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List of Emblems in Fire Emblem Engage.
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    In General 
  • Ambiguous Situation:
    • While magical in nature, it's never explained what exactly the past heroes residing in the Emblems Rings are. Only one of them, Sigurd, has memories of their death (which would normally suggest they're spirits), while the other ones have no such memories and Celica herself even doubts she's a ghost for that reason (which could be why despite her fear of ghosts, Ivy seems to lack any sort of fear towards Emblems), leaving the truth behind them a mystery. Emblem Marth does explicitly note Emblems are distinct beings from the heroes they resemble ("we are not them"), with Emblem Sigurd at another point stating that (despite having memories of "his" death) he knows the 12 Emblems were spirits from the beginning, and never had physical bodies at any time.
    • In Heroes for her Forging Bonds - C Scenario, Céline explains that Emblems are said to be "echoes of those who fought to save their homes in other worlds" and are a means to use that hero's power yourself, but this doesn't explain just what specifically is meant by "echo" nor what particular spell or school of magic enables someone to summon this echo and form a sapient being in another dimension. It is indicated only certain dragons can perform this magic, and explicitly noted that only fell or divine dragons can "awaken" a Emblem from the object they are bound to and thus enable the Emblem to be used by other people, but we never see the actual creation of a standard Emblem.
    • In her Paralogue, Veronica mentions that the ability to Summon Heroes was not one she possessed originally, having only gained it after "becom[ing] an Emblem". Despite this she acts like she's still at war with Askr, trying to recruit Alear to fight for her instead of the other way around, making the situation even more confusing.
  • Badass Family: Several of the Emblems are family in their home worlds and kick loads of ass in Elyos. This includes Marth, his distant descendant Chrom, and Chrom's daughter Lucina; Sigurd and his nephew Leif; and Corrin and her adoptive sister Camilla.
  • Bond One-Liner: All units Engaged with an Emblem will have their victory quote changed to that belonging to the Emblem upon killing an enemy, which typically references lines or quotes they say in their home games or spin-offs. Specific quotes are listed in their respective folders, with every unit having only two (three, for the Emblem of Rivals) quotes for each Emblem.
  • By the Power of Grayskull!: Alear summons the Emblems by invocations, something only Fell Dragons can do. They are a phrase followed by the Emblem's title:
    • Marth: "Shine on,"
    • Celica: "Care for us,"
    • Sigurd: "Provide for us,"
    • Leif: "Free us,"
    • Roy: "Rise up,"
    • Lyn: "Sweep across,"
    • Eirika: "Restore calm,"
    • Ike: "Fight on,"
    • Micaiah: "Heal us,"
    • Lucina: "Reignite us,"
    • Corrin: "Bare your fangs,"
    • Byleth: "Teach us,"
    • Alear: "Connect us,"
    • Emblem of Foundations: "Burn us,"
    • Edelgard, Dimitri, and Claude: "Lead us,"
    • Tiki: "Sleep well,"
    • Hector: "Embolden us,"
    • Soren: "Advise us,"
    • Camilla: "Soar high,"
    • Chrom and Robin: "Awaken,"
    • Veronica: "Heed our summons,"
  • Combination Attack: When a unit bearing an Emblem ring fights an opponent, the Emblem will team up with the host unit and launch coordinated attacks alongside them. This is merely cosmetic however, as it doesn't strengthen the actual damage of your attacks. However, there are actual combination attacks when using the Emblem's Engage ability while adjacent to another Emblem that also hails from their world, which improve the effects. For instance, using the Houses Unite attack with the Emblem of Rivals while adjacent to a unit engaged with Emblem Byleth will grant the user another action afterwards, letting them move or attack again.
  • Colour-Coded for Your Convenience: Each of the Emblems is associated with a colour assigned to their game of origin:
    • Marth & Tiki: Blue
    • Celica: Pink
    • Sigurd: Navy
    • Leif: Yellow
    • Roy: Red
    • Lyn & Hector: Green
    • Eirika and Ephraim: Turquoise
    • Ike & Soren: Indigo
    • Micaiah: Orange
    • Lucina, Chrom and Robin: Cyan
    • Corrin and Camilla: White
    • Byleth, Edelgard, Dimitri & Claude: Purple
    • Veronica: Grey
    • Alear: Blue and Red
  • The Dividual: Some Emblem Rings and Bracelets contain more than one Emblem Spirit, with the characters choosing which spirit to Engage with.
  • Dumb Struck:
    • When invoked by a Fell Dragon, Emblems lose the ability to communicate vocally and non-vocally, which reflects the fact that they have no free will in this state and their consciousness is dimmed.
    • Downplayed with the Alternate Elyos Bracelet Emblems (Except the Emblem of Rivals) who are still able to speak despite being tainted by fell dragon power, though it seems to take quite a bit of effort due to how strained they sound, and are only able to at all due to Alear's presence, as Nel repeatedly notes that Bracelet Emblems in such a state shouldn't be able to speak and she's never seen it happen before.
    • Averted with Alear in the last chapter's Non-Standard Game Over, as despite reverting back into a fell dragon now that they've been invoked, they are still apparently capable of speech, asking Sombron what happened before discovering their fate.
  • Energy Weapon: While they function like the original weapons, like everything else about the Emblems, their weapons are made of magic and lack genuine physical presence. As such, the only way for someone else to wield these weapons is to merge with the Emblem in battle.
  • Fusion Dance: A character who is equipped with an Emblem ring or bracelet will be able to Engage to fuse with the Emblem - granting more Skills and abilities to bolster their powers. This is reflected by how the character's appearance changes. Such as inherting part of the Emblems' hair color, wearing a different outfit, using the Emblem's powers or weapons, and seem to even takes on aspects of the Emblem's personality. Such as saying things that the Emblem would say. For example, "Our bonds give me strength", "Should have I held back?", "That's the Golden Deer for ya", etc, possibly as a form of Symbiotic Possession. This fused form will only last for 3 turns, but can be recharged quickly by defeating enemies - or by finding blue tiles on the map that grant Emblem Power.
  • Gameplay and Story Integration: In The Somniel, you can give your allies gifts, but you can't do the same thing with the Emblems since the lack of a physical body prevents them from holding anything physical.
  • Gameplay and Story Segregation: In Chapter 22, if any Bracelet Emblem is brought in the map and their Engage skill is activated while near their Ring Emblem pair, said Ring Emblem will have voice lines/grunts despite being in their fell dragon state for the duration of the chapter. This does not apply to Emblem Veronica as she does not have any associated Emblem.
  • Heavenly Blue: When summoned through a prayer, or in Alear's case, a mix of both that and invocation, all Emblems have bluish eyes and have a blue aura, though they retain the color scheme their real selves had, most of which have blue somewhere in their outfit. Emblem Veronica is ironic, as she started out as a major antagonist in Heroes.
  • Heroes Prefer Swords: Nearly all of them wield a sword, often the Infinity +1 Sword they're associated with and usually wielded at their story's climax. However, for the sake of weapon diversity, most don't wield them until their later Bond levels, and often wield other weapon types that they're associated with if possible. Sigurd starts with lances for instance, Leif has a Killer Axe and the Master Lance in addition to his Light Brand, and Byleth notably has a completely different weapon (all based on the different Hero's Relics) depending on the type of unit that he is Engaged to.
  • I Am Not Him: Several of the Emblems, especially Emblem Marth, make it quite obvious that they're not the same individual as the actual heroes they're based on, even though they have many of the memories of said heroes, which is especially notable with Emblem Sigurd, who is well aware that the real him died. Heroes made it more obvious that the Emblems and the Heroes they're based on aren't the same; In Forging Bonds, Female Alear finally got to meet the real Marth, who was confused when the former attempted to Engage with him. Emblem Veronica however, despite being aware she's "become" an Emblem and gained the ability to summon Heroes in the process, still acts like she's recruiting heroes for her own war with Askr and thus may not be aware (or simply hasn't accepted) that she isn't the original Veronica.
  • Immortality Begins at Twenty: All of the Emblems appear as they did in their physical primes. It's justified by Sigurd, who actually died in his physical prime.
  • Inconsistent Coloring: Zigzagged, the character models for the Emblems are all shown to have dull gray (or lilac) eyes regardless of what their original eye colors were. Most notable with Celica, Corrin, and Lyn who normally have vibrant red and green eyes respectively. This suggests an intentional choice rather than an oversight, but in cinematic cutscenes and official art Marth is depicted with his normal eye color, and Tiki's card icon gives her green eyes like she has in all other appearances.
  • Leitmotif: For Emblems in general, leitmotifs associated with them are "The Twelve Stars", which is used in Emblem-centric scenes, all Emblem paralogues (which also extends to exploration mode in these paralogues), and the Ring Chamber, and "A Beacon of Light Awakens", which is often used whenever an Emblem is summoned, but it also tends to get used after clearing an Emblem paralogue.
  • Limit Break: Engage Attacks are powerful abilities that can help you get a leg up on an encounter, and include effects like attacking a line of enemies, warping to another ally and attacking at that location, or refreshing every ally around them. You can do one Engage Attack each time you Engage with an Emblem.
    • Lodestar Rush: Strikes the enemy seven times at 30% damage.
    • Warp Ragnarok: The user can teleport up to ten spaces away, and then unleash a powerful spell.
    • Override: Plows through all enemies in a row.
    • Quadruple Hit: The user strikes the enemy with a sword, a lance, an axe, and a bow.
    • Blazing Lion: Sets the area around the target on fire, damaging those who are standing around them.
    • Astra Storm: Hits the enemy with five attacks at 30% damage, and has a range of ten spaces.
    • Twin Strike: Summons Ephraim to attack the enemy with a sword and a lance attack. Effective on Corrupted.
    • Great Aether: Increases defense and resistance, but the user can't counterattack for one turn. On the next turn, the user attacks the area surrounding them. The user is healed 30% of the damage they do.
    • Great Sacrifice: The user reduces their HP to one, but fully restores all allies' HP.
    • All for One: Allies within two spaces of the user join in for a Chain Attack.
    • Torrential Roar: Attacks up to three spaces in a line, and then turns the terrain to water.
    • Goddess Dance: Allows the allies standing next to the user to go again.
    • Dragon/Bond Blast: The user attacks with a sword/magic combo. If both Alear and the unit they engaged with are adjacent to each other use this move, they attack together for a total of three strikes.
    • Houses Unite: Attacks with the trio's Hero Relics. If done next to a unit equipped with Byleth's ring, the three leaders do the attacks themselves and the user gains another action.
    • Divine Blessing: Grants an ally a revive stone. If done next to a unit equipped with Marth's ring, the ally has their health restored and regains an Engage Turn/has the Engage Meter filled.
    • Storm's Eye: The unit cannot be broken when it's next attacked and can follow up while the enemy can't. If done next to a unit equipped with Lyn's ring, the unit also attacks first.
    • Cataclysm: Attacks with fire, lightning, and wind magic over the area of the target. If done next to a unit equipped with Ike's ring, the area is expanded.
    • Dark Inferno: Attacks a number of spaces before setting them all on fire. If done next to a unit equipped with Corrin's ring, the area of attack is expanded.
    • Giga Levin Sword: The unit attacks with Robin for a deadly magical strike. If done next to a unit equipped with Lucina's ring, all adjacent units will chain attack before the user lands the final blow.
    • Summon Hero: The unit summons a random unit that can be controlled, including Emblems.
  • Mental Shutdown: Fell Dragons Invoking Emblems causes them to become Empty Shells with no means of communication or free will.
  • Mon: Emblems serve as this, as they're sapient spirits tied to an object, but only Divine and Fell dragons could summon them. However, anyone can use and fight alongside them during battle. Aside from being tied to the game's lore and plot, Emblems are also a huge focus to the game's eponymous mechanic, which involves using them in battle to increase their bond level.
  • Mythology Gag: The Emblems all have references and call backs to their original games primarily in the form of their skills that call back to mechanics, such as Corrin altering the terrain just as the Dragon Veins did in Fates or Celica's Warp Ragnarok replicating how Witches would teleport around the map.
  • Our Spirits Are Different:
    • Emblems are akin to incorporeal spirits, in that they are bound to rings (Base game Emblems) or Bracelets (DLC Emblems), and if one were to wear an Emblem ring/bracelet, the emblem grants their bearer their powers and weapons via Synced (all battle long) and Engaged (3/4 turns) states.
    • Emblems appear to be immortal, as they have existed in Elyos for thousands of years. Technically, their only means of "death" is via dimension destabilization, which can break down their bodies. However, it is implied that it's possible for them to restore themselves at some point in time.
    • Emblems (with the exception of the 13th Emblem) lack an actual physical form, but they can take on enough aspects of one to engage in battle (as can their weapons). However, normally they cannot move far from their ring or take independent actions in battle (exceptions are locations with a lot of particular magic such as Trial Grounds and the Somniel). They have most of the regular human senses, but cannot eat, drink, or bathe, and while able to sleep they seemingly do not need to. Thus while they can hear, see and smell (and to some extent feel pain, given Hector's concern about Lyn being hurt by a hit from his weapon), they presumably cannot taste. They also can levitate at will (and do this most of the time), therefore seeing them walk on foot is quite a rarity. Another oddity of their form is that they cannot change their clothing, nor can they swim and sit down on physical objects. In Heroes, Emblems gain these physical properties upon arriving to Zenith.
    • While the Emblems take the form of various major protagonists, thus making them "good" spirits, they can become beings lacking free will if they were invoked by fell dragons, therefore turning them into "Dark Emblems". At the end of the game, Sombron also invokes a completely different variant of Dark Emblems, which instead represent eleven final bosses from the series, as well as one penultimate boss, making them "evil" spirits instead.
    • Normally, Emblems resemble humans, but they can also take the appearance of other species. Known examples include a horse, a wyvern, and two dragons, with one of them being a fullblooded manakete.
    • As "echoes" of heroes from the distant pasts of other worlds rather than the original souls pulled from the afterlife (with the exception of the 13th Emblem), Emblems usually appear as the physical age where the hero's most famous adventure occurred. While the original person most often lived long after reaching this age, the Emblem version will only have that person's memory from up to the point that the "echo" of that part of their life formed. As such, the only Emblem to know of how their original died is Sigurd, as his Emblem was taken from the echo that formed upon his death. In some cases the "echo" is even formed from a earlier stage of a particular hero's adventure, and thus their Emblem will have no memory of what happened in the rest of the non-Emblem's life. In particular, Emblem Tiki is from when Tiki was a child, and thus does not know the things adult Tiki of Awakening knew and did millennia later. The Emblems of Edelgard, Claude and Dimitri are from their time as students at the academy, and thus they have no knowledge of the war that was waged later in their original's lives, their role in that war, etc.
  • Power Dyes Your Hair: When characters uses the Emblems for the Engage mechanic, their hair takes on part of the Emblems' hair color. Notably for Alear's case, only the blue side of their hair changes color. The exception is Tiki, who turns a user into a dragon with a color matching them.
    • Marth: Sky blue
    • Celica: Pink
    • Sigurd: Pale purple (like Deirdre)
    • Leif: Pale yellow to pale green fade (like Nanna)
    • Roy: Pale red
    • Lyn: Light green
    • Eirika: Blonde to spring green fade
    • Ike: Blue to seafoam green fade
    • Micaiah: Pale orange (like Yune)
    • Lucina: Cyan
    • Corrin: Silver
    • Byleth: Neon purple (like Shez, ironically)
    • Alear: Blue and red fusion. Alear themselves has their hair turn pure blue.
    • Edelgard, Dimitri, and Claude: Dark purple
    • Hector: Navy blue
    • Soren: Forest green
    • Camilla: Lavender
    • Chrom and Robin: Dark blue
    • Veronica: Pale gray
  • Power Echoes: This is very difficult to hear whenever music is playing in the background, but as magical spirits, Emblems always have a constant echoing effect every time they talk. The only one to not have this trait is Alear. When engaged, their host can also have an echoing effect whenever they activate their Engage skill, albeit the echoing is a lot easier to hear in that case.
  • Power Floats: Emblems are almost always seen floating, and thus they rarely walk on foot unless they need to. If a unit equipped with an Emblem Engages with one, the host unit becomes able to levitate as well.
  • Power Glows: Naturally, Emblems will always glow bright in contrast to other characters, and even in dark places or at night, they still glow. This also applies to engaging with their wielder, as the engaged wielder will always be shown glowing like Emblems would.
  • Pre-Asskicking One-Liner: All units Engaged with an Emblem deliver this when unleashing an Engage attack (even for ones that aren't exactly actual attacks), which typically references lines or quotes the Emblem says in their home games or spin-offs. Specific quotes are listed in their respective folders, with every unit having only two (three, for the Emblem of Rivals) quotes for each Emblem.
  • Previous Player-Character Cameo: Played With. The Emblems all appear in the form of significant characters from each of the previous mainline games in the series, with only a small amount coming from the same setting as other Emblems, such as Marth and Celica from Archanea/Valentia, Sigurd and Leif from Jugdral, Lyn and Roy coming from Elibe, and Ike and Micaiah from Tellius. That said, Marth specifies he is "Emblem Marth, to be clear," and they're merely echoes of heroes from other worlds. Despite the Emblems often speaking as if they lived the lives of the people they embody (referring to various locations in other worlds as their homes, the people they knew as their friends, and so on), Emblem Sigurd at one point makes clear that the Emblems have all only "ever been spirits". The one exception is Alear, a person who had a physical body and then was turned into an Emblem, making them both an Emblem and the original soul. The nature of the other Emblems is explicitly confirmed near the end of the game by Marth.
    "You can search and search-but there's no point. You might meet the original hero. But Emblems are not the same beings-we are not them."
  • Really 700 Years Old: Overlaps with Older Than They Look. Given their immortality as spirits, the Emblems are, by a technical standpoint, ageless, and thus, like dragons, they existed for more than 1000 years, no matter what their canonical ages may suggest. Nonetheless, all of them still look pretty youthful, as if they haven't aged a day or so.
  • Ring of Power: The spirit of each Emblem is tied to a ring that grants the wearer access to their powers, meaning that anyone that holds their ring can have access to their immense power. The exceptions are the DLC Emblems, who instead are bonded to bracelets.
  • Sink or Swim Mentor: Each of the Emblems challenges Alear's group to a battle in their Paralogues, and they won't hold back. Notably, unlike skirmishes with friendly kingdoms, units can actually die in Emblem trials on Classic Mode.
  • Super Mode: Engaging with an Emblem puts the unit into a powered-up state, granting access to powerful Engage Skills and Weapons, and lets them perform an Engage Attack once while in that mode. They also levitate like the Emblems do.
  • Weapon of X-Slaying: Some of them give their user a weapon that's effective against certain types of enemies, like Ike's Anti-Armor Hammer and Sigurd's Anti-Cavalry Ridersbane.
  • You Remind Me of X: They'll often remark in their bond conversations how the character they're speaking to reminds them of a character they know back in their own world. Fire Emblem has never shied away from re-using character traits and tropes, and many Engage cast members share character elements seen in other entries.

The 12 Emblem Rings

    In General 
  • Ascended to a Higher Plane of Existence: When all Emblems are gathered, they have the ability to change someone into one of them once.
  • The Cameo: Some Ring Emblems made minor appearances in WarioWare: Move It! via a Fire Emblem Engage-themed microgame. They'll only appear if Alear successfully gets their ring inserted inside their finger, though
  • Developer's Foresight: While all other Emblems use their engage attacks as normal when fought as bosses, a few ring Emblems had theirs either tweaked or not used at all for gameplay reasons:
    • In their paralogues, Ike and Micaiah never use their respective engage attacks, as using them only make them easier to defeat due to the way they function. If used otherwise, Ike's Great Aether would disable him from countering against anyone on the opposing side during player phase, leaving him open to attacks, while Micaiah's Great Sacrifice, aside from healing everyone on her side, would reduce her HP to one, making it easier to take out one of her revival stones, or, if she doesn't have any left, get defeated instantly.
    • While Lucina uses hers in her paralogue, the startup animation is skipped intentionally in favor of jumping straight into the chain attacks instead, likely because preserving it would prolong it if multiple units on her side perform the chain attack.
  • Gender-Equal Ensemble: The Emblem rings consist of six male heroes and six female heroes as a representative for each game they originated from.
  • Power at a Price: The 12 Emblems possess a secret power in addition to their once a millennia power to alter the world. Called "the miracle" it enables them to transform a dead soul into a Emblem, in essence resurrecting them as a new type of being (as bringing them back to life as they were is impossible even for them) distinct from the "always was a spirit" that the other Emblems are. They can do this at any time, provided all 12 agree and are present. However, they can only do it once, and as a consequence they lose the ability to grant their usual world changing power again no matter how many millennia pass. They initially consider using this to bring Lumera back to life, but end up agreeing to do it to restore Alear.
  • Recurring Element: The Emblem rings fall under the Past Legends archetype, in that they are heroes that fought in a past war against Sombron, this game's Medeus, and had a hand in the worldbuilding of Elyos. This time, they are sort of immortal and have a hand in the game's plot and core mechanic rather than having long since died and only existing in the backstory.
  • Theme Naming: With the exception of Marth and Byleth (Who are referred to as Emblem of Beginnings and Emblem of the Academy respectively), all of the ring Emblems' titles are named after the games they represent, but there are a few interesting cases of this trope.
    • Celica is referred to as the "Emblem Of Echoes", which refers to the remake of the original Fire Emblem Gaiden instead of just "Emblem of Gaiden".
    • Leif is referred to as "Emblem of Genealogy", since his actual debut game was Genealogy of the Holy War. He only represents Thracia 776 because he was a lord in that game.
    • The thirteenth Emblem, also known as Alear, is the titular Fire Emblem.
  • Uncertain Doom: When the portal to other worlds truly closes, they disappear, causing their rings to now be rendered useless, leaving Alear as the only Emblem left in Elyos. Marth's description of why this happens (basically a huge destabilization in dimensions that breaks down their immaterial bodies) makes it sound like essentially death for the Emblems. However, at the end of The Stinger, the rings start glowing, which, according to Marth's narration, means they may be able to restore themselves eventually.

    Marth - Emblem of Beginnings 

Voiced by: Hikaru Midorikawa (Japanese), Yuri Lowenthal (English)

https://static.tvtropes.org/pmwiki/pub/images/engagemarthartwork.png
Click here to see Emblem Marth in Fire Emblem Heroes
The Hero-King of Archanean legend, Marth was born the prince of Altea, a kingdom that fell under siege from the Dolhr Empire, its fell forces led by the warlock Gharnef. After laying low the dark dragon Medeus, Marth would become king of Altea, and go on to defend his home in the War of Heroes against his old friend, the king of Aurelis, Hardin.

For information regarding Marth's portrayal in Shadow Dragon and the Blade of Light and Mystery of the Emblem, see his character profile.
  • Baffled by Own Biology: In Heroes, Emblem Marth remarks on the quirks in having a physical body upon being summoned as an Emblem Hero in Zenith since in Elyos, Emblems have no physical form.
    Emblem Marth: As an Emblem, I am not accustomed to being corporeal. I can fight as a Hero here—and even eat!
  • Blade Spam: His "Lodestar Rush" Engage Attack allows the Emblem wielder to unleash a barrage of attacks that, while weak, make up for it with the sheer number of times you can strike the enemy, with 7 strikes for non-Backup and Dragon classes, 8 strikes for Backup classes, and 9 strikes for Dragon classes.
  • Bond One-Liner:
    "My heroic friends."
    "We shall not fall to the enemy."
    "I won't let you do what you want."
    "I cannot afford to lose."
    "I live to fight again."
    "Our cause is just."
    "The day is mine."
  • The Cameo:
  • Cutting Off the Branches: One of his Bond Rings, Kris, establishes him as using the male default appearance and name.
  • Exact Words: When Alear asks them about who they were in the past, Marth states they were a good person, much like they are now. He's not lying; even when Alear served Sombron, they were a Noble Demon at their worst, mostly serving out of fear of being killed if Sombron thought they were "defective", and not realizing there was better options until Lumera showed them kindness.
  • Experience Booster: His second Engage Weapon Mercurius doubles the experience earned on the user if it's equipped.
  • Life Drain: His "Divine Speed" Engage Skill, when used by Dragon classes, allows the user to recover HP equal to the amount of damage dealt with their extra attack.
  • Heroes Prefer Swords: Fittingly for the first Lord in the series, Marth's Engage skills focus on swords and buffing them. He also only provides swords for his Engage user to use.
  • Heroic Second Wind: His "Unyielding" skill restores a portion of the user's max HP equal to the threshold the user's HP is below at, starting from 20% HP to 40% HP.
  • Irony: It is left to Marth to explain that there is no coming back from the dead, when his sister Elice is capable of resurrecting people without issue using the Aum staff.
  • Meaningful Name: His title, Emblem of Beginnings, makes a lot of sense given he's the first lord character that appeared in the first game in the franchise as a whole.
  • Mythology Gag: Characters who are engaged to him may say "I live to fight again" or "The day is mine" after winning a battle, which are his victory quotes from Super Smash Bros. Ultimate.
  • Pre-Asskicking One-Liner:
    "I must end you."
    "Forgive me"
  • Promoted to Playable: Surprisingly enough, Emblem Marth himself became playable in Heroes, as the first Emblem Hero.
  • Secret-Keeper: Alongside Lumera and Sigurd, he's one of the few who knows the full extent of Alear's past, but refuses to divulge anything beyond that Alear was and still is a good person as they were a thousand years ago. While not technically lying, Marth does not mention they were in service to the Fell Dragon before Lumera took them in, much less that they're Sombron's child.
  • Spam Attack: His "Divine Speed" Engage Skill allows the user to perform an extra attack at half damage during combat if the weapon allows a follow-up attack, with Covert classes having that extra attack also poison the foe and Dragon classes also recover HP equal to the damage dealt with that extra attack, and his "Break Defense" skill has the user perform an extra attack at half damage if the user breaks a foe with their attack.
  • Sword Beam: The final hit of Lodestar Rush has the user fire a beam of light from their sword.

    Celica - Emblem of Echoes 

Voiced by: Nao Tōyama (Japanese), Erica Lindbeck (English)

https://static.tvtropes.org/pmwiki/pub/images/celicaengage.png
Born "Anthiese", Celica was the princess of Zofia, and the sole survivor of its royal family after. For a time, she lived in a small village with an old knight named Mycen and his young grandson, Alm. When the continent of Valentia descended into war between Zofia and Rigel, Celica would rise to the occasion and lead her comrades in battle in the hopes of ultimately finding lasting peace with her Rigelian neighbors.

For information regarding Celica's portrayal in Gaiden and Shadows of Valentia, see her character profile.
  • Bond One-Liner:
    "Allow your soul the rest it deserves."
    "I want to help you."
    "May we all be protected."
    "I trust in you."
  • The Cameo: Emblem Celica appears in the Wario Ware: Move It! microgame appropriately titled "Fire Emblem Engage" if Alear successfully wears their ring.
  • Crutch Character: Her Warp Ragnarok adds incredible mobility and Dungeon Bypass potential to a character, on top of doing enough magical damage to one-shot most early-game enemies and bosses. As the game goes on its damage becomes less impressive, and then you lose her ring in Chapter 11 and don't get it back until Chapter 20.
  • Holy Burns Evil: Her "Holy Stance" skill functions in a way like this. If a Corrupted attacks whoever Celica is the Emblem of, the Corrupted takes a percentage of the damage back, eventually capping at 50%.
  • Magic Knight: As an Engage, Celica provides both physical and magical power to whoever uses her, though she primarily supports magical power.
  • Mana Potion: Her "Favorite Food" Skill turns packed lunches into this, where if the user's Engage meter is not full and consumed a packed lunch it fully replenishes the Engage meter.
  • Mythology Gag:
    • Her "Resonance" skill drains 1 HP from the user when attacking with tomes, a minor reference to how magic was Cast From Hitpoints in Gaiden and Shadows of Valentia.
    • All of Celica's weapons are spells that she is capable of learning in Shadows of Valentia, with Seraphim being her 2nd spell and Recover and Ragnarok being her last 2 spells.
    • Her "Holy Stance" skill references the existence of undead monsters in Gaiden and Shadows of Valentia, and how certain spells of hers, such as Seraphim, are highly effective against them.
    • Her "Favorite Food" skill is a reference to the provisions system from Shadows of Valentia, and how food items would replenish a unit's stamina in dungeons.
    • "Warp Ragnarok" nods to the Witch enemy units in Gaiden and Shadows of Valentia, and their AI that allows them to teleport behind party lines and attack a unit with devastating magic.
  • Power at a Price: Her "Resonance" skill increases the damage Tomes do, at the cost of 1 recoil damage at the start of combat, if the user has more than 1 HP beforehand.
  • Pre-Asskicking One-Liner:
    "It's over."
  • Spam Attack: Her "Echo" Engage Skill allows the user to attack two times at 50% damage each, with Dragon classes increasing the attack range by 1 and Mystical classes dealing 60% damage each instead.
  • A Taste of Power: Celica offers a few. For starters, there's Warp Ragnarok; you don't get other sources of teleportation until well after you get Celica, though Tiki's paralogue in the Expansion Pass can give you Warp and Rewarp a bit earlier, while the Ragnarok shows you roughly how strong late-game weapons will get. Then there's Holy Stance; while it starts out as a pitifully-minor 10% damage-reflecting effect, Griss unveils 30% and 50% versions when he fights you with her in Chapter 20, and you can unlock these versions after finishing Celica's Paralogue.
  • Weaponized Teleportation: Her "Warp Ragnarok" Engage Attack allows a unit to warp to an enemy unit and unleash a powerful spell that ignores terrain bonuses, with non-Cavalry and Flying classes able to warp up to 10 spaces beforehand, Cavalry classes warping up to 12, Flying classes up to 15, Dragon classes increasing the attack range by 1, and Mystical classes dealing +20% damage.
  • White Magician Girl: As a devout priestess of the Earth Mother Mila, Celica naturally has access to holy magic allowing units using her Emblem to wield the spell Seraphim, which deals more damage to enemies such as the corrupted.

    Sigurd - Emblem of the Holy War 

Voiced by: Toshiyuki Morikawa (Japanese), Grant George (English)

https://static.tvtropes.org/pmwiki/pub/images/engagesigurd.png
A prince of the Duchy of Chalphy, Sigurd was a descendant of Baldur, one of the Twelve Crusaders that saved the realm of Jugdral from the wicked Loptrian Empire. When a dark conspiracy to revive the Loptrian Empire sees him exiled, Sigurd would dedicate himself to freeing his people from the forces of evil. His would be a long and hard battle, and the duty of carrying on his crusade would fall to his son, Seliph, another scion in a holy genealogy.

For information regarding Sigurd's portrayal in Genealogy of the Holy War, see his character profile.
  • Alpha Strike: Sigurd's Override attack blitzes a straight column of enemies with a single strike, while his Brave Lance (his second Engage weapon) is guaranteed to swing at least twice per attack at the cost of weighing the user down; unfortunately, the doubling effect of the latter doesn't work as a part of the former. Alternatively, Sigurd's third Engage weapon, Tyrfing, provides a Resistance bonus to help (a bit) with overextending.
  • Anti-Cavalry: His first Engage weapon is a Ridersbane, making his user effective against Cavalry. This is in spite of the fact that Sigurd (in both his home game and when fought in his paralogue and the arena) is considered a Cavalry unit. It is also different to a generic Ridersbane, as Sigurd's is stronger, lighter, and looks like a Jousting Lance.
  • Bond One-Liner:
    "Gods, please protect us."
    "There is nothing to fear."
    "If this love is a crime..."
  • Boring, but Practical: The skills he offers aren't too flashy - his Sync and Engage skills provide Canto (or rather Canter, as it's now called) and +5 Mov respectively, but movement in general is very important in Fire Emblem, especially since mounted units lose innate Canto in this game, so both skills are no less powerful that their counterparts that other Emblems provide. One skill he can provide for inheritance is a Hit rate boost, up to +30 Hit, and that's it. However, enemies can get really evasive in this game, so it can be difficult to even hit your opponents sometimes, making the accuracy boost invaluable when facing such units.
  • Charged Attack: His "Momentum" skill allows the user to boost the damage dealt to their first attack equal to the amount of spaces the user moved, capping out at +10 damage with Momentum and removing the cap with Momentum+, and the damage boost also applies to Engage Attacks, including other Emblem's Engage Attacks.
  • A Day in the Limelight: Of the twelve Emblems, he gets the most focus other than the franchise's original hero Marth. He is the first Emblem boss you fight when wielded by Lumera in Chapter 2, he is one of the first two Emblems you get back from Sombron's forces, he is the one who explains the Awful Truth of Alear's true heritage, and he gets a brief moment with Alear and Emblem Marth right before they all depart Elyos.
  • The Lancer: Of the Emblems, he serves as something of a co-leader alongside Marth. He was also the confidante of Lumera.
  • Lightning Bruiser: His movement buffs and Momentum can turn almost any character into one of these with powerful hit and run tactics.
  • Mythology Gag:
    • Sigurd's second Engage Weapon is a Brave Lance, a nod to Quan giving Finn a Brave Lance as a semi unique weapon in his home game, which Sigurd himself can also use.
    • His Bond conversation with Diamant, in which Diamant mentions his issues with magic after an incident involving a Fire Tome. Sigurd's response, in which he also states that he had a similar issue with fire spells, is a nod to his fate in his home game, in which he dies to a fire spell from Arvis in Belhalla.
  • No-Sell: His "Headlong Rush" skill makes the user immune to the frozen status.
  • Pre-Asskicking One-Liner:
    "Raise your sword."
    "One strike will decide it all."
  • One-Hit Polykill: His "Override" Engage Attack can have the user go through multiple enemies in a straight line.
  • Secret-Keeper: Alear asks him if what Griss said about them being Sombron's child is true, since Sigurd was with Lumera the past thousand years. Sigurd reveals that he knew the entire time, and thought them living without knowing the truth would make things easier for them.
  • Team Dad: Of all the Emblems, Sigurd acts as the most parental, trying to guide others from making mistakes and reminding others of their responsibilities. Notably, he's the one to bring the Emblems' miracle up when talking with the others in private and questions if it should used at all. It's fitting, considering that he's the only one of the story Emblems who actually becomes a parent over the course of his original story.
  • Wave-Motion Gun: The animation cinematic for "Override" has the user fire a giant beam of energy from their lance or sword, though the actual Engage Attack itself merely has the user dash through enemies while damaging them, without involving any giant lasers of the sort.

    Leif - Emblem of Genealogy 

Voiced by: Kenichi Suzumura (Japanese), Nicolas Roye (English)

https://static.tvtropes.org/pmwiki/pub/images/engageleif.png
The prince of Leonster, and the surviving son of Quan and Ethlyn. Ever since he was a toddler, Leif was constantly spirited away by his caretakers in order to protect him from the corrupted Grannvale Empire. This all changed when he became fifteen, as he would choose to instead stand his ground against his pursuers. This act would grow into a rebellion that enveloped the entire Thracian Peninsula and would lead to him joining forces with his cousin Seliph to free Jugdral.

For information regarding Leif's portrayal in Thracia 776, see his character profile.
  • Action Initiative: His "Vantage" skill allows the user to strike first if their health is below a certain threshold at the start of combat, starting from 25% to 75%, depending on the level.
  • Artificial Stupidity: Leif's Engage skill, Adaptable, allows his users to always counter enemy attacks with the most advantageous weapon, even if it wasn't currently equipped, which sounds amazing - a foolproof way to avoid being Broken and to counterattack at any range! However, when it comes to deciding which weapon is most advantageous, the AI can be a bit... single-minded:
    • It doesn't seem to consider if you'll get weighed down by the switch, or at least prioritizes speed loss a lot less than taking the least amount of damage per-hit or being able to counterattack; thus, it often has you switch to the Master Lance if you're attacked by a Sword unit (to satisfy the former), or at range if you lack another ranged weapon (to satisfy the latter). The Master Lance is very heavy, and might weigh you down enough to get doubled, which can offset the damage-reduction if your foe is strong enough.
    • Because the Light Brand provides a whole 5 points of Avoid (5% more evasion) with its +10 Luck boost, it will be Leif's go-to option when you're attacked by something that doesn't interact with any of your other weapons, such as Magic/Bows/Daggers if you're not a Fist unit. The Light Brand is a Magic sword, so it's far less preferable than physical ranged weapons (or even the Master Lance if you have enough Build) against Magic-users, or against most late-game foes if you're one of those units with terribly-low Magic.
  • Bond One-Liner:
    "I don't want to sacrifice anyone."
    "I'm not a child anymore."
    "I look forward to this day."
  • Critical Hit Class: Two of Leif's Engage weapons, Killer Axe and Light Brand, have high innate crit. His Adaptable skill when used by Backup-style units also gives an additional 10 crit rate when enemies initiate combat. Since Leif himself is a Backup unit, he also gains the benefits of increased crit in the arena, his paralogue, or as a summon from Veronica.
  • Composite Character: This Leif is a combination of his Genealogy of the Holy War and Thracia 776 selves. The outfit he wears looks closer to his Lord and Prince classes from Thracia 776, the game he represents, but his Multi-Melee Master skillset is definitely taken from the Master Knight class from Genealogy of the Holy War.
  • Counter-Attack: Leif's "Adaptable" skill can (depending on the enemy's weapon) passively changes the user's equipped weapon to another one in their inventory when they get attacked on Enemy Phase, actively prioritizing having his user being able to fight back whenever possible (ie. switching from a melee weapon to a 2-range weapon when attacked by an archer).
  • Damage Reduction: His "Arms Shield" skill allows the user to reduces damage taken from attacks if the user has a weapon triangle advantage over the foe, starting from 3 damage reduced to 7. Considering that his "Adaptable" Engage Skill always changes the user's weapon to have advantage over the foe's weapon when the foe initiates combat and his Engage Weapons covers the main weapons triangle, it allows the user to take more hits before going down.
  • Difficult, but Awesome: His Engage Attack, Quadruple Hit relies on the generally low might of his Engage weapons to deal damage and cannot crit, meaning it has a tendency to do pathetic damage four times. Unlike most multi-hit Engage Attacks however, every hit lacks any damage reduction entirely, meaning skills such as Divinely Inspiring, Momentum or Luna take their full effect on each hit, causing Quadruple Hit to deal ludicrous amounts of damage instead.
  • Multi-Melee Master: Leif has the Killer Axe, Master Lance, and Light Brand as his Engage Weapons, covering the entire main weapons triangle, and he grants whoever holds his Emblem the ability to switch to whichever part of the weapon triangle is most effective at the time, ensuring that they always have the advantage. What's more, using the "Quadruple Hit" Engage Attack will attack with every part of the weapon triangle, almost guaranteeing his effectiveness against most enemies.
  • Mythology Gag: His Build +3/4/5 skill references how Thracia introduced the Build stat, and that it's the only game besides Engage where Build can increase on level ups.
  • Power Up Letdown: Because of Adaptable, Engaging Leif can result in your units getting killed in ways they could've avoided otherwise, such as picking the exceedingly heavy Master Lance as a counter, leading to the unit getting doubled.
  • Pre-Asskicking One-Liner:
    "I take it back, all of it."
    "Whatever it takes."
  • Spell Blade: His final Engage weapon is the Light Brand, which is a magic sword that has a 1~2 range and a high crit rate. This is especially helpful against enemies that have low Res with also high Def.
  • Utility Party Member: Leif is capable of providing six out of the eight weapon proficiencies, making him great for class changing, and he also increases the Build stat that helps wield heavy weapons more easily.

    Roy - Emblem of Binding 

Voiced by: Jun Fukuyama (Japanese), Ray Chase (English)

https://static.tvtropes.org/pmwiki/pub/images/engageroy.png
The son of Marquess Eliwood of Lycia's House Pherae. When King Zephiel of Bern began his bid to conquer the entire continent of Elibe, it was Roy who stepped up to face off against Bern's forces in place of his ill father.

For information regarding Roy's portrayal in The Binding Blade, see his character profile.
  • Adaptational Badass: In The Binding Blade, Roy suffers from having low base stats (Especially in hard mode), and the tendency to lag behind due to being unable to promote until late into the game. However, Roy's incarnation in this game seems to directly address his past weaknesses, namely his fragility and low attack power.
  • Bond One-Liner:
    "That was a fierce battle."
    "For those I must protect."
    "I think we can work well together."
    "I believe in the goodness of humankind."
    "The true battle is yet to come."
    "Now the true battle begins"
  • Comically Missing the Point: Some bond conversations has him constantly misread what the character he's talking to said, such as confusing the word "bear" for "Bern" when Lapis asks him if he fights with bears, and completely misinterpreting Goldmary's invitation to a hot spring as an effort to escort her out of there, thinking as if the hot springs are dangerous.
  • Herd-Hitting Attack: His "Blazing Lion" Engage Attack hits three spaces before him, and six spaces instead if the user is a Dragon class.
  • Last Chance Hit Point: Roy's "Hold Out" skill guarantees that his user will survive the current round of combat with at least 1 HP as long as they are above a certain HP threshold at the start of combat, ranging at 30% max HP to just having more than just 1 HP, depending on its level.
  • Pre-Asskicking One-Liner:
    "There's my opening!"
  • Scissors Cuts Rock: One of his Engage weapons is a Lancereaver of the Game Boy Advance games, which can reverse the weapon triangle, thus making it strong against lances, but weak against axes.
  • Status Buff: During his Engage mode Roy temporarily increases effective level of his user, greatly buffing their stats, with non-Dragon classes geting +5 Levels, Cavalry classes also getting +1 movement, Armored classes also getting +5 HP, and Dragon classes getting +6 Levels.
  • Younger Than They Look: Like in Super Smash Bros. for Nintendo 3DS and Wii U and Ultimate, the overall aesthetic of Engage gives Roy a visual facelift that makes him look like he's an adult, despite his real self being a 15-year-old kid.

    Lyn - Emblem of Blazing 

Voiced by: Makiko Ohmoto (Japanese), Wendee Lee (English)

https://static.tvtropes.org/pmwiki/pub/images/engagelyn.png
Lyndis, known more informally as Lyn, was a child of the Sacaen Plains, born the daughter of a tribal chieftain and a lady of the royal family of Caelin. Orphaned as a child, she would be thrust from the simple life she knew into the world when she learned of her lineage to Lord Hausen. From that point forward, she and her sacred weapon, the blazing Mani Katti, would steer the course of history for Elibe.

For information regarding Lyn's portrayal in The Blazing Blade, see her character profile.
  • Adaptational Weapon Swap: While she primarily wields swords in her home game and can only start wielding bows after promoting, she follows her Brave and Legendary variant's path in Heroes and primarily wields bows, notably the Mulagir.
  • Ascended Extra: Downplayed. In The Blazing Blade, despite being one of the three main protagonists of the game, having never completely fallen off plotwise, and lord-like traits, she was, ironically, the least important character among the three lords, and the only time she was truly important was in her tale and two chapters before being thrust into the same role of plot relevance as pretty much most other characters aside from appearing in cutscenes to provide dialogue and doesn't do anything else major in the main campaign. Here, she's the main lord representing the game instead of Eliwood or Hector. However, since Emblems are treated as echoes of the heroes they're based on, this Lyn is not the same individual as the one from The Blazing Blade.
  • Big Damn Heroes: She arrives alongside Lucina, Ivy, Kagetsu, and Zelkov in Chapter 11 to aid Alear and give them a fighting chance.
  • Bond One-Liner:
    "A good wind."
    "I need to get stronger until no one can beat me."
    "A thousand curses upon our enemy."
    "I can't retreat now."
  • Bow and Sword in Accord: While two of her Engage Weapons are bows, she also wield the sword Mani Katti as well.
  • Critical Hit Class: Lyn's first two Engage Weapons have elevated Crit rates, but relatively-low might to compensate for that. These (and her Engage Attack) synergize well with characters who have their own lucky damage-boosting skills, especially Alcryst with Luna.
  • Death of a Thousand Cuts: Lyn's skills allow units to attack multiple times to wear down opponents, best exemplified by Astra Storm which fires multiple arrows at an enemy with incredible range.
  • Doppelgänger Attack: Her "Call Doubles" Engage Skill summons multiple clone units that can act as decoys or team up for a chain attack regardless of how far apart they are.
  • Improbable Aiming Skills: Her "Astra Storm" Engage Attack is an attack that allows a unit to snipe an enemy from up to 10 spaces away for non-Dragon and Covert classes, 15 spaces for Dragon classes and 20 for Covert classes without risk of retaliation. The damage is split across five low-power strikes.
  • Irony: Lyn's highest-ranking engage weapon, Mulagir, and her trial map both originated from The Binding Blade, a game that was both developed and released when Lyn herself didn't even exist at the time. However, this is justified with her trial map, as in The Blazing Blade, all of the maps associated with her are considered too small to be used as a basis, and as a result, a map from The Binding Blade was used instead.
  • The "Mom" Voice: Played for Laughs in one of Yunaka's bond conversations with Lyn. When Lyn finds out that Yunaka had been imitating her behind her back, Lyn starts to speak in a stern voice telling her to stop imitating people, not even for giggles. This causes Yunaka to start acting like a child, as she apologizes to Lyn and begs her to forgive her.
    Lyn: Words have attributed to me that I didn't say. Do you know why that might be, Yunaka?
    Yunaka: That was probably me. I may have done some impressions of you. It was only for a giggle!
    Lyn: I knew it. That does it, young lady — no more impressions! Of anyone! Not even for giggles!
    Yunaka: No! Come on, I'm sorry. You can forgive me, can't you? Friends forgive each other!
  • Pre-Asskicking One-Liner:
    "Now I have you."
  • Percent Damage Attack: All of the Doubles you call with Lyn's Engage skill will Chain Attack with any attack you make (other than Astra Storm, unfortunately), with each chipping 10% off your target's HP if they hit. Simply keeping the Doubles around thus greatly improves your damage potential.
  • Suspiciously Specific Denial: When on the Somniel, one of her dialog options has her admire the casual clothing everyone has before adding "not that I'm jealous... I'm not."
  • Super-Speed: Lyn goes all in in boosting the Speed stat, and also grants Speedtaker, boosting the unit's Speed by 2 upon killing an enemy on Player Phase, up to a maximum of 10.
  • We Have Reserves: It is advantageous to summon multiple clones as decoys. Due to the clone units having only 1 HP, they are often targeted by enemies as an easy kill.

    Eirika - Emblem of the Sacred 

Eirika - Voiced by: Kaori Mizuhashi (Japanese), Kira Buckland (English)

Ephraim - Voiced by: Taku Yashiro (Japanese), Greg Chun (English)

https://static.tvtropes.org/pmwiki/pub/images/engageeirika.png
Eirika
https://static.tvtropes.org/pmwiki/pub/images/ephiram.jpg
Ephraim
The princess of the kingdom of Renais with her twin brother in tow. While Eirika is more interested in diplomacy and politics, her brother Ephraim is more interested in combat. When Grado invaded Renais, Eirika escaped with her guardian Seth and sought to uncover the mystery of Grado's invasion, her experiences turn her into an accomplished combatant and leader. She later joins up with her twin brother, who learns that he will have to take responsibility to be a good king, instead of fighting all the time.

For more information on Eirika and her brother's portrayals in The Sacred Stones, see their character profiles.
  • Ability Mixing:
    • Eirika's "Twin Strike" Engage Attack combines Sword and Lance damage, giving it advantage over both sword and axe units making it more likely for the enemy to be left in the broken state.
    • The twins' Engage Skill combines their passive skills Lunar Brace and Solar Brace into Eclipse Brace, effectively giving their user a weaker version of Aether, and their Gentility and Bravery skills into Blue Skies.
  • Advertised Extra: Ephraim is featured quite prominently in a couple of advertising, notably a video showcasing Eirika and her abilities, alongside some merchandise, which suggests that he has as much of a major role in the story as the other Emblems. In-game though, he is hardly present, only restricted to appearing in combat and photo mode, and doesn't even appear elsewhere, let alone having any proper dialogue or plot importance.
  • Armor-Piercing Attack: Eirika's "Lunar Brace" skill (and by extension Eclipse Brace) allows the user who initiates combat with physical weapons to gain true damage equal to 20/30% of the foe's Def, depending on its level, and the boosted damage comes after the user's damage and the foe's defenses are calculated, so the user will always deal at least some damage on the foe. Ephraim's Bravery (and by extension Blue Skies) also boosts damage after damage calculations are made, only by a fixed amount, with 3 damage with Bravery and 5 damage with Bravery+. Notably, both Eclipse Brace and Blue Skies can stack true damage when the user is engaged with Eirika, making the user deal a good amount of damage, even against high Def units.
  • Bond One-Liner:
    "Why do we repeat our mistakes?"
    "This is thanks to you all."
    "I sill have a lot to learn."
    "No one desires war."
  • Cutting Off the Branches: Ephraim's limited presence implies that the Twins come from a Magvel where Eirika was the main protagonist. Unlike some other examples on this page, the different options don't change their homeworld's history very much; the main distinction is that Lyon would have been begging for death when Eirika slew him, while Ephraim's route would've made Lyon far less sympathetic.
  • Damage Reduction: Eirika's "Gentility" skill reduces damage taken from attacks, by 3 with Gentility and 5 with Gentility+.
  • Demoted to Extra: Ephraim went from being one of the two main protagonists of The Sacred Stones, to nothing more than an Emblem who exclusively appears in combat and photo mode.
  • The Dividual: Played straight during gameplay. Unlike most other Emblems, the Emblem of Sacred holds both Eirika and Ephraim, allowing the wielder to switch to either sibling to suit situations that benefit one over the other. However, also averted as Eirika is the only one available for the Somniel and support conversations.
  • Gameplay and Story Segregation: Eirika notes Ephraim will not manifest outside of real battle (even sparring doesn't count), however, in gameplay he is available for photo mode in the Somniel.
  • Life Drain: Ephraim's "Solar Brace" skill (and by extension Eclipse Brace) allows the user to recover HP equal to 30/50% of the damage dealt if the user initiates combat, depending on its level.
  • Out of Focus: Despite being part of the Emblem of the Sacred, Ephraim is only used for combat, and doesn't get any focus outside of that compared to his sister. He's mentioned in Eirika's Paralogue but never actually appears. He still shows up as a character option in photo mode, though. This is somewhat acknowledged by Eirika in her Bond conversation with Alear, where she isn't sure whether her brother's lack of presence is due to her ring or just his personality.
  • Satellite Character: Ephraim's only presence is as a beatstick partnered with Eirika. She is able to communicate with him at will, but others cannot as for reasons even she is not certain of he won't manifest outside of battle.
  • Scratch Damage: Ephraim's Bravery skillnote  adds 3 damage to every hit you land, even the hits that would otherwise do zero damage. Bravery+ adds 5, but comes a lot later. Eirika's Lunar Brace skill also offers a form of scratch damage, as mentioned above, but not for magic attacks.
  • Spell Blade: Her second Engage weapon is the Wind Sword, where it is a magic sword that has 1~2 range and deals effective damage against Fliers.
  • Swap Fighter: Eirika can switch with Ephraim with the "Night and Day" Sync Skill, with each twin possessing different passive skills. Eirika has what's essentially a watered-down Luna, while Ephraim gets similarly weakened Sol.
  • The Unfought: Downplayed with Ephraim. While Eirika herself can be fought in Arena and her respective paralogue, Ephraim is never fought directly in either of them, as Eirika never uses Night and Day in the latter. However, in the aforementioned paralogue, Ephraim does assist his sister when she uses Twin Strike, but he still never shows up on the map. He's also the only Emblem in the game that can't be summoned by Veronica's skill. In the story proper, Eirika is also the only stolen Lythos Emblem who is never fought as a Dark Emblem, due to Rosaldo and Goldmary stealing the ring while deserting Marni and Mauvier's Elusian fleet and giving the ring to Alear.
  • Weapon of X-Slaying: Two of Eirika's engage weapons. Her Rapier is effective against armored and Cavalry units, and the Sieglinde is effective against Corrupted units. As Corrupted enemies are common throughout and especially in the late game, this Sieglinde is very useful.

    Ike - Emblem of Radiance 

Voiced by: Michihiko Hagi (Japanese), Greg Chun (English)

https://static.tvtropes.org/pmwiki/pub/images/engageike.png
Click here to see Emblem Ike in Fire Emblem Heroes
Ike was not born into royalty, but was nonetheless a swordsman of great renown. As the leader of the Greil Mercenaries in the land of Tellius, he would keep the peace in the kingdom of Crimea. When the nation of Daein launched an invasion upon his homeland, Ike and his allies, humans and beastmen alike, would band together to drive back the forces of evil and guide their kin and people to a radiant new era.

For information regarding Ike's portrayal in Path of Radiance and Radiant Dawn, see his character profile.
  • Achilles' Heel:
    • Ike's skill, "Laguz Friend", offers significant damage reduction to compensate the unit's avoid dropping to zero. However, if the unit is up against certain enemy attacks that can inflict nasty status effects (ie. effects that reduce or completely cripple a unit's movement) upon hitting the user without needing to deal damage, then Ike can become a liability in situations where dodging and not directly soaking the attack is necessary to avoid detrimental consequences. Smash weapons or being on the receiving end of a weapon break can also be problematic (which will all have a 100% hit rate due to "Laguz Friend"), since even just a single puny point of damage is enough to send you flying back or knock your weapon right out of your hands.
    • Chain Attacks can become the bane of Ike users who activated Great Aether within the range of Backup units, if they did not inherit Pair Up from Corrin. Since the Ike user cannot fight back upon activating the Engage Attack, this guarantees that the Backup enemy can park themselves in range while their friends (who you want to gather around the Ike user) help the Backup proc continuous Chain Attacks (which defense and Ike's Damage Reduction does nothing against) on the Ike user, which can inevitably kill them if too many enemies attack them before Great Aether can activate on the next Player Phase to heal the damage sustained.
  • Anti-Armor: His first Engage weapon is the Hammer, which deals effective damage against Armor units. Unlike the regular Hammer in-game, his Hammer is a Smash weapon, meaning that it's stronger but cannot attack first on initiation or follow-up.
  • Bond One-Liner:
    "I fight for my friends."
    "Better to act than to worry."
    "You'll get no sympathy from me."
    "I will not lose."
    "There's something that I cannot afford to lose."
  • Charged Attack: Ike's "Great Aether" Engage Attack makes the user skip the current turn, and then unleash a powerful Area of Effect attack on the next. Since it would mean that the user has to endure their targets' attacks for this turn, this skill also boosts the user's defences by +5, with an additional +5 on Def for Armored classes and +5 Res for Flying classes.
  • The Comically Serious: Played with in this incarnation. Ike is always a serious and stoic to a certain degree, with a mix of Brutal Honesty at times. However, this time around, he appears to have developed a sense of humor in part to either deflect ridiculous questions and comments from the cast.
    "That's not an Emblem thing. I'm just huge." (Responding to Jean's comments about Emblems appear huge up close).
    "I eat meat." (Responding to Etie's question about what kind of supplements he used to get such muscle definition).
    "Nice way to say I've got no manners." (Responding to Rosado's comments about Ike treating everyone equally).
  • Composite Character: While Ike represents Path of Radiance, his first two Engage Weapons (Hammer and Urvan, both of which are Axe-type weapons) and older, muscular appearance make it clear that he's mostly based on his Radiant Dawn self. However, Ike's Path of Radiance self is referenced via the outfit that female units wear while Engaged with Ike, where the white outfit has two sleeves instead of one, and long coattails, while having a large shoulder pauldron from his Radiant Dawn outfit. This is reflected in his paralogue, which is based on a map from Path of Radiance but uses music from Radiant Dawn.
  • Counter-Attack: His "Great Aether" Engage Attack, when uses by Dragon classes, increases the damage dealt by 1 for each attack the foe has landed on the user.
  • Critical Status Buff: His "Resolve" skill increases the user's Def and Res when their HP drop below 75%, while "Wrath" boosts the crit rate equal to the amount of HP missing at the start of combat, up to 30%.
  • Damage Reduction: His "Laguz Friend" Engage Skill, while dropping the user's Avoid to 0, makes up for it reducing damage taken from attacks by half for non-Dragon classes, and by 60% with Dragon classes.
  • Difficult, but Awesome: Ike's abilities are generally Enemy-Phase reliant, which are difficult to rely on due to mechanics like Break making it easier to play offense over defense. With good setups and smart usage of "Laguz Friend", Ike can turn anyone, even Glass Cannons into a beacon that foes attack and then promptly die to.
  • Dub Name Change: "Laguz Friend" is actually called "Indomitable" in the Japanese version, but "Indomitable" doesn't have the reference to Ike's special allies in the Tellius games.
  • Famed In-Story: A running theme with Ike is that he is famous for being one of the strongest heroes known to the Fire Emblem multiverse, and the characters appear to treat him as such in universe.
  • Heroic Build: Many characters will comment on his imposing stature with awe, something that usually goes over Ike's head. That said, fans have noticed he's actually less buff than his usual designs, with a humanly attainable amount of musculature.
    Timerra: Dang, those arms. You're ready to fight.
  • Life Drain: His "Great Aether" Engage Attack allows the user to recover HP equal to 30% of the damage dealt. Considering that "Great Aether" is a charged Herd-Hitting Attack, the user has a great chance to recover all the HP lost from foes attacking the unit beforehand.
  • Mighty Glacier: In Engage mode, Ike's "Laguz Friend" skill nulls the user's Avoid Rate (which always has been associated with Fragile Speedster types) in exchange for halving incoming damage (60% damage reduced with Dragon classes), making him a better choice for characters who either are already very tanky or can't dodge well to begin with. He also grants them a Hammer, which can Smash enemies unlike a normal one, and has a powerful Charged Attack for his Engage Skill.
  • Mythology Gag:
    • Characters engaged to him may say his ever-famous "I fight for my friends" after winning a battle. They may also say the similarly famous "You'll get no sympathy from me." Both quotes originated in Super Smash Bros..
    • Additionally, the pose that Ike strikes at the end of his summoning animation is pulled right from his render for Super Smash Bros. Ultimate.
  • No-Sell: In his paralogue, the arena, or when summoned via Veronica's Engage attack, Ike is classified as an Armored-style unit (despite never being considered an armored class of any kind in Path of Radiance or Radiant Dawn), preventing him from being inflicted with Break via the Weapon Triangle. Furthermore, despite using Armored battle style, Ike is not armored, thus armor-effective weaponry cannot inflict bonus damage against him.
  • Power Up Letdown: Since "Laguz Friend" only divides damage taken, it can't let you No-Sell anything you couldn't no-sell while merely Synced with Ike. Many characters are better enemy-phase units without "Laguz Friend" than with it, particulary when there are multiple enemies or particularly-strong weapon-Breakers to look out for. For a demonstration of this, try using "Laguz Friend" on Timerra, against Chapter 13's Dual Boss.
  • Pre-Asskicking One-Liner:
    "Don't stand in my way."/"Out of the way!"
    "I won't let anyone die!"
    "Run while you can."
  • The Unfought: Downplayed, but as his ring was never stolen at any point in the game, Ike is one of the few Emblems that is never fought as a Dark Emblem. However, he is still fought as a normal Emblem in his paralogue and the Arena.
  • Weapon Specialization: While Ike still carries his iconic Ragnell, his skillset is weighted more towards axe weapons like Urvan and the Hammer this time. This is further reflected in his Axe Power skill, which grants up to +10 extra damage in exchange for -10 Avoid if the user has an axe equipped.

    Micaiah - Emblem of Dawn 

Voiced by: Natsuko Kuwatani (Japanese), Veronica Taylor (English)

https://static.tvtropes.org/pmwiki/pub/images/engagemicaiah.png
Following Daein's defeat at the hands of Crimea's liberation army and the Greil Mercenaries, the kingdom fell under the harsh occupation of the Empire of Begnion. In order to protect Daein's citizens, Micaiah, a fortune teller gifted with mysterious powers, joined the Dawn Brigade, and ultimately became the face of Daein's revolt against Begnion. Her rise to prominence would ultimately draw her into a greater conflict that would engulf all of Tellius.

For information regarding Micaiah's portrayal in Radiant Dawn, see her character profile.
  • Bond One-Liner:
    "Hope is on our side."
    "Why do you attempt to throw away your life?"
    "Don't stand in my way."
    "I will not be afraid."
    "I feel the potential."
  • Cast from Hit Points: Her "Sacrifice" Engage Attack heals every ally on the map, with Armored classes also giving +1 Def and Qi Adept classes also removing all negative status effects, but reduces the user's HP to 1 for non-Dragon classes and only setting it to 30% of the user's current HP with Dragon classes.
  • Choice of Two Weapons: She gives her user the ability to wield Magic Staves regardless of class, as well as providing them with a Spell Book in Engage mode.
  • Combat Medic: Micaiah's moveset primarily focuses on giving the users more power as a healer, such as enabling anyone who has her equipped to use staves and increase the potency and range of them. She doesn't lack in offensive options either, as she still has offensive tomes.
  • Defog of War: Her first Engage Weapon "Shine" illuminates the area around the attacked enemy, dispelling the Fog of War.
  • Life Drain: Her second Engage Weapon "Nosferatu" allows the user to recover HP equal to 50% of the damage dealt.
  • Mass Teleportation: Micaiah is the only source of multi-unit teleportation in the game, owing to her "Augment" Engage skill adding four tiles to the AOE of every teleporting Staff. Users of Micaiah can even cast Rewarp to teleport themselves and four adjacent allies.
  • Mythology Gag:
    • One of the poses she makes in-game bears a striking resemblance to one of her Fire Emblem Cipher artwork pieces.
    • One of Micaiah's Engage skills gives knife proficiency, which was the weapon type of her closest ally Sothe.
  • No-Sell: Her "Silence Ward" skill gives user immunity to the Silence effect, preventing them from being silenced and unable to cast spells.
  • Pre-Asskicking One-Liner:
    "I have to fight."
    "By any means necessary."

    Lucina - Emblem of Awakening 

Voiced by: Yuu Kobayashi (Japanese), Alexis Tipton (English)

https://static.tvtropes.org/pmwiki/pub/images/engagelucina.png
In Archanea's distant future, the fell dragon Grima brought ruin and death. In a desperate bid to change the future and prevent Grima's awakening, Lucina, the daughter of King Chrom of Ylisse, would travel back in time and take on the alias of "Marth" to alter history in the hopes of forging a new, better future for herself, her friends, and her family.

For information regarding Lucina's portrayal in Awakening, see her character profile.
  • Ambiguous Situation: In her B-Bond conversation with Gregory, she "draws" him an pattern for a frilly outfit, and in the A-Bond conservation, after she "tailors" the final product, Gregory thanks her for it. However, given the Emblems' lack of an actual physical body, how she even drew the pattern and then tailored the outfit in the first place is a mystery.
  • Ascended Extra: Downplayed, but by comparison to the other Emblems, Lucina technically wasn't a main character of Awakening in a gameplay sense: she could be lost in battle without triggering a Game Over and she doesn't join the player's army until halfway through the game's story. Here, she's the main Lord representing the game, rather than Robin or Chrom. However, since Emblems are treated as echoes of the heroes they're based on, this Lucina is not the same individual as the one from Awakening.
  • Big Damn Heroes: She, alongside Lyn, arrives with Ivy and her retainers in Chapter 11, bringing back hope to Alear when all seemed lost.
  • Bond One-Liner:
    "Our bonds give me strength."
    "It is over."
    "I win this one."
    "I cannot lose!"
  • Bow and Sword in Accord: Lucina's Engage weapons focus on swords and bows, with a greater focus on swords. That said, her Inheritable skills include Bow Agility, boosting the potential of a bow user.
  • Combination Attack: Her skills primarily focus on triggering chain attacks, allowing other units to attack similar to the pair up mechanic introduced in Awakening. Her "All for One" Engage Attack takes it to the extreme by having all allied units in a two tile radius for non-Backup classes and three tile radius for Backup classes to the attacking unit join in a massive chain attack, meaning there can be up to 22 additional attacks in one turn.
  • Experience Booster: Her second Engage Weapon Parthia doubles the experience earned on the user if it's equipped.
  • Foreshadowing: In the prologue cutscene, Alfred is shown to be synced with Lucina. However, her ring was instead held in Lythos alongside four other rings before Veyle stole all of them, except Sigurd, and the first time Alfred appears in-person, he does not have Lucina with him at all. In a bond conversation with Alfred, Lucina reveals that her ring was previously held in Firene 1000 years ago, but at some point in time, it wounded up in Lythos long after the war with Sombron.
  • Giver of Lame Names: As with her original portrayal, Lucina mentions that she used to call Falchion as the "Pointy Demonspanker". And during a Bond Conversation with her, she suggests "Swordy Poke-Poke" as a name for a new move.
  • Late-Arrival Spoiler: Her true identity was a major twist in Awakening. Engage makes no attempt to hide this.
  • Mythology Gag:
    • The pose she takes when first summoned is the same as her official artwork from her home game. Alear also mistakes her for Marth, which is a call-back to the "Marth" persona she adopted.
    • When a character activates All for One, they may say "I challenge my fate!", which was one of Lucina's critical quotes in Awakening.
    • When summoned again before the final boss, she takes her and Chrom's classic stance pose, as seen in her official artwork as "Marth."
  • Why Did It Have to Be Snakes?: She's still afraid of bugs, and she screams rather adorably when she sees one in her bond conversation with Panette.

    Corrin - Emblem of Fates 

Voiced by: Satomi Sato (Japanese), Marcella Lentz-Pope (English)

https://static.tvtropes.org/pmwiki/pub/images/engagecorrin.png
Corrin is a daughter of two worlds, having been born into the royal family of the far eastern kingdom of Hoshido, but abducted by the king of Nohr, Garon, and raised as one of his own. When Hoshido and Nohr went to war, Corrin would find herself forced to choose between her two families, and her choice would ultimately shape the fates of both nations.

For information regarding Corrin's portrayal in Fates, see her character profile.
  • Bond One-Liner:
    "I did it!"
    "That went well."
    "Guess I did it right."
  • Boring, but Practical: Corrin's Yato is the only Engage Weapon of hers with no strange functions, and is indeed the only Engage Sword without some effect listed in its description.note  On the other hand, it's tied for Ragnell as the mightiest Engage Sword in terms of raw stats, while also being 6 points lighter, and having a +5 edge in Hit and Crit.
  • The Cameo: Emblem Corrin appears in the Wario Ware: Move It! microgame appropriately titled "Fire Emblem Engage" if Alear successfully wears their ring.
  • Composite Character: Emblem Corrin knows about Anakos, and her Yato has the stats it would have only after confronting his pawn, but its appearance is still that of its (early-game) base state. This is to avert Cutting Off the Branches, since every path in Fates has a different look for its complete form. However...
  • Cutting Off the Branches:
    • While Corrin can be either male or female in their game of origin, the female version is used to represent Corrin. This contrasts with how other games dealt with the issue, as most allowed for both male and female options even when one is favoured over the other. Both versions exist in the Fire Emblem multiverse, Emblem Corrin just happens to be female. That said, Corrin's male version is referenced through the Engage outfit worn by male units, in which said outfit resembles male Corrin's attire.
    • Writing wise, Corrin is heavily implied to be the Revelation route from Fates, as despite having primarily weapons from Hoshido while lacking the powered up from any of the routes, her dialogue when fighting the Dark Emblem for Anankos makes direct references to Revelation, the only route where this information is learned.
  • Damage-Increasing Debuff: Her "Draconic Hex" skill decreases the enemies stats by 4 after combat if the user initiated combat, and slowly return to normal over the next several turns.
  • Katanas Are Just Better: One of Corrin's Engage weapons is the Wakizashi, a katana that functions as a ranged weapon over a normal sword.
  • Mythology Gag: When activating her "Torrential Roar" Engage Attack, whoever is engaged to her may say "Out of the way!", which is what Male Corrin says when activating his Final Smash.
  • No-Sell: Her "Pair-Up" Skill completely negates all damage taken from Chain Attacks.
  • Partial Transformation: Those wielding the Emblem of Fates are granted access to Corrin's signature draconic powers, allowing them to transform parts of their body just as she can. This is primarily seen when using the "Torrential Roar" Engage Attack which transforms the wielder's arm into a maw to fire a stream of energy at an enemy.
  • Scissors Cuts Rock: Corrin's Dual Katana inverts the weapon triangle by making swords beat lances, while losing to axes.
  • Support Party Member: Between "Dragon Vein" allowing the user of Corrin's Emblem to provide buffs, and her Sync Skills allowing her user to heal nearby allies when acting or waiting, Corrin's Emblem focuses on giving support to nearby allies outside of battle.
  • Terrain Sculpting: With her "Dragon Vein" skill, she's able to change the environment to inflict Geo Effects in various ways depending on the type of unit wielding the Emblem; Backup creates rocks to increased defenses, Cavalry creates water that decreases Avoid, Covert creates Fog which increases Avoid, Armored creates vines that grant immunity to Break, Flying create healing tiles, Mystical create fires for damage, Qi Adept creates breakable ice pillar to obstruct movement, and Dragon units can choose the specific effect they want.
  • The Unfought: Downplayed, but as her ring was never stolen at any point in the game, Corrin is one of the few Emblems that is never fought as a Dark Emblem. However, she is still fought as a normal Emblem in her paralogue and the Arena.

    Byleth - Emblem of the Academy 

Voiced by: Yūsuke Kobayashi (Japanese), Zach Aguilar (English)

https://static.tvtropes.org/pmwiki/pub/images/engagebyleth.png

The son of the famed mercenary Jeralt Eisner, Byleth built a name for himself on the battlefield as the "Ashen Demon" before making his way to the Garreg Mach Monastery, the seat of religious power for the continent of Fódlan. Here, he would become a professor for the prestigious Officer's Academy and be assigned to one of three houses, each representing one of Fódlan's nations. In time, Fódlan would spiral into civil war, and a mysterious power would awaken in Byleth that would shape the future of the continent and his students.

For information regarding Byleth's portrayal in Three Houses and Warriors: Three Hopes, see his character profile.


  • Always Accurate Attack: His "Divine Pulse" Skill has a chance to turn a missed attack into this, with the chance also increasing with the user's Luck, with Divine Pulse having a 30% chance and Divine Pulse+ having a 50% chance. However, a user with 50+ Luck will always have their attacks land with Divine Pulse+.
  • The Artifact: Most of Byleth's Engage weapons have minimal changes from their Three Houses incarnations, resulting in some of them being rather weird. For example, all of them retain their mostly-suspect weight and hit rates, Blutgang is a one-range Magic Sword while all of the others are two-range, Aymr still has its horrific accuracy despite now being a Smash weapon, and the Rafail Gem still provides immunity to effective damage despite that only coming up if you reclass Alear (or Zelestia) into a Qi Adept.
  • Bond One-Liner:
    "Each battle, a chance to grow."
    "Should I have held back?"
    "Stay focused."
    "Such power dwells within?"
    "You didn't give it your all."
  • The Cameo: Emblem Byleth appears in the Wario Ware: Move It! microgame appropriately titled "Fire Emblem Engage" if Alear successfully wears their ring.
  • Cold Sniper: Mystical units receive Thyrsus while Engaged with Byleth, which adds +2 to their range with magic attacks. This gives (grounded) Tome-users the furthest weapon range in the game, with five-range thunder magic, and Byleth's sternness to boot.
  • The Confidant: Many of his Bond conversations have characters coming to him with their problems, just like his supports tended to be in Three Houses.
  • Composite Character:
    • There are multiple contradictory aspects to Byleth, including how he has the dark teal hair from the first half of Three Houses despite having knowledge of events that occur only after fusing with Sothis, such as the existence of the Holy Tomb under Garreg Mach, and when he encounters Edelgard, Dimitri and Claude, they all recognise him as their teacher with Byleth himself supporting this, despite only being able to teach one of their houses.
    • Byleth's Engage weapons reflect this as well, with the Sword of the Creator having its "Sublime" (post-fusion) stats but its standard (pre-fusion) appearance, while the list of Heroes' Relics includes post-timeskip weapons exclusive to parallel routes (i.e. Aymr and Areadbhar).
  • Cutting Off the Branches:
    • As with Corrin, the male incarnation is used to represent Byleth in this game. This contrasts with how other games dealt with the issue, as most allowed for both male and female options even when one is favoured over the other. Both versions exist in the Fire Emblem multiverse, Emblem Byleth just happens to be male. That said, Byleth's female version is referenced through the Engage outfit worn by female units, in which said outfit resembles female Byleth's attire.
    • This Byleth was a professor at the Officers Academy, which rules out any variation from Warriors: Three Hopes.
    • Emblem Edelgard consistently refers to him as "my teacher", which she only uses if Byleth taught the Black Eagles.note 
    • Emblem Dimitri mentions in his Bond Support with Seadall having been taught to dance by Emblem Byleth, which is only possible on the Azure Moon route.
    • He also recognizes the Dark Emblem for Nemesis whom he can only fought during the Verdant Wind route.
  • Experience Booster: The "Mentorship" skill (Byleths personal skill in his home game) increases the experience gained by 1.2x to the unit and any adjacent allies.
  • Extra Turn:
    • His Engage Attack "Goddess Dance" grants all adjacent allies who already acted another turn, while also granting stat bonuses to those allies from the "Instruct" Engage Skill the user currently boosts.
    • He has a unique interaction with the Emblem of Rivals, where using their Engage Attack adjacent to an ally with Byleth equipped grants the unit engaged with the three lords an extra turn.
  • Mythology Gag:
    • When activating Goddess Dance, the character engaged to him says either "Let the lesson begin", "No hesitation", "It's over", or "Allow me to demonstrate", which are his critical hit quotes from Three Houses.
    • When he is approached during exploration in Somniel, one of his dialogues has him saying Garreg Mach Monastery's Gatekeeper's catchphrase, "Nothing to report!".
    • His Skill "Lost & Found" is also reminiscent of a mechanic in Three Houses, where he can give back lost items to his students to raise their motivation and support with him.
  • Noodle Incident: He reveals in his final Bond conversation with Seadall that he gave multiple lessons in the dancer costume. The reaction was apparently very positive.
  • Odd Name Out: Aside from Marth and Alear, Byleth is the only Emblem from the base game that is not named after the game that he comes from. Instead of "Emblem of the Three Houses," he instead has the name "Emblem of the Academy."
  • Pre-Asskicking One-Liner:
    "It's over."
    "Allow me to demonstrate."
    "Let the lesson begin."
  • Spell Blade: His first Engage Weapon when used by Backup classes, Blutgang, is a magic sword that deals effective damage against Dragon and Cavalry units. His Sword of the Creator also gains additional damage based on his magic, giving the illusion of this trope.
  • Support Party Member: Befitting his career as a teacher, Byleth's skills focus on aiding units rather than outright offense, slotting into the dancer archetype. Divine Pulse grants a chance of turning a missed attack into a hit, Instruct boosts the stats of allies, and Goddess Dance allows all adjacent allied units to act again.
  • Time Rewind Mechanic: His "Divine Pulse" skill allows the unit a 30%/50% chance to turn a missed attack into a hit, with the chance of activating increasing with each point of Luck the user has. Although, this skill is different compared to Three Houses and Three Hopes, as Engage has its own rewind mechanic.
  • Trademark Favorite Food: Referencing the tea time minigame from Three Houses, Byleth is renowned as a tea lover. Unfortunately as an Emblem he can't actually drink any.
  • Weapon Specialization: Byleth's first Engage Weapon consists of the Heroes' Relics, which grants a Relic depending on each unit's Battle Style. Units are also granted weapons that technically are not Heroes' Relics such as Vajra-Mushti and the Sword of the Creator, which are Byleth's second and third Engage weapons, respectively.
  • Whip Sword: His last Engage Weapon is the Sword of the Creator, which, like in its home game, allows the user to attack 1~2 range.

The 7 Emblem Bracelets (DLC Emblems)

    In General 
  • Ambiguous Situation: These Emblems were not created in Elyos, rather they served as guardians in another world, Emblem Edelgard notes that "someone" caused them to be transported to Elyos, and this is corroborated by Emblem Tiki (who also elaborates that the bracelet Emblems were made to fight a great deal in this other world, and that "someone kind" put the bracelet Emblems into dormancy before sending them away), but further details are lacking. In his Bond conversation with Ivy, Soren tells her his bracelet was entrusted to an Elusia from another world. Further Bond conversations and the Fell Xenologue reveal that the Bracelet Emblems hail from an Alternate Elyos where the four nations are in a cold war and trying to lay claim to their power.
  • Answer to Prayers: Nel states that the Bracelet Emblems were made manifest by Alternate Elyos's prayers, in response to the first war between Fell and Divine Dragons. This contrasts with the Emblem Rings, whose origins are left more ambiguous, at least with regards to when they first appeared.
  • Damage Reduction: All of the Bracelet Emblems have [Weapon] Guard skills that reduces damage taken from specific sources by 1~5, depending on its level, with Edelgard, Dimitri and Claude focusing on Bows, Hector with Axes, Soren with Magic, Camilla with Lances, Chrom and Robin with Swords, Veronica with Daggers, and Tiki with everything else but Arts.
  • A Day in the Limelight: The existence of the bracelet Emblems are more or less ignored in the main campaign, but they're featured in the story of the Fell Xenologues as the DLC campaign takes place in their home universe.
  • Downloadable Content: They are only available through the paid Expansion Pass.
  • Forced into Evil: Every Bracelet Emblem is used against you at least once in the Fell Xenologue, with Veronica and Hector being used thrice. Before the game, Alternate Sombron didn't have the Bracelet Emblems when he was defeated the first time, but he made sure to use them the second time, with Alternate Alear being noted as a "purifier of Fallen Emblems" rather than a summoner of them.
  • Gameplay and Story Segregation: Despite the Wham Episodes that were chapters 10/11 and 21/22, where Alear temporarily lose all of the rings they've collected up to those points, any DLC Emblems that have been collected are not taken, and therefore remain usable for the duration of the game. There is story justification in that Sombron only wants the power the 12 Ring Emblems specifically offer when gathered together (the Bracelet Emblems having used up that power before coming to Elyos), but the DLC Emblems still don't get so much as mentioned by him.
  • Nigh-Invulnerability: Like the 12 Emblem Rings, the Bracelet Emblems can offer great power once in a long period of time when gathered together and awakened. However, they are also stated to have another power if they are all dormant and gathered together. Namely instead of granting strength to someone, they grant the inability to be harmed, This is why the extremist pacifists that are Alternate Brodia seek to claim the bracelets, believing they will enable their nation to survive anything without having to go to war. Their attempt fails and it remains unclear just how absolute the invulnerability the Emblems grant would be, if there are further limits or conditions, etc.
  • Purposely Overpowered: Given that you need to cough up real money to get them, they are far stronger than the main story Emblems. For example, Tiki lets her wielder turn into a dragon and increases their stat growths, while Soren can turn pretty much any tome into a poor man's Nosferatu and launch Bolting strikes from the back line with impunity. In addition, they all share the unique attribute of not being affected when Alear loses the main story Emblems.
  • Riddle for the Ages: The question of how they wound up in Mainline Elyos is never answered, even in the Fell Xenologue DLC where they're the main focus. It is stated that after granting their power the Bracelet Emblems are supposed to vanish for a time, but going to another world is not what is supposed to happen. Nel's bond lines imply it may have been Alternate Alear who sent them there.
  • Suddenly Speaking: Oddly, the Bracelet Emblems only speak after being summoned by Mainline Alear, or while in their possession even after being summoned by someone else. Their caretaker in the Alternate Elyos is quite surprised to see Fallen Tiki speak, for instance.
  • What Happened to the Mouse?: At the very end of the game, the base game Emblems "die" following the closure of the portal due to the negative effects the dimensional energies have on the bodies of Emblems, while Alear themselves remained due to having a physical body. Despite this, the fate of the DLC Emblems after the events of the game have yet to be touched upon, mostly since they lack any involvement with the main story, though because the same rules for Emblem bodies should apply to them as well, it's likely that they disappeared alongside the ring ones too, at least for the time being.

    Tiki - Emblem of Dragons 

Voiced by: Sumire Morohoshi (Japanese), Mela Lee (English)

https://static.tvtropes.org/pmwiki/pub/images/tikife17portrait.png

Daughter of Naga and princess of the Divine Dragons, Tiki is one of the most powerful Manaketes to ever live. Fearing what would happen is she were to succumb to dragon degredation, Naga placed Tiki in a magical slumber to suppress her power. Eventually she was awakened by the humble Fire Dragon, Bantu and raised as his daughter, the two eventually joined Marth and his companions in in the battle against the Shadow Dragon Medeus and his manakete empire.

For information regarding Tiki's portrayals in Shadow Dragon, Mystery of the Emblem and Awakening, see her character profile.


  • Armor-Piercing Attack: Tiki's Breath Weapons ignores half of the foe's defenses, with all but the Dark Breath and Fire Breath targeting the foe's Def, Dark Breath targeting the foe's Res, and Fire Breath targeting both.
  • Anti-Debuff: Tiki's "Divine Blessing" Engage Attack, when used by a Qi Adept class, in addition to giving an ally a Revival Stone, also removes any debuffs they have. Her "Lifesphere" skill also removes any debuffs on the user if the user uses the Wait command.
  • Auto-Revive: Tiki's Engage "Attack", Divine Blessing, bestows a Revival Stone on the target ally, which restores their health if it reaches 0. Only one ally may have a Revival Stone at a time through this effect, though.
  • Bond One-Liner:
    "I'm not alone anymore!"
    "We'll be together forever!"
    "I'm getting sleepy..."
  • Breath Weapon: Tiki's Breath Engage Weapons, in addition to all of them being an Armor-Piercing Attack but cannot follow-up or strike first, also has a specific effect, with Fire Breath for Backup, Cavalry, Covert and Qi Adept classes and Flame Breath for Flying classes attacking a large range and creating fire tiles, Ice Breath for Armored attacking and freezing enemies in a large area, Dark Breath for Mystical classes targeting the foe's Res, and Fog Breath for Dragon classes dealing effective damage against dragons in a wide area and create fog tiles.
  • Good Old Fisticuffs: Tiki teaches proficiency in Arts (technically-unarmed combat) to those who build a strong-enough Bond with her; unfortunately, her personal style of transforming into a Dragon and crushing foes with her size isn't considered martial artistry, at least for the purpose of Breaking foes.
  • Healing Hands: Her "Divine Blessing" Engage Attack, when used by Dragon classes, in addition to granting an ally a Revival Stone, also restores 20 HP to the ally as well, and "Diving Blessing+" restores the HP of that ally to full if that ally is not Synced with an Emblem if the user is adjacent to an ally that is Synced with Marth.
  • Heal Thyself: Her "Lifesphere" skill, in addition to removing any debuffs on the user, allows the user to recover 20/30/40 HP if the user uses the Wait command.
  • Mana Potion: She has a unique interaction with Marth, where using her Engage Attack adjacent to an ally with Marth Equipped also gives the target +3 to their Engage Meter, or if they are already engaged, restores their Engage turns.
  • Mechanically Unusual Fighter: Tiki is the only Emblem who forces the Engaged user to use only her Engage weapons when fighting instead of any other weapon the unit has on hand, due to transforming the user into a dragon as opposed to merely changing their outfit and hair color.
  • Non-Elemental: Tiki's "weapons" are classified as "Special", distinguished by the purple color of their icon, and are neither advantageous nor disadvantageous compared to any other Weapon type. She can also teach Special Guard, which provides Damage Reduction against this sort of stuff. Mage Cannon shots are also considered "Special".
  • There Is Another: Considers Alear this, as both are Divine Dragons and are otherwise the last of their kind in their respective worlds. They feel the same way.
  • Voluntary Shapeshifting: Rather than having the unit using her Emblem wear her clothing after Engaging, Tiki's Emblem allows the wielder to transform into her Divine Dragon form, granting them access to her immense draconic power.

    Hector - Emblem of Strength 

Voiced by: Kosuke Toriumi (Japanese), Patrick Seitz (English)

https://static.tvtropes.org/pmwiki/pub/images/hector_2.png

Hailing from the Lycian state of Ostia, Hector is the younger brother of Uther, the Ostian marquess. When his older brother refuses to investigate the disappearance of Elbert, marquess of Pherae, Hector sets out to solve the problem himself. He eventually joins up with Elbert's son Eliwood and the aforementioned Lyndis.

For information regarding Hector's portrayal in The Blazing Blade, see his character profile.


  • Action Initiative: His "Quick Riposte" skill allows the user to perform a guaranteed follow-up attack if the equipped weapon allows it if the enemy initiates combat and the user is at 80/60% HP or above at the start of combat, depending on its level. His "Storm's Eye" Engage Attack allows the user to perform guaranteed follow-up attack and prevent enemies from making any follow-up attacks, regardless of HP, and "Storm's Eye+" also allows the user to counterattack first if it's used adjacent to an ally that is Synced with Lyn.
  • Adaptive Ability: His "Adaptability" skill allows the user to increase the user Def if the user is hit by physical attacks or Res with magical attacks by 2 or 3 after combat, depending on its level, which last through the entire battle and resets after another attack.
  • Bond One-Liner:
    "We'll have to fight our way through."
    "Caught you sleeping."
    "You're no match for me."
    "Your luck's run out."
    "You didn't stand a chance."
  • Guide Dang It!: His Runesword scales damage just like it did in his original game: While it takes the foe's Resistance into account, instead of using the user's Magic stat, it uses 50% of their Strength stat. This information is nowhere to be found in the game.
  • Life Drain: His second Engage Weapon Runesword restores HP equal to half the damage dealt. Considering that his Quick Riposte(+) skill need the user to be above a certain HP threshold at the start of combat, the sword makes it useful for the user to both deal more damage and survive a lot of hits.
  • No-Sell:
    • His Engage Attack "Storm's Eye" makes the user immune to being broken, making them much less likely to be overwhelmed by enemy units and still follow up while foes cannot follow up during enemy phase. When performed adjacent to an ally wielding Lyn, it also allows the user to attack first, granting a strong temporary Vantage skill regardless of HP.
    • His Impenetrable Engage Skill, when used by Cavalry classes, makes the user immune to Freeze.
  • Schmuck Bait: Hector will use "Storm's Eye" against you in his Paralogue, assuming that you'll attack him anyway. Should you take the bait, just know that Hector cannot be doubled that turn, and will double you instead if you're within countering distance.
  • Spell Blade: His second Engage Weapon is the Runesword, which is a magical weapon that restores HP equal to half the damage dealt and has 1~2 range. This is especially useful to recover HP to keep Quick Riposte active, target low Res units that also have high Def and attack ranged foes.
  • Status Buff:
    • His "Inpenetrable" boost the user's Def/Res stat by 30%, with Dragon classes also getting a 50% boost in Dodge, Armored classes getting 50% boost in Def instead and Flying classes getting a 50% boost in Res instead.
    • His "Adaptability" skill allows the user to increase the user Def if the user is hit by physical attacks or Res with magical attacks by 2 or 3 after combat, depending on its level, which last through the entire battle and resets after another attack.
    • His "Heavy Attack" skill allows the user to deal extra damage equal to the amount of Weight exceeds the user's Build, up to +5 damage, if the user wields a physical weapon.
  • Violation of Common Sense: There are many weapons that uses Mag instead of Str in Engage, so it comes to a surprise that to best increase damage with Hector's Spell Blade Runesword is to not increase the Mag stat at all but the Str stat instead, as it calculates damage using 50% of the user's Str stat instead, which is not explained in-game, meaning that the best users of the Runesword (alongside Wolf Beil and Armads at that) are actually Magically Inept Fighter and physically strong classes like the Warrior, Paladin or General instead of mixed offenses like the Mage Knight or Royal Knight or magically strong ones like Sage and High Priest.

    Soren - Emblem of Acumen 

Voiced by: Ayumu Murase (Japanese), Kyle McCarley (English)

https://static.tvtropes.org/pmwiki/pub/images/ezgif_4_aa81f77cf9.png

Tactician of the Greil Mercenaries and Ike's most trusted ally, Soren was a childhood prodigy in the art of magic, thanks to having his talents fostered by an expert sage. However, he's a very cold and cynical person, preferring to operate on logic than social etiquette. The only person he shows any kind of kindness to is Ike himself.

For information regarding Soren's portrayal in Path of Radiance and Radiant Dawn, see his character profile.


  • Ambiguously Gay: Carrying over from his Path of Radiance and Radiant Dawn portrayals, Soren's feelings of devotion to Ike borders on coming off as him having a crush on him.
    Soren: I'd like to resume my post if you'll have me. My place is at your side.
    Ike: I figured it was only a matter of time until you asked me that. Yeah, of course. I trust you more than anyone, you know that.
    Soren: Thank you, Ike. Serving you gives me purpose.
  • Armor-Piercing Attack: His "Flare" Engage Skill, in addition to the Life Drain effect, also reduces the foe's Res by 20% with non-Mystical classes and 30% with Mystical classes if the user attacks with Tomes.
  • Attack Its Weak Point: Weaponized with his "Keen Insight" skill, which grants the user extra damage when attacking with effective damage, with +5 damage with Keen Insight and +7 damage with Keen Insight+.
  • Attack Reflector: His Reflect staff allows the user to apply a status effect to all allies within a range of 2 spaces, where any magic damage they take will have half its damage also dealt to the attacker.
  • Black Mage: Downplayed, but Soren's Engage skills and weapons focus largely on raw magical power, and while he does provide staff and knife proficiency, even having a staff as a unique weapon, the majority of his skills and weapons focus around increasing the magical power of his holder.
  • Bond One-Liner:
    "Who's your commander?"
    "It's a terrible state of affairs."
    "Mediocre."
    "An obstacle in need of removal."
  • Brutal Honesty: His most defining trait is his refusal to let the feelings of others get in the way of something he wants to say. This comes up in several of his bond conversations.
  • Cold Sniper: Soren's Bolting Tome has a range of ten spaces, and he's quite matter-of-fact about it.
  • Composite Character: Much like Ike, Soren's appearance in this game borrows aspects from both of his home games as opposed to one; his visual appearance, paralogue, Flare skill, and Rexcalibur tomenote  is based on Radiant Dawn, while his knife rank and proficiency, and the Engage outfit worn by his user is derived from Path of Radiance. Conspicuously, his Reflect staff does not originate from either game, but its effect first appeared in Path of Radiance.
  • "Could Have Avoided This!" Plot: If Ike is brought onto his paralogue, Soren will remark to Ike in a unique cutscene that if he knew Ike was with Alear's group, he would've joined their forces right away.
  • Crippling Overspecialisation: Almost all of the benefits that Soren provides in combat are exclusively for tome-users and no one else, heavily restricting his utility compared to other magic-focused Emblems like Celica and Veronica.
  • Critical Hit Class: When equipped to a Dragon unit, Flare gives the added effect of doubling the unit's Crit rate while Engaged.
  • Cursed with Awesome: Bond Conversations with Zelestia have Soren touch on his Dragon-Laguz blood, which gave him his innate talent with magic. He hates it for the hardships it gave him in life, but ultimately acknowledges that it's been helpful.
  • Deadpan Snarker: Wouldn't be Soren otherwise. Many of his remarks during bond conversations are cold and dismissive if not outright rude.
  • Draw Aggro: His "Assign Decoy" skill allows him to mark someone, making them more likely to be targeted by enemies. This allows whoever Soren is being used with to give themselves breathing room.
  • Herd-Hitting Attack: Soren's Engage Attack, "Cataclysm", hits an area three times- once each with wind, fire and lightning. If performed next to a character engaged with Ike, the area of effect hit increases.
  • Jerkass to One: Inverted. Soren is blunt and dismissive to everyone except Ike. He is however, fairly amicable towards Timerra out of gratitude for keeping Ike's ring safe, and he's also very friendly towards Anna.
  • Jerk with a Heart of Gold: Granted, it's very hard to see, but he does legitimately care for his comrades. It usually takes reaching Bond Level 20 to see the heart of gold, though.
  • Life Drain: His "Flare" Engage Skill, in addition to reducing the enemy's Res, also allows the user to recover HP equal to 50% of the damage dealt (100% with Qi Adept classes) if the user attacked with Tome weapons.
  • Mythology Gag: He provides knife proficiency, referencing how Sages, a class Soren promotes into in his debut game Path of Radiance, had the option of choosing knives as a secondary weapon instead of staves in said game.
  • Not Distracted by the Sexy: Played for Laughs in his Bond support with Goldmary, who is dismayed by the fact that he won't pay her compliments, instead opting to critique her on her effectiveness in battle.
  • Oh, Crap!: During his recruitment paralogue if he faces against a unit engaged with Ike, Soren panics and tries to convince him that they don't need to fight, both because Ike is basically the only person he respects but also since he well aware of how bad of an idea it is to go against him. He later admits that if he had known Ike was among Alear's group, he would have joined them immediately.
    Ike: You always did like making things difficult.
    Soren: Ike?!
    Ike: Let's see if this is good enough for you.
    Soren: Stop! You don't have to prove yourself to me!
  • Pre-Asskicking One-Liner:
    "Are you ready to die?"
    "I dispose of my enemies."
  • Pet the Dog: He's noticeably much friendlier and more easygoing in his supports with Timerra and Anna than with many other people.
  • Shock and Awe: His first Engage weapon is Bolting, a long-ranged but weak and inaccurate lightning tome.
  • Stat Grinding: Soren's second Engage weapon, Reflect, is the only staff in the game that can be applied even when the targets are at full HP. This can be used for Level Grinding purposes, but it's more commonly-used to acquire large amounts of SP while the user's level is maxed out, since it affects multiple targets and gets SP from each.
  • Undying Loyalty: To Ike. If Ike's Emblem is brought into battle and Soren is challenged with it, he openly expresses surprise that Ike is there and fruitlessly tries to stop the fight there. Once the battle is over, he says that he would have joined right away had he known Ike was with them.

    Chrom and Robin - Emblem of Bonds 

Chrom - Voiced by: Tomokazu Sugita (Japanese), Matthew Mercer (English)

Robin - Voiced by: Yoshimasa Hosoya (Japanese), David Vincent (English)

https://static.tvtropes.org/pmwiki/pub/images/252a6ab5_a76a_4227_a818_6c78b82ef193.jpeg

Chrom and Robin are respectively the leader and head tactician of The Shepherds, an army of fighters who travel the kingdom of Ylisse fighting for justice and protecting the common people. Chrom, also the prince of Ylisse, found Robin laying unconscious in a field and offered him protection. From there he would learn of Robin's talent for military tactics, and the two would form a bond stronger than steel.

For information regarding their portrayal in Awakening, see their respective character profiles.


  • Ambiguously Bi: While most likely done in part to avoid canonizing any of Chrom's potential marriage candidates from Awakening, Engage's dialogue between Emblem Chrom and Robin seems to push them toward coming off more like a couple during their interactions. For some examples, Chrom dismisses Alear's question about his being in a single emblem with Robin because the bond they've formed is stronger than fate itself. Lucina also explicitly refers to Robin as her fathers "other half."
  • BFS: Their Engage version of the Levin Sword is almost twice as big as the normal one.
  • Bond One-Liner:
    "Our bonds are far stronger than destiny."
    "We're not done yet."
    "Well fought."
    "Finished?"
    "I'll cut a path."
  • Combination Attack: While normally not falling under this trope, performing Giga Levin Sword next to a character engaged with Lucina allows adjacent allies to perform a Chain Attack alongside the main attack.
  • Cutting Off the Branches:
    • Like his appearance in other games such as Heroes and Smash, Robin uses the default male body form, hair color, and voice from Awakening.
    • An unusual case for Chrom, in his Bond Supports with Hortensia, she says through her observations that he's the type of guy that would have a kid... or two. While Chrom doesn't outright deny the claim, it's odd that he asks who told her that since it was too specific to be an observation. (Implying that he, or rather this version of Chrom, does in fact have two children)
  • The Dividual: Contains both Chrom and Robin in this Bracelet. In the menus, Chrom is who each character calls upon when assigning them the Emblem Bracelet, but only Robin appears during battle alongside the engaged unit.
  • Does Not Know His Own Strength: Chrom is very strong, stronger than the equipment he or the units he Engages with uses. In Lapis' Bond Conversation, they talk about building strong walls for training, and Anna mentions she has to develop "anti-Chrom" measures to protect her merchandise. At the last one, Chrom retorts that he isn't going to break her supplies just by browsing... probably.
  • Dual Boss: Their Paralogue has Alear face against both of them in battle to test Alear's worthiness and earn their trust.
  • Lost in Translation: Their "Giga Levin Sword" Engage attack is a combination of the user's sword, usually the Levin Sword, and Robin's Arcthunder. However, in Japanese the attack is called "ギガサンダーソード", translated as "Giga Thunder Sword". This is because the Levin Sword was named "サンダーソード" in Japanese, translated as "Thunder Sword" while Arcthunder was named "ギガサンダー", translated as "Giga Thunder", so the name in Japanese is actually a combination of Arcthunder and the Levin Sword, so the connection is lost in the English version of the name.
  • Obvious Rule Patch: One that works in favor of the player. As a boss in Fell Xenologue 5, Nil will not have either Chrom or Robin's swords in his inventory, preventing him from using Giga Levin Sword while he has Chrom's bracelet equipped. This is done so that he isn't allowed to one-shot Nel while she's stuck right up against him so that the chapter isn't rendered unwinnable.
  • Shock and Awe: Their First engage weapon is the Levin Sword, a magic sword of thunder, while their second Engage weapon is Thoron, a magic tome that casts a powerful thunder beam. While their Levin Sword is similar to the regular one in the game, their Thoron is different than the regular one in the game, where it trades it ablilty to attack from 3 spaces away for being able to follow-up like a regular tome.
  • Spell Blade: Their first Engage weapon is the Levin Sword, which is a magic sword that has 1~2 range. Their "Giga Levin Sword" Engage attack combines the user's sword with Robin's Arcthunder magic, which deals magical damage based on the user's physical attack power, with Dragon classes adding extra damage equal to half of their Str, Mystical classes equal to half of their Mag, and Flying classes equal to their Bld.
  • Status Buff:
    • Their "Rally Spectrum" skill allows the user to grant ally +3 to all their stats for 1 turn, with Rally Spectrum granting it to adjacent allies and Rally Spectrum+ granting it to all allies within 2 spaces.
    • Their "Other Half" Sync skill grants the user +10 Mag when engaged, with Covert classes also getting +1 Mov.

    Camilla - Emblem of Revelation 

Voiced by: Miyuki Sawashiro (Japanese), Misty Lee (English)

https://static.tvtropes.org/pmwiki/pub/images/camilla_22.png

Camilla is the princess of Nohr, a dreary kingdom known for its harsh winters and battle hungry culture. Alongside her siblings, Camilla seeks to put an end to the conflict with Hoshido and stop her father's warmongering. She's fiercely protective of her family, especially Corrin herself.

For information regarding Camilla's portrayal in Fates, see her character profile.


  • Anti-Debuff: Her "Detoxify" skill allows the user to remove the Poison status at the start of the user's turn.
  • Blood Knight: She loves the thrill of battle and by her own admission has a hard time holding back even against allies. Notably in the Alternate Elyos when she is about to be put into dormancy, instead of expressing relief at being freed from the conflict she remarks on how she had hoped to be able to fight more.
  • Bond One-Liner:
    "Poor thing."
    "Glad that's over with."
    "Did it hurt?"
  • Cutting Off the Branches: Downplayed. She mentions having both defeated her father and having established peace with Hoshido in her post-paralogue dialogue, indicating she is based on either her Conquest or Revelation version. Funnily enough, her paralogue is a map from Birthright.
  • Dub Name Change: Her original title in Japanese is "Emblem of Dark Night", referencing Nohr, before being localized to "Emblem of Revelation".
  • Heal Thyself: Her "Groundswell" skill restores 10 HP and removes any terrain effects that can be removed such as Fire, Fog or Miasma at the end of the user's turn if they end their turn on those spaces, including those created by her Dragon Vein.
  • Herd-Hitting Attack: Her "Dark Inferno" Engage attack deals damage to a large area around the user, and "Dark Inferno+" increases the area-of-effect further if the user is adjacent to an ally that is Synced with Corrin, with both of them having Dragon classes increasing the area-of-effect, Mystical classes dealing +20% damage and Qi Adept classes also creating healing tiles adjacent to the user.
  • Immediate Self-Contradiction: Emblem Camilla assures Mauvier that she trusts him in their first Bond Conversation, but due to being just as protective of her allies as the original Camilla was, she immediately adds that if he were to betray the party then her "vengeance will be a sight to horrify gods."
  • Mage Killer: Her final Engage weapon acts like this. While her first 2 weapons are a magic axe and a brave tome, her signature axe is a physical weapon that deals more damage the higher the target's resistance is in comparison to their defense. This allows her to effectively take down any enemy mages she comes across in one round.
  • Ms. Fanservice: Toned-down compared to her home game, but this is still Camilla. Her introductory scene is a shortened recreation of her infamous Supermodel Strut cutscene from Birthright.
  • Pre-Asskicking One-Liner:
    "Say night-night..."
    "Hurry up and die!"
  • Shock and Awe: Her first Engage weapon is the Bolt Axe, which is a magical axe that attacks with thunder, and her second Engage weapon is the Lightning tome, a tome that casts thunder magic two consecutive times on initiation, making Camilla rather powerful on a mage.
  • Splash Damage: Her "Soar" Engage Skill, when used by Dragon classes, deals damage to all enemies within 2 spaces of the user equal to 10% of their max HP after combat if the user initiates combat.
  • Terrain Sculpting: Like Corrin, she has the "Dragon Vein" skill, where the user will able to change the environment to inflict Geo Effects in various ways depending on the type of unit wielding the Emblem; Backup creates rocks to increased defenses, Cavalry creates water that decreases Avoid, Covert creates Smoke which decreases Avoid and defenses, Armored creates vines that grant immunity to Break, Flying create healing tiles, Mystical create fires for damage, Qi Adept creates ice floors to increase movement for those who start on those tiles, and Dragon units can choose the specific effect they want. To differentiate from Corrin, the shapes of all the terrain effects she shares with Corrin are different, with Camilla using helpful terrain offensively and using harmful terrain defensively and vice-versa for Corrin, such as Fire setting fire on all tiles within 2 spaces of the user, including the user's space, instead of an adjacent tile and a 3x3 area beyond that tile's direction with Corrin's Fire.
  • Walk on Water: As a Dark Emblem synced with enemy units, Camilla's Soar skill has an unintended side effect of making it look as if her user is walking on water, since they do not transform into Engage mode (which floats). This is easily observed by Alternate Timerra in Fell Xenologue 6, where she is able to cross bodies of water without needing to physically take flight. If you zoom in the view on her with the minus button though, the game will visually place her on the nearest solid ground to avoid depicting her standing on water.
  • Yandere: Downplayed. Compared to her character in Fates, Emblem Camilla is slightly less possessive to those she considered allies and friends. Having said that, anyone who harms them can and will find themselves on the other end of her ax, as indicated when she threatens to kill Mauvier if he ever betrays them.
  • Your Size May Vary: Some have noted Camilla to be shorter while dismounted than she was in Fates.

    Edelgard, Dimitri, and Claude - Emblem of Rivals 

Edelgard - Voiced by: Ai Kakuma (Japanese), Tara Platt (English)

Dimitri - Voiced by: Kaito Ishikawa (Japanese), Chris Hackney (English)

Claude - Voiced by: Toshiyuki Toyonaga (Japanese), Joe Zieja (English)

https://static.tvtropes.org/pmwiki/pub/images/emblemofrivals.png

The three future leaders of Fódlan's nations, Edelgard, Dimitri, and Claude all attended the esteemed Officer's Academy at Garreg Mach Monastery to better prepare themselves to lead the Adrestian Empire, Holy Kingdom of Faerghus, and Leicester Alliance respectively. During an attack by bandits they encountered and were aided by Byleth, who was in turn conscripted to teach at the Academy. As the year progressed, each student was driven down their own path as the nations they were set to rule fell into war.

For more information on their portrayal in Three Houses and Three Hopes, see Edelgard, Dimitri, and Claude's character profiles.


  • Adaptational Heroism: Dimitri and Edelgard's darker personality traits (and Claude's if taking Three Hopes into the equation) are heavily toned down if not removed. It helps they appear as they do in the Academy Phase when the trio are still amicable towards each other rather than the War Phase where they're at each others' throats.
  • Bond One-Liner:
    "Your defeat was inevitable."
    "Sorry, but victory is mine."
    "It's not luck, it's fate."
    "Who's next?"
    "Now you know your limits."
    "I must stay focused."
    "That's the Golden Deer/Firene/Brodia/Elusia/Solm/Me for ya!"
  • Composite Character: Their designs and characterizations reflect their pre-time skip selves, but their Engage weapons are all locked to the post-time skip portion of Three Houses.
  • Cutting Off the Branches: All three recognize Byleth as a professor and Edelgard mentions having participated in the Battle of the Eagle and Lion, which describes the events of Three Houses and not Three Hopes, though the latter was explicitly an alternate timeline regardless.
  • The Dividual: They are three separate people, who count as one Emblem. Unlike Eirika and Ephraim, all three of them are implicitly a part of the Emblem. In the menus, Edelgard is who each character calls upon when you attach the Emblem of Rivals braclet to them, but to prevent issues gameplay wise, each turn the Emblem rotates between one of them.
  • Extra Turn:
    • They have a unique interaction with Byleth, where using their Engage Attack adjacent to an ally with Byleth equipped grants the unit engaged with the three lords an extra turn.
    • Edelgard's Raging Storm gives the user an extra turn to move again after using it, just like its original effect, although at the cost of three turns of your Engage meter.
  • Friendly Rivalry: Share this to the point where one of their skills is referred to as the trope name.
  • Mythology Gag: When the three first appear, they make the same group pose as in the Three Houses' box art, with a Freeze-Frame Bonus showing Claude jumping up while the camera circles the trio prior to the pose to perform his upside-down position.
  • No-Sell: Inverted with Edelgard - she is considered an Armored unit in the arena, or when summoned by Veronica, and Anti-Armor weapons do effective damage against her, but her battle style is Backup, not Armored, and as such she lacks the usual immunity to Break that Armored units normally get.
  • Out of Focus: Due to showing up far too late into the Fell Xenologue, Edelgard, Dimitri, and Claude never get to have any dialogue at all, let alone even speak to Nel before being put to sleep and sent to the main Elyos.
  • Swap Fighter: Unlike Eirika and Ephraim, whichever lord that appears on the current turn is randomly decided. Which lord is currently active influences the type of Gambit the unit can use; Edelgard's Flame Gambit sets an area on fire, Dimitri's Shield Gambit completely nullifies the next ranged attack from an enemy, and Claude's Poison Gambit poisons the enemy and all adjacent foes to them.
  • Sorting Algorithm of Evil: Having the strongest Engage Attack of the Emblem Bracelets, the Rivals are thus the last "Fallen" Emblems you fight in the Fell Xenologue.
  • The Unfought: Of all of the normal Emblems (excluding Ephraim, as he is primarily a Satellite Character for Eirika), Edelgard, Dimitri, and Claude are the only ones that are never fought on their own (outside of Arena), as the three lack an associated paralogue, and, unlike their fellow Bracelet Emblems, are only ever obtained in the Somniel as early as Chapter 7. This is downplayed in the Fell Xenologue, where they are wielded by Alternate Céline in the final battle, but they could only fight coordinately with their bearer, which is cosmetic.

    Veronica - Emblem of Heroes 

Voiced by: Rina Hidaka (Japanese), Wendee Lee (English)

https://static.tvtropes.org/pmwiki/pub/images/veronicafe17portrait.png

Veronica is the princess of Emblian Empire, and was in war with the Kingdom of Askr. However, she is actually very lonely and wants nothing more than to make friends, leading her to connect with the royals of Askr. Their bond would forever change their kingdoms.

For information regarding Veronica's portrayal in Heroes, see her character profile.


  • Anti-Debuff: Her Fortify+ Engage weapon, in addition to healing all allies within range of the user, also removes all negative status effects on those allies.
  • Bond One-Liner:
    "I could have some tea after that."
    "I am ready for a rest."
  • Breaking Old Trends: She is the only Emblem without a connection to any of the others in the base game of Engage. This does not means she has no battle conversations, however; she has a surprise talk with Anna based on her briefly mistaking her for Askr's Anna.
  • Charged Attack: Her "Book of Worlds" Sync skill gradually adds effects to the unit's next initiated attack depending on how many times they use the Wait command. Stage 1 adds the Freeze debuff, Stage 2 sets the target's tile on fire, Stage 3 adds +10 damage, Stage 4 heals the unit for the damage dealt, and Stage 5 heals adjacent allies too.
  • Composite Character: While Veronica is dressed as her Legendary self based on her appearance at the end of Book VI of Heroes, her personality is reminiscent of her Book I self back when she was still at war with Askr; as such, she's much more hostile to your party compared to every other non-corrupt Emblem you've encountered thus far. That said, after you gain her Emblem Bracelet, she becomes more open reminiscent to her Character Development between Book I to VI.
  • The Computer Is a Cheating Bastard: When flexed by the enemy, Emblem Veronica is pushed far beyond her normal range to call in reinforcements. These always come in further from the Summoner than what is allowed, and after the first demonstration, bad guys will get two Summons out of "Summon Hero". Alternate Fogado will spam it down a corridor in Fell Xenologue 5, just because he can.
  • Critical Status Buff: Her "Reprisal" Skill boosts the damage of the user equal to 30/50% of the user's missing HP when the attack was performed, depending on its level.
  • Emotionless Girl: Her tone of voice rarely ever lifts from quiet refinement. While she does smile, she admits to Amber that she doesn't even know what it feels like to laugh.
  • Experience Booster: Her "SP Conversion" skill allows the user to gain 20 SP after defeating a foe on top of the SP normally gained, even if the user does not have an Emblem Ring or Bracelet or Bond Ring equipped.
  • Extra Turn: Her "Contract" Engage skill allows the user to grant an ally another turn once per turn at the cost of that ally unable to move and unable to be a command option if the user was danced beforehand, with Dragon classes also able to grant that ally +2 Str/Mag/Def/Res during that extra action, Covert classes granting +30 Hit/Avoid, and Backup classes particpating in Chain Attacks of that ally.
  • Guest-Star Party Member: Her "Summon Hero" Engage Attack allows you to summon a random unit as a temporary player unit you can control for the user's entire engage duration, with the indicated rarity of the summoned unit determining their classnote ; this is notably the only way of playing as the Emblems through legitimate means, including a copy of Veronica herself.
  • Healing Hands: Her Fortify+ Engage weapon recovers HP to allies within a 7 tile radius of the user, while her "Book of Worlds" Sync skill, after using Wait for 5 turns in a row, recovers HP to all adjacent allies equal to the amount of damage dealt by the user after combat.
  • Ironic Name: While she gets her title from her game of origin, the irony that the Emblem of Heroes contains someone who was an antagonistic force and is overall the least cooperative of the Bracelets is still there.
  • Late-Arrival Spoiler: Veronica is dressed in her Legendary garb that she doesn't attain until Book VI, as opposed to her default dress seen all the way back in Book I when the game was released in 2017.
  • Life Drain: Her "Book of Worlds" Sync skill, after using Wait for 4 turns in a row, allows the user to recover HP equal to the damage dealt.
  • Pre-Asskicking One-Liner:
    "It is time to honor your contract."
  • Status Buff:
    • Her "Level Boost" skill allows the user to gain +1 level for the entire battle after defeating a foe with a higher level than the user, up to +3 levels.
    • Her "Contract" Engage skill has an ally that was granted an Extra Turn has Dragon Classes granting them +2 Str/Mag/Def/Res and Covert classes granting them +30 Hit/Avoid during that extra action.
    • Her "Summon Hero" Engage Attack has Cavalry classes grant that summoned ally +1 Mov.
  • Status Effect: Her "Book of Worlds" Sync skill, after using Wait once, allows the user to inflict the Freeze status on the foe if the user initiates combat.
  • Token Evil Teammate: Unlike all other Emblems on Alear's side, Veronica is no hero (yet). She freely admits that she is at war with Askr and is contracting Heroes to conquer them with; her Paralogue consists of her trying to recruit Alear instead of the other way around and Alear having to actively fight back to set Veronica straight. It's unclear if she even understands that she is a different person from the original Veronica and that she has no access to Askr in the first place (though she does mention that she couldn't summon heroes before she "became an Emblem").
  • When She Smiles: She's mostly stone-faced, but characters remark on how cute her smile is.

ENDGAME SPOILER EMBLEMS

    The 13th Emblem 

Alear, the Fire Emblem

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After their death at the hands of Sombron, and being temporarily reanimated by Veyle as a Corrupted, the 12 Emblems decide to use the secret power of their miracle to resurrect Alear as the 13th Emblem, the Fire Emblem, becoming a full-fledged Divine Dragon with Lumera's birthday gift at the start of the game acting as their Emblem Ring.

Tropes pertaining to Alear in their normal state can be found here.


  • 11th-Hour Superpower: Alear gains this ability very late in the game's story, after the rest of the Emblems choose to use their "miracle" ability.
  • 13 Is Unlucky: This is the 13th Emblem that came to existence due to a series of unfortunate events, namely Alear dying and being temporarily resurrected as a Corrupted.
  • Battle Couple: With whomever Alear decides to give their ring to. Together, they're able to fight side-by-side and even perform a Combination Attack with each other.
  • Bond One-Liner:
    "We did it, Divine One."
    "I am guided by the Emblems."
  • Breaking Old Trends: All Fire Emblems of previous games are either object MacGuffins with unique powersnote  or, in Judgral's case, a Symbol of Justice. However, Elyos' titular Fire Emblem is a sentient being that was the end product of the Ring Emblems resurrecting Alear.
  • Combination Attack: Alear's second Engage Attack, Bond Blast, has them perform this with the ally that they are engaged with, adding an additional attack onto the already-powerful Dragon Blast.
  • Heavenly Blue: As an Emblem, their hair and eyes are completely blue, representing their full embracement of their Divine Dragon essence, with their red Fell Dragon colors nowhere present.
  • Kung-Fu Wizard: Their second Engage weapon, Dragon's Fist, deals magic damage instead of physical, being the only Arts-type weapon capable of doing so.
  • Last of His Kind: By the end of the game, all of the natural Emblems (At least the Ring Emblems) "die" due to the destabilization of the dimensions causing impact onto their bodies. Alear is unaffected by this, therefore making them the last Emblem left on Elyos.
  • Meaningful Echo: Whenever a character who is engaged with Alear defeats an enemy (except when using Bond Blast), they may occasionally say "I am guided by the Emblems.", one of Alear's lines upon defeating an enemy themselves.
  • Mechanically Unusual Fighter: Alear works differently to all other Emblems: they don't need to be equipped to a specific ally, instead they move adjacent to one and select "Engage+", which puts both Alear and the ally who is not Engaged yet into Alear's Engage state (consuming Alear's Engage gauge, but not the ally's), while also replacing the Sync Skills and stat boosts of any equipped Emblems with Emblem Alear's ones. Additionally, their Bond Level doesn't raise like normal, instead the ally's Support rank with Alear determines their Bond Level while Engaged (None = 1, C = 5, B = 10, A = 20, S = 21).
  • No-Sell: Their Holy Shield Sync Skill neutralizes any effectiveness against the user.
  • Power Dyes Your Hair: As a result of fully embracing the Divine Dragon essence, their hair and eyes go from half-red and half-blue to fully blue. The shade of blue is also identical to Lumera's, which symbolizes Alear's acceptance of her as their true mother. The change in appearance is not permanent though, as they only appear like this when using their Engage powers.
  • Protagonist Title: The titular Fire Emblem of Engage.
  • Status Buff:
    • Their Holy Aura Sync Skill, in addition to making the user deal effective damage against Fell Dragons with all of their weapons, also grants allies within 2 spaces of the user who deal effective damage against Dragons gain Fell Dragon effectiveness as well.
    • Their Engage Skill Attuned grants their Engage Partner +4 to all their basic stats until the Engage period ends, with Backup Classes granting an addtional +2 Str, Cavalry +2 Dex, Covert +2 Spd, Armored +2 Def, Flying +2 Res, Mystical +2 Mag, Qi Adept +2 Luck, and Dragon +1 to all basic stats.
    • Their Sync Skill Bond Forger grant +20/30 Hit/Avoid to all allies within 2 spaces of the user if those allies are either Synced or Engaged with an Emblem, depending on its level.
    • Their Boon of Elyos Sync Skill grants the user Crit and Dodge equal to 2x the amount of allies that have already moved in the player phase if the user initiates combat.
  • Super Mode: This acts as Alear's super-powered state, as it gives them enhanced abilities and changes their appearance.
  • Sword and Fist: Like Alear's Divine Dragon Class, Emblem Alear focuses on Swords and Body Arts, and even grants those proficiencies to anyone who reaches certain support ranks with them, with B Support for Swords and A Support for Body Arts.
  • Walking Spoiler: The existence of the 13th Emblem is only revealed toward the end of the story, and the identity and appearance of the Emblem spoil what happens to Alear.

    The Dark Emblems 
Dark Counterparts to the 12 Emblems uses by the heroes. With all the Emblems now out of his hands, Sombron uses a last ditch effort of summoning Emblems that "embody" the villains that plagued the heroes in their home worlds.
  • Asset Actor: They don't use distinct models, and are just black Palette Swaps of existing units.
  • Demonic Possession: They all seem to be possessing the Corrupted Sombron assigns them, given how their last words come from the fallen soldiers rather than the Emblems themselves.
  • Evil Counterpart: Each one comes from the same world as the 12 Emblems, but brought disaster to their worlds rather than hope.
  • Gameplay and Story Segregation:
    • The Dark Emblems all have weaknesses to the heroes they faced in their original games, with the exception of Loptous. He originally faced Seliph, while Sigurd, who he does have a weakness to, was long dead by that point.
    • Ashera is weak against Micaiah, despite Ike being the one who actually finished her off in Radiant Dawn.
  • In the Hood: All of them take the shape of a floating hooded figure.
  • Legacy Boss Battle: Downplayed, they are simply stronger enemies, but they embody the final bosses from their original game, aside from Nergal, who was a penultimate boss (due to the Fire Dragons not having defined personalities).
  • Logical Weakness: Each one can be defeated by anyone, but they are extremely vulnerable to the Emblem version of the hero their originals faced.
  • Mythology Gag: Whenever one of the Dark Emblems are defeated, they use one of their quotes from their game of origin.
  • One-Steve Limit: Of a sort, as Grima's title is Despair, even though Grima is usually referred to as the Fell Dragon in Awakening. This is likely due to the fact that Sombron is already referred to as the Fell Dragon here and they wouldn't want to double up on that.
  • Red Baron: Rather than being identified by their actual names, they are each listed by the title that they took:
  • Rogues' Gallery Transplant: In the original Genealogy of the Holy War, Sigurd was already long dead by the time the confrontation with Loptous rolled around, and he was fought by Sigurd's son Seliph. Here, since Sigurd is the representative Emblem of Genealogy of the Holy War, Loptous is touted as his Arch-Enemy instead of Seliph's.
  • Token Good Teammate:
    • Among them, Idunn stands out for being based on someone who was the least antagonistic out of all the Dark Emblems originals, as she was never truly evil even in her own game. Roy acknowledges this when he faces her in battle, and swears to save her, unlike the other Emblems who prepare to kill their designated villain once more.
    • To a lesser extent, Duma as well, as he was actually a benevolent god to the Kingdom of Rigel but suffers from degeneration over time that consumes his mind, body, and powers. It is only in his defeat that he regains his sanity and gives Alm and Celica some advice for the future before dying, unlike other villains who promise to return in the future or that evil cannot die. Like Roy, Celica's line against Duma is to put his soul to rest once more.

    Zero Emblem 

Emblem of Foundations

An Emblem from Sombron's home world who comforted him as a child after his whole family was killed and who Sombron brought with him when he was exiled to Elyos, only for it to disappear some years later after he was taken in by some villagers. Known for its usually solitary ways and lacking any need for a Sync partner to fight, it is the main driving force behind Sombron's actions, with his goal being to attempt to reunite with and show it how far he has come on his own.


  • Ambiguously Evil: According to Sombron, Zero Emblem was an Emblem who unlike the other Emblems shunned the bonds of others to pursue individual strength, and its summoning chant is "Burn us". However as Emblem Marth points out, Emblems are beings who serve to protect others so that shouldn't be the case, and there is a strong chance that Sombron is an Unreliable Narrator.
  • The Aloner: If Sombron is to be believed, than they were a lone solitary warrior who refused to make bonds.
  • Beyond the Impossible: According to Emblem Marth, an Emblem that has already been invoked/awoken should not be able to survive traveling from one world to another (the DLC Emblems are not invoked until after their trip), even for a short time, due to how Emblems are adversely effected by dimensional energies. That Zero Emblem survived for at least a few years leaves him at a loss of how they did it other than to think they must have been extremely powerful.
  • By the Power of Grayskull!: Their invocation phrase is "Burn us."
  • Expy: Serves the same story role as the former king of Valla. Both were the only friend of the Big Bad dragon who were separated from them due to a tragic event, prompting said dragon to become a Multiversal Conqueror in an attempt to reunite with them.
  • The Ghost: This Emblem is never shown on screen, so whatever Fire Emblem character it may be based on is completely unknown, or if they even are a returning character.
  • Riddle for the Ages: Just who is the Emblem of Foundations? Are they a character within the Fire Emblem universe, or is it someone else entirely? Are they an original character, or could it be someone from a completely different franchise? note 
  • Small Role, Big Impact: While apparently famous enough in their home world, this Emblem's only known role in the story was to provide comfort to Sombron after the pain of losing his family and being exiled, before disappearing, but it's what drives most of Sombron's actions, with a desire for a reunion and to prove himself to it.
  • Unwitting Instigator of Doom: After the final battle, Alear proposes that the reason it left Sombron after he was taken in by the village who found him was that it believed that, now that Sombron had friends, he didn't need a loner like the Emblem. Unfortunately, the loss of the only thing he still cared for caused Sombron to snap and turn him into the monster he is today. Sombron believed this Emblem's way of life embodied the true meaning of all existence and sought to become as "perfect" as this Emblem who didn't need anyone.
  • Walking Spoiler: While Sombron hints at it a couple chapters earlier (during the time travel chapter), its existence doesn't get explicitly revealed until the final chapter, and it is key to Sombron's entire motivation.

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