Fire Emblem: Three Houses

Fire Emblem: Three Houses Battalions Guide – Types And How To Deploy

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Fire Emblem: Three Houses is out now and the game has battalions and gambits. In this Fire Emblem: Three Houses Battalions guide we are going to walk you through what battalions are, their types and the different kinds of gambits in the game.

Fire Emblem: Three Houses Battalions

In Fire Emblem: Three Houses, battalions are squads that go into battle with your character. These squads can give you special abilities. These special abilities are called gambits. Gambits can deal damage or provide support to characters.

A battalion will have its own HP. When the leader takes damage the HP will lower. When the HP is reduced to zero, the special abilities of the battalion or gambit will no longer be available to the leading character.

Just like the main character, battalions become stronger when leveled up with experience. Leveling the battalions will allow them to learn new abilities that you can use.

How To Deploy Battalions

Fire Emblem: Three Houses Battalions

Battalions can be hired from the Knights Guild. A character needs to have a certain authority level in order to lead a battalion. The stronger the battalion, the higher the level of authority you will need to have. Having a higher level of authority will also give you additional effects when using gambits.

Types of Battalions

The different types of battalions in Fire Emblem: Three Houses are mentioned below. This guide is a work in progress so stay tuned for updates regarding the different battalions that are present in the game.

Church of Seiros

The different battalions for Church of Seiros are as follows:

Battalion Gambit Required Authority Hiring Cost
Seiros Foot Soldiers Lure Scheme E 1,000
Church of Seiros Soldiers Disturbance E 1,000
Seiros Mercenaries Onslaught E 1,200
Seiros Lance Soldiers Coordinated Lance Strike E 1,200
Kingdom Brawlers Disturbance E 1,200
Seiros Holy Monks Stride E 1,200
Seiros Sacred Monks Resonant White Magic E 1,200
Seiros Pegasus Co. Lure Scheme D 1,200
Seiros Magic Corps Group Magic: Flame D 1,200
Seiros Magic Squadron Group Magic: Ice D 1,200
Seiros Cavalry Brigade Fire Scheme C 1,500
Holy Knights of Seiros Assault Troop ? ?

Holy Kingdom of Faerghus

The different battalions for the Holy Kingdom of Faerghus are as follows:

Battalion Gambit Required Authority Hiring Cost
Kingdom Infantry Lure Scheme E 1,000
Kingdom Lance Co. Group Lance Attack E 1,200
Kingdom Brawlers Disturbance E 1,200
Kingdom Magic Users Group Magic: Ice D 1,200
Kingdom Snipers ? D 1,200
Kingdom Armored Co. ? ? ?
Kingdom Knights Assault Troop ? ?
Royal Guard ? ? ?
King of Lions Co. ? ? ?
Kingdom Youths ? ? ?

Adrestian Empire

The different battalions for the Adrestian Empire are as follows:

Battalion Gambit Required Authority Hiring Cost
Empire Infantry ? ? ?
Empire Magic Corps ? ? ?
Empire Snipers Fusillade ? ?
Empire Warriors ? ? ?
Empire Magic Users ? ? ?
Empire Cavalry Fire Scheme ? ?
Imperial Guard ? ? ?
Empire Elite Wyvern Co. ? ? ?
Supreme Armored Co. ? ? ?
Empire Youths ? ? ?

Leicester Alliance

The different battalions for the Leicester Alliance are as follows:

Battalion Gambit Required Authority Hiring Cost
Alliance Infantry ? ? ?
Alliance Duelists ? ? ?
Alliance Magic Corps ? ? ?
Alliance Archers ? ? ?
Alliance Cavalry ? ? ?
Alliance Knights ? ? ?
Alliance Armored Co. ? ? ?
Alliance Snipers ? ? ?
Alliance Magic Users ? ? ?
Alliance Veteran Duelists ? ? ?
Alliance Pegasus Co. ? ? ?
Alliance Wyvern Co. ? ? ?
Alliance Pavise Co. ? ? ?
Alliance Physicians ? ? ?
Alliance Sages ? ? ?
Alliance Master Archers ? ? ?
Alliance Guard ? ? ?
Golden Deer Wyvern Co. ? ? ?
Golden Deer Archers ? ? ?
Golden Deer Cavalry ? ? ?
Immortal Corps ? ? ?
Holst’s Chosen ? ? ?
Alliance Youths ? ? ?

Others

All the other battalions in Fire Emblem: The Three Houses are as follows:

Battalion Gambit Required Authority Hiring Cost
Aegir Astral Knights ? ? ?
Hevring Prayer Troops ? ? ?
Bergliez War Group ? ? ?
Varley Archers ? ? ?
Opera Co. Volunteers ? ? ?
Brigid Hunters ? ? ?
Duscur Heavy Soldiers ? ? ?
Fraldarius Soldiers ? ? ?
Gaspard Knights ? ? ?
Gautier Knights ? ? ?
Church Soldiers ? ? ?
School of Sorcery Soldiers ? ? ?
Galatea Pegasus Co. ? ? ?
Gloucester Knights ? ? ?
Leicester Mercenaries ? ? ?
Victor Private Military ? ? ?
Ordelia Sorcery Co. ? ? ?
Edmund Troops ? ? ?
Goneril Valkyries ? ? ?
Sauin Militia ? ? ?
Cichol Wyvern Co. ? ? ?
Cethleann Monks ? ? ?
Jeralt’s Mercenaries ? ? ?
Remire Militia ? ? ?
Duscur Infantry ? ? ?
Almyra Mercenaries ? ? ?
Brigid Mercenaries ? ? ?
Morfis Magic Corps ? ? ?
Essar Research Group ? ? ?

Types of Gambits

The different types of gambits that you can use in the game are mentioned as follows:

Gambit Effects
Lure Scheme Forces an adjacent enemy to move to the tile behind the unit. Good for forcing enemies to land on unfavorable terrain.
Stride Gives allies +5 movement on the turn activated. Can be bestowed on multiple allies if they are gathered together.
Coordinated Lance Strike Attacks the target enemy and those one tile to its left and right.
Disrupt
Disturbance Prevents foes from moving next turn.
Onslaught Pushes adjacent foe back 1 tile.
Resonant White Magic Heals allies in the area. (Range 1)
Group Magic: Flame Also damages foes adjacent to the target. (Range 1~2)
Group Magic: Ice Also damages foes adjacent to the target. (Range 1~2)
Fire Scheme Attacks a group of enemies with explosive barrels. Flames linger in the affected area, causing waiting units to continuously take additional damage.
Assault Troop Charges at the foes.
Assembly Moves unit back 1 tile and drags foe to unit’s previous tile.
Reversal Swaps position with a foe.
Lure Pulls adjacent foe to the unit’s opposite side.
Blaze Ignites some terrain tiles.
Fusillade Effective against fliers
(Range 2~3)
Absorption Restores HP equal to 50% of the damage dealt to foes.
Poisoned Arrows Inflicts poison on foes. Effective against fliers.
(Range 2~3)
Resonant Flames Affects a wide area with powerful flames
(Range 1~2)
Resonant Ice Affects a wide area with powerful ice
(Range 1~2)
Resonant Lightning Affects a wide area with powerful lightning
(Range 1~2)
Resonant White Magic Restores HP of allies within the area
(Range 1)
Flash-Fire Arrows Ignites some terrain tiles. Effective against fliers.
Group Lance Attack Charges with a lance attack
Linked Horses Charges with cavalry over a wide area
Poison Tactic Launches a toxic barrel to inflict poison on foes
Bag of Tricks Gambit Counter of all allies within range becomes 0
Recovery Roar Removes status effects of allies within the area
Spare
Impregnable Wall Allies deal and suffer 1 damage for the rest of the turn
Sacred Shield Allies suffer 0 damage from ranged physical attacks the rest of the turn
Retribution Grants allies the ability to counterattack outside their range for 5 turns
Blessing If the affected allies with HP>1 suffers damage that will knock it out, it will survive that damage at 1 HP once.
Dance of the Goddess Allies within the area can move one more time
Ashes and Dust Effective against fliers.
(Range 2~3)
Raging Flames Ignites some terrain tiles into flames.
Wave Attack Charges with a lance attack within the area. Effective against armored units.
Line of Lances Charges with a lance attack within the area. Effective against cavalry units.
Mad Melee Attacks foes within range.
Random Shot Attacks foes within range.

If you are interested in learning more about the different characters in the game, then be sure to check out our guide on the Blue Lions House, Goldern Deer House and the romance options for different characters in the game.

This marks the end of our Fire Emblem: Three Houses Battalions guide.

PC hardware enthusiast and avid gamer Talha Amjad has been creating content for more than 6 years now. He has worked with multiple brands and renowned websites. Tech and gaming are more than just work, they are a passion and way of life for him.

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