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Emblem Rings are not the only option you have when it comes to adding unique items to your units inFire Emblem: Engage.With so few Emblem Rings for the majority of the game, you’ll need a second option at hand when it comes to aiding your other, non-Engaging units. For that, the gacha-esque Bond Ring mechanic comes in handy.
RELATED:Fire Emblem Engage: Complete Guide To Emblem Rings
For each Emblem Ring you obtain, you’ll be able to get an assortment of multi-tiered Bond Rings that can give additional stat bonuses and, potentially, unique skills to you and your allies. Each Bond Ring can come in tiers of C to S, and each gives a maximum of three stat increases. Ultra-rare S-tier rings also give one-of-a-kind abilities for the unit their ring is equipped to, making them indispensable in the early game.
How To Get Bond Rings
Bond Rings are created in theRing Vaultby purchasing them withBond Fragmentsunder the Create Bond Rings category. you may either purchase one or ten at a time.
Subsequently, you can alsoMeld the Bond Ringsyou already have together to create higher-tier versions of the same ring for a Bond Fragment price, handy for making use of rings you have multiples of.
Melding Bond Rings costs a scaling, exponential (*ten) amount between each tier of ring (the final tier A->S costing 10,000 per Melding), meaningit can be obscenely expensive.
Bond Ring Exploit - Saving Bond Fragments
The tier and “type” of Bond Rings you may receive are automaticallypre-determined after leaving a field of battle. As a result, it is quite easy to painlessly exploit the Bond Rings mechanic to receive specific rings of your choice while saving Bond Fragments, and it’s easier to farm Bond Rings this way than it is to spend the Bond Fragments melding your ideal ring.
In order to make the most of Bond Rings, consider follow these guidelines:
If the Rings you pull are not of any interest to you:
If you pull thecorrect tier ring(i.e., an S-tier)but it isn’t the character you wanted, check the “number” that the character of the Bond Ring representsin the Bond Rings tableof the Emblem.
Reload the saveand pick an Emblem who has the Bond Ring you prefer in the same number slot.For instance, if you drew an S-tier Quan for Sigurd’s rings, he is the fourth slot on the Bond Ring Characters table. Reloading the save and then choosing Byleth instead will give you the S-tier ring for the fourth slot in his table, Dimitri.
If the Rings you pull are of interest to you but areany ring except the tenth ring in the lineup, you can reload your save and purchase each ring one at a time until you get the correct ring. For example, if you pulled the target ring as thethird ring in the line-up of ten rings, you will receive that specific S-ring on yourthird single-ring purchase— saving you an additional 700 Bond Fragments.
RELATED:Fire Emblem Engage: How To Change Unit Classes
Equipping Bond Rings
Bond Rings are equipped by entering theEmblem Ringsoption within your Menu — accessible in the Somniel, as well as the World Map and the Battle Prep Menu. By scrolling to the windows left or right of the Emblem Rings/Bracelets category, your Bond Rings will beseparated by the world they hail fromand the Emblem they complement.
Having a Bond Ring equipped does allow the unit togain an amount of SPthat scales with EXP butat a lesser ratethan Emblem Rings do.
It is currently not possible to compare the effects on stats between a Bond Ring you currently have equipped versus one you are currently considering without manually looking between the two.
Bond Ring Stats And S-Skills
Each Bond Ring character has their own stats, and certain S-rank rings maycome with aSkillthat will apply to any unit the ring is equipped to. For each higher tier, a Bond Ring represents,an additional stat point is added, with C-tier rings having one stat point and S-tier rings having four.
The exception here is rings that increase HP, in which case the stat points will either be +2 or +5.
There areten Bond Ringsfor each Emblem except the Wave 1 DLC Emblems, Tiki and Edelgard/Dimitri/Claude, and the 13th Emblem — all of which haveno Bond Ringsat all.
Additionally, you may receive “Other World” Bond Rings as a reward for havinga Nintendo-linkedFire Emblem: Heroesaccount.
+1 Speed, +1 Dexterity, +1 Luck
+2 Speed, +1 Dexterity, +1 Luck
Sympathetic - If unit’s HP >= 50% when initiating combat, take 5 less damage.
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+2 Dexterity, +1 Speed, +1 Luck
Deadly Blade - Gain +10 Crit when initiating combat with a sword.
+2 HP, +1 Luck, +1 Defense
+2 HP, +2 Luck, +1 Defense
+2 HP
+2 HP, +1 Strength
+2 HP, +1 Strength, +1 Dex
+4 HP, +1 Strength, +1 Dexterity
+2 HP, +1 Defense
+2 HP, +2 Defense, +1 Luck
+1 Strength, +1 Dexterity, +1 Defense
+2 Strength, +1 Dexterity, +1 Defense
Windsweep - When initiating combat with a sword, foe might fail to counterattack (Trigger %=Lck)
+2 HP, +1 Magic, +1 Luck
+2 HP, +2 Magic, +1 Luck
+2 HP, +1 Defense, +1 Strength
+1 Magic, +1 Speed, +1 Resistance
+2 Magic, +1 Speed, +1 Resistance
Great Thunder - Deal +20% damage when using Thunder, Elthunder, or Thoron.
+2 HP, +1 Strength, +1 Defense
+5 HP, +1 Strength, +1 Defense
+2 HP, +1 Dexterity, +1 Defense
+2 HP, +2 Dexterity, +1 Defense
+2 HP, +2 Strength, +1 Defense
+2 HP, +1 Speed
+2 HP, +1 Dexterity, +1 Speed
+4 HP, +1 Dexterity, +1 Speed
Battlewise - Gain +1 Crit each time
+1 Dexterity, +1 Speed, +1 Luck
Bane - Chance to reduce foe’s HP to 1 (Trigger %= 1/2 Dexterity). Some enemies (like bosses) may be immune to this ability.
+2 HP, +1 Luck
+5 HP, +1 Luck, +1 Defense
+1 Luck, +1 Speed, +1 Strength
+2 Luck, +1 Strength, +1 Speed
Mercy - When unit kills a foe in combat they initiated, leaves them with 1 HP.
+2 HP, +1 Luck, +1 Resistance
+2 HP, +2 Luck, +1 Resistance
+5 HP, +1 Luck, +1 Resistance
+2 HP, +1 Strength, +1 Luck
+5 HP, +1 Strength, +1 Luck
+1 Magic, +1 Luck, +1 Resistance
+2 Magic, +1 Luck, +1 Resistance
Raging Fire - Deal +20% damage when using Fire, Elfire, or Bolganone.
+2 HP, +1 Dexterity
+2 HP, +1 Dexterity, +1 Strength
+5 HP, +1 Strength, +1 Dexterity
Strong Arm - When equipped with a stmash weapon, gain +20 to Hit.
+1 Resistance, +1 Magic, +2 HP
+2 Resistance, +1 Magic, +2 HP
+1 Speed, Strength, +1 Dexterity
+2 Speed, +1 Strength, +1 Dexterity
Miracle - Avoid killing attack from a foe (Trigger %= Luck; Max 50%).
+2 Build, +1 Speed, +1 LUck
+1 Speed, +1 Magic, +1 Luck
+2 Speed, +1 Magic, +1 Luck
Dire Thunder - Allows unit equipped with Thunder to strike twice.
+5 HP, +1 Dexterity, +1 Speed
Rightful Ruler - +5% trigger rate for all skills
+1 Luck, +1 Magic, +1 Resistance
+2 Luck, +1 Magic, +1 Resistance
Healtouch - +5 HP to user when unit uses to staff to restore an ally.
+1 SPeed, +1 Magic, +1 Defense
+2 HP, +1 Magic
+2 HP, +1 Magic, +1 Speed
+5 HP, +1 Magic, +1 Speed
+1 Luck, +1 Strength, +1 Dexterity
+2 Luck, +1 Strength, +1 Dexterity
Draw Back - Pull a unit and self back 1 space.
+2 HP, +1 Strength, +1 Dexterity
+1 Speed, +1 Luck, +2 HP
+2 Speed, +1 Luck +2 HP
+1 Speed, +1 Resistance, +1 Magic
+2 Speed, +1 Magic, Resistance
Giga Excalibur - +20% damage when using Excalibur during initiated combat.
+1 Magic, +1 Dexterity, +1 Resistance
+2 Magic, +1 Dexterity, +1 Resistance
Wind Adept - Unit may attack twice when using Wind (Trigger %=Dex).
Shove - Push ally with a Build > than unit 1 space.
+2 Strength, +2 HP, +1 Defense
Flickering Flower - After initiating combat, chance to freeze foe (Trigger %= Damage dealt)
+1 Strength, +Dexterity, +2 HP
+2 Strength, +2 HP, +1 Dexterity
Paraselene - After making an attack on an adjacent foe, choice to move 1 space away.
Wind God - Gain +1 range with bows when HP = 100%
+1 Speed, +1 Strength, +1 Luck
+2 Speed, +1 Strength, +1 Luck
Bushido - When unit’s level is =< foe’s level, gain +10 Crit, +2 to damage given, and -2 to damage received.
+1 Speed, +1 Resistance, +2 HP
+2 Speed, +1 Resistance, +2 HP
+1 Strength, +1 Dexterity, +2 HP
+2 Strength, +1 Dexterity, +2 HP
+1 Magic, +1 Luck, +2 HP
+2 Magic, +1 Luck, +2 HP
+1 Defense, +1 Luck, +1 Strength
+2 Defense, +1 Luck, +1 Strength
Chivalry - Unit gains +2 to damage given and -2 damage taken when foe’s HP = 100%.
+1 Magic, +1 Resistance, +2 HP
+2 Magic, +1 Resistance, +2 HP
+2 HP, +1 Dexterity, +1 Luck
+5 HP, +1 Dexterity, +1 Luck
+1 Speed, +1 Dexterity, +2 HP
+2 Speed, +1 Dexterity, +2 HP
+2 HP, +1 Luck, +1 Strength
+5 HP, +1 Luck, +1 Strength
+1 Speed, +1 Luck, +1 Dexterity
+2 Speed, +1 Luck, +1 Dexterity
Sure Strike - Attacks have a chance to be guaranteed to hit (Trigger %=Dex).
Lethality - Chance to immediately kill a foe (Trigger %=30). Does not work on some enemies, like bosses.
Spur Attack - Adjacent allies gain +2 attack for 1 turn when starting Player Phase next to the unit.
+2 HP, +1 Speed, +2 Defense
Fortify Defense - Adjacent allies gain +2 defense for 1 turn when starting Player Phase next to the unit.
+2 HP, +2 Speed, +1 Resistance
Spur Resistance - Adjacent allies gain +2 resistance for 1 turn when starting Player Phase next to the unit.