the foe. | Hunter-Drifters; Adept Archers; Elite Hunters |
Joint Recovery | 2 | Restores a little HP to allies in range. Unit recovers a little HP for each ally. | Jurah's Librarians |
Disturbing Strike | 1 | On hit, inflicts Immobilize on the foe. | Lyoshan Bandits |
Fireguard | 1 | Magic damage in the target area. Grants Shld+2 for each hit until unit's next phase. | Twalinn Sun Squad |
Flank-Guard Formation | 1 | Blocks movement through the affected spaces. | Vandahl Security |
All-Out Offensive | 1 | Physical attack. | Alecto Morningstars |
Iceguard | 1 | Magic damage in the target area. Grants Shld+2 for each hit until unit's next phase. | Aragonian Mages |
Encircling Ice | 1 | Magic damage in the target area. | Elevated Mages; Uplifted Hexers |
Mixed Poison Recovery | 2 | Restores a lot of HP to allies in range. Inflicts Poison on allies in range. | Fina Fishing Guild |
Scattering Ice | 1 | Magic damage in the target area. | Mage Instructors; Shadow Mages |
Two-Wall Formation | 1 | Blocks movement through the affected spaces. | Mons Iron Squad |
Palisade Formation | 1 | Blocks movement through the affected spaces. | Pandora Port Guard |
Blaze | 1 | Applies Flame to spaces in range. | Twin Jewel Fans |
Poison Tactics | 1 | On hit, inflicts Poison on the foe. | Yaaman Alliance |
Magic-Ward Tactics | 1 | On hit, inflicts Silence on the foe. | Aegina Monks; Smyrnos's Mages |
Distant Recovery | 2 | Heals allies in the target area. | Aurora's Stargazers |
Disturb-Flier Tactics | 1 | Effective+ vs. flying. On a hit against a Flying foe, inflicts Immobilize on the foe. | Breza's Bau Squad |
Ice Domain | 1 | Magic damage in the target area. | Kalla's Divas |
Flank Formation+ | 1 | Blocks movement through the affected spaces. | Lions of Megaira |
Disturb-Flier Tactics | 1 | On a qualifying hit, inflicts Immobilize. Target-specific effectiveness is not specified here. | Mahon Twilighters |
Bulwark Formation+ | 1 | Blocks movement through the affected spaces. | Noble Bodyguards |
Wing Formation | 1 | Blocks movement through the affected spaces. | Orchard Guards |
Complete Recovery | 1 | Restores all HP to allies in range. | Secret-Art Wielders |
Tri-Front Formation+ | 1 | Blocks movement through the affected spaces. | Silver-Shield Guard; Divine-Shield Guard |
Extensive Recovery | 2 | Restores a little HP to allies in range. | Troupe of Aesobos |
Wave Recovery | 1 | Restores a lot of HP to allies in range. | Antiquity Seekers |
Divided Formation | 1 | Blocks movement through the affected spaces. | Asherah Warriors |
Column Recovery+ | 2 | Restores a lot of HP to allies in range. | Bai Ze Squad |
Lightning Domain | 1 | Magic damage in the target area. Grants Shld+2 for each hit until unit's next phase. | Brigid Spirit Squad |
Line of Lances+ | 1 | Physical attack. Effective vs. cavalry. | Fenghuang Squad |
Stampede | 1 | Physical attack. | Fists of Black Smoke |
Fortress Formation | 1 | Blocks movement through the affected spaces. | Headsmen |
Encircling Lightning | 1 | Magic damage in the target area. | Hundun Squad |
Vertical Formation+ | 1 | Blocks movement through the affected spaces. | Linggui Squad |
Disturbing Volley+ | 1 | Effective+ vs. flying. On hit, inflicts Immobilize on the foe. | Qilin Squad |
Resonance Recover | 2 | Restores a lot of HP to allies in range. | Shen Yang Squad |
Scattering Lightning | 1 | Magic damage in the target area. | Yin Squad |
Recruitment and speeches
At Renown 5, Rousing Speech becomes available and recruitment quality improves; more battalions can also be deployed at once. Renown 7 and 9 improve recruitment quality and concurrent deployment again. These thresholds do not establish a specific deployment count.
Give a Rousing Speech after recruitment starts and before it finishes, including after leaving the node and returning. A strong result removes most low-tier outcomes; a weak result removes fewer. Recruiting Drive combines recruitment with a speech.
Gathering and troop transport
Send battalions to world-map resource or dungeon nodes and collect the results after time passes. Clergy suit resource gathering, while mages suit ore collection. Transporting unwanted battalions adds troop points; reaching 100 awards a Tactics Manual, and higher-level battalions contribute more points.
Related pages
Battalions, Theodora, Between-Match Preparation, Combat System, Combat Arts, Blaze Arts
Related Pages
Combat Arts and Blaze Arts are the other two costed attack systems, paid for in weapon durability and in the user’s health. Bonus Damage explains the Effective+ tier Disturbing Volley uses, and Between-Match Preparation covers the downtime in which battalions are recruited.