Discover all Dark Magic spells in Fire Emblem Warriors: Three Hopes. Learn about their Might, Durability Cost, Cooldown, and effects, including Miasma, Mire, Swarm, Banshee, Death, Luna, Dark Spikes, Hades, and Quake.
Walkthrough
- 1The table below lists the Might and Durability Cost for Level 1 spells.
- 2For each subsequent level, the Might rating gains one “+” (e.g., a Level 3 spell may have a Might rating of Small++) and the Durability Cost is lowered by 10% of the initial cost.
- 3The Cooldown is reduced based on the character’s Speed stat.
| Spell | Cooldown | Attributes | Cost | Might | Description |
| Miasma Δ | 10 | Dark Element | 10 | Small | Basic dark magic. |
| Mire Β | 10 | Dark Element | 10 | Small | Basic dark magic. Lingers for a while after casting. |
| Swarm Ζ | 10 | Dark Element | 10 | Small | Basic dark magic. Attacks a wide area. |
| Banshee Θ | 15 | Dark Element | 15 | Medium | Intermediate dark magic. |
| Death Γ | 15 | Dark Element, Instant Kill | 15 | Medium | Intermediate dark magic. Has a chance to instantly defeat non-commander units. |
| Luna Λ | 15 | Dark Element | 15 | Medium | Intermediate dark magic. Ignores enemy Res. |
| Dark Spikes Τ | 20 | Dark Element, Effective vs Cavalry | 20 | Large | Advanced dark magic. |
| Hades Ω | 20 | Fire Element, Dark Element | 20 | Large | Advanced dark magic. Calls on the morbid might of the underworld. |
| Quake Σ | 25 | Dark Element | 25 | Large | The highest tier of dark magic. |
Tips
- Refer to How to Unlock and Level Combat Arts and Magic in Three Hopes for more information on unlocking and leveling spells.
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