In Fire Emblem Engage, players can inherit skills from Emblem Ring heroes, allowing their units to permanently inherit abilities. To unlock these skills, players must advance the main story until the Ring Chamber in the Somniel is unlocked. Once there, they can examine the Central Pedestal and select Inherit Skills.
To obtain Inherited Skills, players must reach a Bond level of 5 with an Emblem and have a ton of Skill Points (SP). Skill points (SP) are crucial resources in the game, as they are needed to inherit skills at the Ring Chamber. Skills can cost up to 5,000 SP and can be purchased from the Ring Chamber in exchange for Skill Points.
Edelgard, a powerful Emblem, is best used with a Divine Dragon Alear, who can spam Engage State and benefit from Weapon Sync. Houses United is also a strong finisher. Skill points can be obtained by beefing up weapons, taking Radiant Bows to 3-5, and taking Killer Weapons to 2-3.
To equip an Inherited Skill, players must select one of the Inherited Skill slots and select the Skill. To gain Skill Points, players should go out and get experience as usual.
In summary, players in Fire Emblem Engage can inherit skills from Emblem Ring heroes by advancing the main story, obtaining Skill Points, and selecting the desired skill slot. This process allows players to use their Emblem skills in battle even without their Emblem Ring equipped.
📹 The BEST Skills to Inherit in Fire Emblem Engage. (Guide/Tips)
Hey everyone! This is my quick and dirty guide to useful skill inheritance that can help you understand the value of Emblem skill …
How does skill inheritance work in Fire Emblem?
You can learn new skills from the parents of a child unit recruited in a parallel. Each child character will get one skill from each parent, unless they already have it. You can pass some amazing skills to kids who wouldn’t normally get them if you’re patient and grind. This can be anything from a simple transfer of Mozus Aptitude to a high-level skill like Swordmasters Astra.
Bond Units can be obtained when two players visit each other’s castles and exchange accessories. Bond units inherit the last skill from each player’s main character, as well as a random personal skill. Corrin is flexible, so you can create another Corrin-like unit with a wide range of skills.
How to get skill points for engage?
How do you gain SP in Fire Emblem Engage? In combat, silver, corrupted enemies, and standard training at the Arena. Micaiah’s skill, “Great Sacrifice,” uses SP. SP is important in Fire Emblem Engage because… SP is needed to inherit skills at the Ring Chamber. Skills cost up to 5,000 SP, which you might not earn before beating Fire Emblem Engage. It can seem impossible to earn enough SP to inherit skills for each of your party members because it’s so difficult to get SP. Read on to learn how to earn SP and farm SP. How do you get SP in Fire Emblem Engage? In combat. Your character needs an Emblem or Bond ring. Equip your characters with rings before battle or they won’t get SP. You can also get SP in battle by:
Damaging an enemy, defeating an enemy or a named enemy, or using staff abilities such as warp or heal.
Can you romance in Fire Emblem Engage?
You can’t romance a companion until later in the game. The event happens in a side story that starts after the plot twist where Alear becomes an Emblem. Some paralogues require you to fight your Emblems to unlock their max bond level. You don’t fight Alear, but you can give the pact ring to any companion with an “A” rank to romance them. It’s not just romance. Alear can bond with characters regardless of gender. Some of these bonds will be romantic, while others will be platonic. A male Alear can bond with Vander, but since he’s one of the platonic options, you’ll have to rely on your own ideas to do the romantic heavy lifting. I romanced the dancer Seadall because he was the cutest person I had the highest rank with. When you give the ring to your chosen, they’ll leave you a memento on the desk in Alears chambers. I got a scarf. Seadall likes scarves.
How to farm SP in engage?
Use your tickets and play trials. Building up SP during the campaign is slow, even with Micaiah’s sacrifice, which can give you 100 to 150 SP in a single use if everyone on your team is injured. There’s no fast way to build up SP, but the fastest way is to wait until the end game, max out one of your units, and let them fight in skirmishes with the animations turned off, or play relay trials. Relay trials drop at least two or three skill books that give you SP. You don’t get to collect the drops until the trial is over.
Can you inherit class skills in Fire Emblem Engage?
To unlock Skill Inheritance in Fire Emblem Engage, examine the Ring Chambers Central Pedestal in Somniel and select Inherit Skills. Adventurers can choose which unit to inherit skills from. To inherit skills for a character, two things are needed: Bond Level and SP. Every character needs a Bond Level of 5. Bond Levels can be increased in several ways.
Game8 says you can increase the Bond Level to unlock Skill Inheritance in Fire Emblem Engage by talking to the character or having them do Arenas Emblem Training. Polishing the units Emblem Ring can also boost their Bond Level. This can be done at the Ring Chambers Central Pedestal. Once the character has reached Bond Level 5, they can inherit the skills for which they have enough SP. SP is a currency players earn in combat. Unit SP comes from chapter battles, but players can also get it from training.
Is Fire Emblem Engage disappointing?
These new gameplay mechanics were satisfying, but not enough to make up for the rest of the game’s shortcomings. Fans of the older games liked the new mechanics, but fans of the newer games didn’t. Fire Emblem Engage’s combat was risky, but the game’s characters, story, and social elements were not. ESRB T for Teen: Fantasy Violence, Mild Language, Mild Suggestive Themes.
How to farm skill points Fire Emblem Engage?
How to earn SP. To get SP, you have to fight with an Emblem Ring or a Bond Ring. Killing units gain more SP. If the enemy was a boss, named, or harder, they gain even more. Bond Rings can be made at the Somniel Ring Chamber with 100 Bond Fragments. The rarer Bond Ring gives more SP. Use Emblem Rings to get more SP. When equipped during battles, the Engage meter fills over time. Once full, players can merge abilities with the Fire Emblem hero for 3 turns. Use Engage often to generate SP. Blue spaces on the battle map fill the Engage meter instantly, so players should find these zones and occupy them for another SP boost. How to farm SP in Fire Emblem Engage. Gaining SP can be slow, but there’s a fast way to get a lot of it. This method can be used after players reach Chapter 6 in Fire Emblem Engage. Micaiah isn’t as good as some other Emblem Rings, but her Engage Attack, Great Sacrifice, is how players can farm SP.
What is the best skill to inherit in Fire Emblem Engage?
New players should use the game’s skill system to its fullest. We’re keeping it updated. 1 Alacrity – Lyn. 2 Canter – Sigurd. 3 Vantage – Leif. 4 Speedtaker – Lyn. 5 Quality Time – Corrin. … 6. Pair Up – Corrin. … 7. Dual Assist – Lucina. … 8. Ike. … Fire Emblem Engage is different from previous Fire Emblem games because it lets you learn new and return skills to the series. Some skills are now tied to the Emblem characters, while others are individual Class skills.
The 11 Best Items In Fire Emblem Engage. Staves, Vulneraries, and stat-increasing items are all useful in Fire Emblem Engage. These are the best. This is how you get skills in Engage. To inherit a skill, you must level up your bond with the emblem and buy it with SP. You can only equip two inherited Emblem skills at a time, so choose wisely.
Can you inherit class skills Fire Emblem Engage?
One skill slot is for a class skill. You get them at level 5 in a promoted class. You can only equip one, so changing classes for skills will be kept to a minimum.
The other two are inherited from Emblems. Use an Emblem long enough and you can learn skills without the Emblem. You’ll want to combine them with another Emblem. What do people think about how this affects skills? I see a few things. With only one skill learned from classes and only one to equip, there won’t be as much pressure to skip classes as there was on the 3DS, where you couldn’t use all five skill slots without a Second Seal. If you don’t want the skill from that character’s master class, you can spend two seals to get another skill and return. If Second Seals are limited, choosing a class based on its skills might be a good idea. A character can choose a class skill in a few ways. You don’t have to level up weapon ranks as fast as before. A character can level up in their starting class or the class line with the desired class skill. If they stay in their starting class but don’t want the skill, they can use the Second Seal when they promote. If it’s hard to get the desired proficiencies, this is a good way to do it, especially if Second Seals are valuable.
Can you romance everyone in Fire Emblem Engage?
The new Fire Emblem game lets you choose any character to partner with, regardless of gender. Once you reach S-rank, your character and ally will announce their love for each other in a special cut scene. After this, you’ll find a page in the Ally Notebook about your life with your S-rank ally. In Fire Emblem Engage, you can’t romance any character from previous Fire Emblem games.
How to inherit emblem skills Fire Emblem Engage?
How to Inherit Skills. Once you have a few Emblem Rings and are at Level 5 with them, you can gain the Skill Inheritance option. Fire Emblem Engage lets you inherit the skills of Emblem Ring heroes. This page has tips and tricks for gaining SP to inherit these skills.
How Skill Points Work; How to Gain Skill Points; How to Inherit Skills.
After you gain Emblem Rings and fight alongside them, you may notice an additional point value next to your experience after a fight, called SP. This is the currency you need to start inheriting skills from Emblem Ring heroes. You don’t need to worry about it in the first few missions.
How much does it cost to inherit skills in Fire Emblem Engage?
Skill Points (SP) are the currency to inherit a skill from the Emblem. You gain this when you’re in combat and have Emblems or Bond Rings equipped. Units can’t gain SP without a ring. The cost can be from 100 to 8,400 SP. In Fire Emblem Engage, units without Emblem Rings can use inherited skills. Learn the best skills to inherit and how to inherit skills from Emblems. Avoid is good because it makes units less likely to take damage. This skill also works with skills like Sword Agility to make a tank that can avoid attacks.
Break Defenses is a big damage boost when you break an opponent. It’s more useful in classes that use multiple weapons, like Hero and Wyvern Knight.
📹 EARLY GAME SKILL INHERITANCE GUIDE! Managing Your Resources in Maddening Mode (Fire Emblem Engage)
Just some quick tips and bits of advice I’ve found after the first day of playing the game. Maddening really hinders your EXP and …
(Corrections and additions pinned in this comment) hey all! Hope you found this guide helpful. If you did please leave a like to help boost this article in searches. Let me know in the comments below what your thoughts on this guide! And please subscribe if you haven’t yet! Corrections below: Yes, Speed+’s description is Canter’s, editing fumble 🙁 I didn’t add starsphere because I didn’t even know it existed I don’t have DLC I was just asking friends who had it LOL. I’M SORRY
I would like to mention Micaiah’s staff mastery. It increases healing amount but more importantly increases your staff accuracy with staves that target enemies. This is the ONLY way to increase your accuracy with offensive staves, your stats won’t increase it. I recommend getting it for whoever you give the Micaiah ring to so they can hit their multi-target offensive staves like Freeze as you roll accuracy against each target.
I cannot understate how amazing Canter and Canter+ are to the point where they’re kinda broken. I gave it to both Ivy and Chloé and they can pretty much hit and run just about anything and rush back to safe with reposition and Sedall with Canter as well. Broke pretty much the entire game but in a good way
As a new player, I wasn’t sure if one could justify spending on Canter when it’s so expensive and Canter+ exists that’s better. It’s good to learn that the amount spent on canter actually contributes to canter+ so that you don’t need to waste points. Also, new enough to not know that the higher level stuff is tied to late game. Glad I watched this vid.
With the Three Houses lords DLC bracelet, packed lunch refilling is insanely good. With combat arts you can burn thru engage turns to quickly get another special move. Raging Storm combat art allows you to act again while using 3 engage turns and houses Unite let’s you move again after the attack if next to Byleth. I’ve found them to have significant impact in the battle when one unit can do so much alone.
It’s utterly insane just how varied the skills are in terms of cost/benefit. Roy in particular is atrocious. 500 SP for Str +1, 1000SP for Str +2, 6000SP For Str +6, 1000 SP for Sword attack Power 1, +2 attack and -10 avo with a sword (which is strictly wosre than Str+2 unless you’re using a Levin Sword.) Lyn can give Speed+1 for 100SP, Speed+4 for 1000, and Speed +5 for 2000. I’d consider speed to be roughly as good as strength (depending on character.) Ike can get you up to Defense +5 for 2000SP, which is on the right unit, the most useful stat. As incredibly well designed as the gameplay is in Engage, there are a few areas which really stick out as not well designed. The skill inheritence system really sticks out as a way to punish players that just pick what sounds good without bargain hunting. When I went over the skills after my first playthrough planning for future ones, I came to mostly the same conclusions as the article. I noted some others that I think are a very good idea for some specific characters and builds, Dodge +10 for Ivy so she doesn’t get critted, and Pair Up for tanky units to avoid being taken down by chan attacks for example. But I think the article got all the skills that are going to be good on over half the cast.
I’ve found a good mix being a soft stat of some kind and one of the focus skills/precision skills for the weapon that character is using. It’s cheap and good all round, and you don’t need to invest much bond to unlock them. Helps to elevate nearly every character effectively and has no risk (such as using an emblem and not being able to stack bonuses). Especially after a certain point in the midgame. Glad you mention Lineage as well; I got it on every character until about chapter 20. In terms of raw stat skills: Defense and Dexterity have been the most useful for me. Criticals, avoidance, and reduced damage. Yes, Resistance is a concern, but there are fewer mages than everything else on each map and mages are squishy and good positioning can eliminate them as a threat. One good attack from nearly any weapon (outside tomes) is usually enough to oneshot them. (Though I am running an anti-mage dexterity/resistance build on Ivy for dealing with mages). One of the paralogues in particular has a ton of them. Avoid is another skill that’s useful on everyone except for tanks and there’s a (non-spoiler) VERY good reason to get it early in the game. Avoiding attacks is easier early game, and key for maddening runs. You’ll run out of heal options/positioning options very quickly. For one-off skills, here’s a few that I think are fantastic: Pair up – pretty much a requirement on tanks, it removes chain attacks as a threat. Marth’s paralogue is a nightmare without it. Resolve – This combos well with Unyielding and Hold Out, which you mention at the end of the article.
only perusal this now when ive almost finished the game, so im not gonna benefit from this too much right now but turns out I had the right idea anyway with the skills i ended up inheriting. I used most of the skills you mentioned and CONSIDERED using most of the other skills so I think ive done well enough
Since I’m just going normal casual I just went with stuff related to movement like Canter, Advance and Repo. But I say Duel assist is probably a must have on IF your have a Warrior as they can use bows as a backup unlike others so their range with Duel assist is crazy. And supports I admit don’t bother with other than my favs bc I could look those up on YouTube
for those who like breaking FE games or being op in them, inheriting Starsphere from Tiki emblem and doing “retry from beginning of battle” in either non-training type skirmishes(best place to do so) to reset all rng including level ups is da best way to grind a unit on hard, even if its unoptimal to reach level 20(second seals is why since we have infinite levels like awakening. and the exp gain doesn’t slow down if promoted at 10-12 at the earliest) granted this only works on normal&hard in Engage as skirmishes are more plenty there and its easier than maddening. training type skirmishes are very unoptimal for this cuz of end of battle exp in “training!” type skirmishes actually leveling you up. Starsphere’s deff unoptimal for a first maddening playthrough since its literally useless due to forced fixed growths.but the Tiki Emblem itself is still very useful cuz dragon form and revival stone. but on random growths mode that unlocks after beating the game once, starsphere technically has its uses, but due to the lower skirmish rate and skirmishes being really hard, its not worth inheriting. so I find its best to use Tiki emblem on someone you want to make strong due to the innate Starsphere, and the best action is to not inherit Starsphere at all on maddening’s random growths. Engage on maddening most deff has the “even if you max your stats you can still die” like Radiant Dawn’s normal(hard) mode(for RD battle-save abuse for max stats actually makes the game harder than intended due to Dawn brigade vs Greil mercs, and you can still die cuz of it, which I love.
I defaulted on my first play through to just give all my units canter, my staff users healing light, and my other units quality time. on units who already had these skills, we invested in speedtaker for last skill. it made things easier so I didn’t have to think too hard about individual skills while learning the game, and gave my team great movement and survivability throughout the run.
I’d like to share my main pet project which is making enemy phase viable. I am running Diamant with Lief, and I currently have Mentorship and Resolve on him, but I plan to give him Wrath over mentorship. The whole idea is that Wrath, Vantage from Lief, and Resolve all get activated from taking damage. All three together gives him first hit on enemy phase, +5 def/Res, and increased crit. Combine this with his personal class skill Sol, and he can remain at good health. Now further add in Engage mode and he gets Adaptable to almost always have the most effective weapon type, arms shield always active for 7 true damage reduction, and since he’s a backup, another +10 crit. The idea is to be an absolute monster when below 75% health with drastically improved survivability, and Sol which may see anti synergistic, but I think it makes the set far safer than this being run in anyone else.
Corrin’s Quality Time and Byleth Mentorship are my go to confy setup when the unit doesn’t need anything else. Mentorship will eventually make the effect of Stat+ sooner or later, Quality Time heals chips damage that some units are bound to take (like Diamant with his personal skill) and building relation is tedious without that. Both skills are cheap and come kinda early, and you only need lvl 5 with the emblem, so fighting the Emblem for it in the Arena is only one round, which matters if you want something on (more or less) all your characters
I think Avoid+ should really really be on here. Yeah, it’s mentioned as a combo with Pair Up, but it’s still extremely good throughout the entire game as a stand-alone skill. -Weapon triangle doesn’t really affect hit/avoid in this game. This means you won’t really have to worry about getting guaranteed hits from weapon triangle disadvantage, and furthermore, avoiding the attack prevents you from being broken which really helps for enemy phase. -It’s available at the earliest possible time, so you’ll get great value out of picking it up early. It does benefit a lot from combining with Pair Up, but that only really matters in late game where the game actually throws a lot of Backup type enemies at you. -I don’t really like the argument that because someone else did something well, that everyone else should follow suit, but it does deserve mention that a Maddening Alear Solo run was busted completely open thanks to this skill specifically.
Honestly, I’ve just been putting Starsphere on almost everyone. SP grinding to create the truly powerful combinations is very time consuming, but having units with all-around better stats and the right emblems for their roles seems extremely viable given how powerful individual emblems can be on their own.
If you’ve got the DLC expansion, then getting Tiki ASAP and grinding out her Starsphere skill for 1500 SP. Getting a decent boost to all possible stat growth early on is ungodly helpful. On average each unit equipped with the skill gets no less then 4 stat ups per level and usually get 6 or 7 each level.
Great article Ghast, I hadn’t thought of doing the support grinding method you showed off. I do hope in the next dlc wave they add a good and exp map to help with grinding as well as better ways to get supports between everyone who isn’t Alear. In the meantime do you have any tips on how to get more gold? Besides Anna’s skill and gold skirmishes I have no idea.
I think Alacrity should be on this list. Any fast unit can really benefit from striking twice before the enemy counter attack. I think the impact of that is reduced a little bit by Break with weapon triangle advantage. But it can still be really beneficial if you’re attacking with weapon triangle disadvantage or even weapon triangle neutral.
I played the game relatively casually but I would personally recommend getting Avoid+10 from Marth kind of early for some units can practically become untouchable (Lapis) But also keep in mind of my comment I mean casually a bit literally. But I plan on eventually doing a more difficult playthrough of the game at some point later.
with the lower movement all the movement skills are just really desirable now, more so than if we still had 8 mov mounts. but man I do wish we didn’t need QoL skills like quality time. what’s next? A DLC that comes with Emblem Anna for gold drops every map? I think in the long run of grinding for SP though dual assist is going to be really desirable for whenever we get that last DLC. the extra chip damage is very valuable and can save lives.
speed taker for ppl like ivy, and alacrity for glass canons like how my boucheron is rn. Especially boucheron (with edelgard), on maddening, he’s basically a delete button, but he i keep throwing him in and he takes a lot of damag. I havent actually put alacrity on yet cuz im still deciding, but im assuming the purpose is to make glass cannons more durable.
I think Leif’s +Build is a great early game boost. I agree, Lyn’s +speed is better in the long term, especially since BLD has a chance to increase at level up unlike in FE games of past, but keep in mind – you get Leif a few chapters earlier than lyn and you likely want to have a character like Chloe up her ranks with Leif for new weapon proficiencies anyways. I think the +Build is a natural for her and other characters with her build deficiency early on, to wield javelins and other weapon types such as axes or swords without taking the speed hit.
this is character specific but ivy with maxed sigurd + bolganone with corrin engrave(30 crit and 10 avo) since she’s the only character which can acess a flying sorcery class can 1 turn some paralogues,almost 100% of crit on any monster on the game til now (i on ch 23) its the cheesy “warp staff” unit from this game
So I beat the game on Maddening and I put build +3 on everyone,and everyone with 3+ range attacks I gave draconic hex especially on your Celica unit with echo, since the games final maps like to try multiple units at you from all sides to force you to kill the boss quickly being able to drop the stats of people nearby you aren’t able to finish off because some of the bosses really do require your hardest hitters focused, build 3 enabled my hard hitters to double more often with silver weapons I made lighter and it almost felt too easy,not as easy as three houses but I didn’t have to reset at all for the last few maps
Yeah this game definitely makes you work for this stuff, SP, Fragments and Gold, its like they don’t expect you to get everything on your first playthrough, I haven’t beaten the game yet but I would assume new game plus (if there is a new game plus) will keep things such as your donations and emblem bond rings, I would hope it would also keep the skills you inherited. Part of me is hoping future updates will fix this issue such as designated maps that give a lot of SP, Exp, and Gold and not just one or two gold corrupted that gives chump change. I know 3 houses didn’t exactly have exp or gold maps but enemies dropped bullions that you can sell for money.
The arena is helluva useful for skill inheritance, more so if you want someone to inherit “X” skills but don’t want them to have the Emblem equipped for a good while. Just purchase the level you want unlocked with the unit that needs the skill in Arena and they should get access to it even if they fail horribly vs the Emblem in combat (don’t forget Lv5 bond is the minimum for anyone if they wanna inherit stuff tho!)
6:07 Does anybody know what bonuses support gives in combat ? I’ve had units with supports fight near eachother like in the GBA/Tellius games but haven’t noticed an impact in combat such as more hit/avoid/dmg ect. I’m hoping they didn’t remove support bonuses for Engage and I just haven’t noticed when it’s in effect.
I would really love it if they made a mainline fire emblem game with as much character customization that FEH has in terms of skills, weapons, and builds. And then provides you with a much more engaging post game and online experience that lets you showcase all these builds you put out. Engage is very close to doing that But i dont think the relay and outrealm trials add enough to keep me invested or is overall really worth it. But im not sure what they could really do, or if they would really even want to do anything
Divine pulse gives more effective hit rate than hit +15 and is way cheaper even with 0 luck. Hit rate is 60%. Hit +15 takes it to 75%. Divine pulse+ with 0 luck. Means on the 40% to miss there is a 50% to hit. So a 20% chance of failure resulting in hit rate of 80. Hit +15 is only better if it takes you to a 100% or really high rate of hit but it costs 2 times as much
I think Quality Time is one of the most broken skill and honestly Underrated The passive chip healing stacks up Like crazy sind it’s very cheap to inherit, only Lvl 5 and little SP. Quality Time + is a bit too expensive but honestly i think slapping quality time on just about everyone is the play (did that and loved it)
Im sitting here at chapter 18 done almost all available paralogue and my highest sp character has 2600 and I don’t even know what to give her. Like its frustrating cause its a feature, but you get so little sp that you can’t use that ressources well and the skills that seems nice since they give utility are locked behind immense sp cost. In my maddening run in the futur all the skills you mentionned will be suuuper good but like a speed +3 when you already double everything is meh and like its almost the only choice available since you get no sp. They should have added corrupted that give bonus sp or a way to gain them.
They don’t pack a meal if it’s an F rank meal (🤣when I first saw it happen I couldn’t stop laughing and thinking I better not go into the next story mission because it gave my units NEGATIVE STATS 🤣🤣) Also I figured out a method to grind out support points… USE BYLETH’s INSTRUCT SKILL TO GET POINTS WITH EVERY ALLY WITHIN IYS RANGE!!! Good thing skirmishes exist.
Honestly advance is kind of a joke imo, it’s use case is that you’re insistent on using sword locked units, or that you’re in a niche situation where you’d specifically need to attack with your 1-range option. But canter probably fixes spacing issues better than it does. It’s cheaper than better skills, but you’re probably better off saving sp for skills you’ll actually use long term. Not to mention that Engage has a lot of ways to boost you mobility, sigurd, roy on cavs, byleth, dance, rescue, warp, miciah rewarp. Advance probably has uses, I just don’t think it’s deserving a recommendation. Besides you don’t have to actually use alear for combat, and you can reclass alear if it’s that much of an issue that alear doesn’t have good 1-2 range options. Canter is probably much better for Alear anyway, because then you can use it to set up divinely inspiring.
Skills are such are big part of modern FE, especially with FEHeroes being filled up with skills, the fact that FE Engage was quite clearly made to attract FEHeroes players having skills do so much is awsome. One thing that does suck is the fact units can only have two inheirtable skills and most people will probably fill the first slot with canter if available, but having the two slots gives players who enjoy customizing each of their units to feel unique. Even better is that a person can play through the whole game and beat it on hard without even using skill inheritence.
Wow, that dual assist take is pretty bad. >1. in it’s base form, you’re spending 1000sp for a 35% chance of something to go off. Yes, and that “something” is a 35% chance that almost ANY enemy ANY unit attacks loses between 10 and 20% of their hp before combat and it can be stacked on multiple units. >2. For it’s more reliable variant, it’s a total investment of 2000sp. That is absolutely expensive but also totally achievable in endgame even with some substantial investments elsewhere (like canter) and as you observe late joiners start with enough SP to pick it up immediately. When the base variant already provides value on it’s own to be worth picking up for me it’s a simple calculus. >3. It’s pretty restrictive in that only one type of unit can use it – backups. Yes… and backups are cleanly the best unit types in the game and other units can be freely reclassed into them. Even without dual assist, backups can produce a reliable source of damage that no other class type can and that damage goes to every other unit. Spreading that damage over their entire movement range (x2 because it even applies after they’ve already finished their turn action) is an obvious choice for backup units and backup units are an obvious choice to stack in your army.
If you did pick up the DLC, then once you complete Chapter 6, you should be able to get those bracelets and both are excellent. You might want to consider holding SP to get skills from them. One gives a 20% experience boost for 150 SP, certainly good to get early and only need the base bond link of 5. The other has some nice skill to boost stat growth on level up as well as “miracle” type effect.
One note on Micaiah, Healing Light is good early on your Qi Adept units, especially for the price, because it allows them to heal themselves by healing someone else meaning that after chain guarding they can staff somebody, gain xp/sp, and then be ready to chain guard again without spending a vulnerary or other consumable
Best skill to inherit first is +20% xp for 150 SP. You can easily push edelgard on every caracter to lvl5 for 500 bond fragments each and inhertit xp buff asap. Hit +x% is pretty good. But i dont know the hitrates in lategame so i dont wanna waste SP on a skill that could be outclassed later because you can also improve weapons. Its also possible to rng manip hitrates in battle and hit an enemy that normally avoids.
I disagree on Jade being a better investment. Louis has 12 build, lighter weapons (lances) vs. Jade’s 8 (eight! on an axe user!) build and heavier weapons (axes), the RES skill only activates if you don’t fight, while you can set up Louis’s appreciation to take 2 less damage from every attack offensively and defensively. Since most of the Roster seems to be female, this isn’t too difficult to set up.