Stat Growth

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Stat values in Fire Emblem Heroes are semi-random. They are determined by a unit's base stats, rarity, and stat variations.

The wiki has a Stats Calculator you can use to determine your hero's stat variation.

Base Stats[edit | edit source]

All units have predetermined base stats at level 1 and 40. From levels 2-39, units will receive seemingly random stats as they level up (dependent on a unit's bane/boon combination), but they will all end at their final base values at level 40.

For example, 5Icon Rarity 5.png Nowi has the following stats at level 1:

Rarity HP ATK SPD DEF RES
5Icon Rarity 5.png 17 6 5 6 5

At level 40, her stats will be:

Rarity HP ATK SPD DEF RES
5Icon Rarity 5.png 45 34 27 33 27

Regardless of how good or bad a character's level ups are, they will always converge to their base final values.

Rarity[edit | edit source]

Among other things, rarity determines a character's starting and final base stats.

For example, this is how a max level 4Icon Rarity 4.png Nowi would compare to a max level 5Icon Rarity 5.png Nowi.

Rarity HP ATK SPD DEF RES
4Icon Rarity 4.png 42 32 24 30 24
5Icon Rarity 5.png 45 34 27 33 27

Stat Variation[edit | edit source]

Stat variations are differences a unit's stats may have compared to their base values.

For example, you may have three 5Icon Rarity 5.png Nowi's with the following stats at level 1:

Rarity HP ATK SPD DEF RES
5Icon Rarity 5.png 17 6 5 6 5
5Icon Rarity 5.png 17 7 5 5 5
5Icon Rarity 5.png 18 6 5 6 4

The first Nowi has neutral base stats, meaning base stats with no variations. The second Nowi has one more attack and one less defense than the neutral Nowi. This means she has an Atk+/Def- stat variance. The last Nowi has one more HP and one less resistance, or a HP+/Res- stat variance.

Stat variances appear at level 1 and will affect a unit's final stats. At max level, the three Nowis will have the following stats:

Rarity HP ATK SPD DEF RES
5Icon Rarity 5.png 45 34 27 33 27
5Icon Rarity 5.png 45 37 27 30 27
5Icon Rarity 5.png 48 34 27 33 24

A unit can either have one positive and one negative stat variance, or no stat variance at all. You cannot receive a unit with multiple (2+) positive variances in different stats, nor can you receive one with multiple (2+) negative ones. For example, a player cannot receive a hero who has a positive variance in two different stats, a negative variance in three different stats and vice versa.

When reading a unit's stat growth table, each stat will have three values: the negative/neutral/positive variances of those stat. For example, 5Icon Rarity 5.png Nowi at level 1 has the following table:

Rarity HP ATK SPD DEF RES
5Icon Rarity 5.png 16/17/18 5/6/7 4/5/6 5/6/7 4/5/6

16/17/18 are her negative/neutral/positive variances for HP, respectively. A unit's final stats will be determined by their level 1 variances. An Atk+/Def- 5Icon Rarity 5.png Nowi will have the following stats at levels 1 and 40:

Rarity HP ATK SPD DEF RES
5Icon Rarity 5.png 17 7 5 5 5
5Icon Rarity 5.png 45 37 27 30 27

A unit may have any combination of stat variances and will be retained when a unit increases rarity.

Stat Totals / Rating[edit | edit source]

The rating of a hero is the sum of all the hero's stats (HP + ATK + SPD + DEF + RES). This total is used mainly in Arena matchmaking to match teams with similar stat totals against each other.

Level 1 Stats[edit | edit source]

A hero's stat total at level 1 can be determined by looking at their rarity while considering a few stat total modifying factors, detailed in the following tables.

Modifiers[edit | edit source]

Rarity Level 1
stat total
1Icon Rarity 1.png 37
2Icon Rarity 2.png 39
3Icon Rarity 3.png 42
4Icon Rarity 4.png 44
5Icon Rarity 5.png 47
Factor Stat total
modifier
Dancer/Singer -8
Trainee/Young Dragon -8
Ranged unit -3
Cavalry unit -1
Armored unit +7
Veteran +8

A Dancer/Singer is any unit with access to Dance or Sing.

A Ranged unit is any unit with a ranged weapon (Tomes, bows, daggers and staves) is considered ranged.

Cavalry Icon Move Cavalry.png and Armored Icon Move Armored.png are a unit's respective movement type, shown by their respective movement icon.

Whether a unit is a Veteran, a Trainee or a Young Dragon is not displayed in-game.

The current list of veteran units includes:


The current list of trainee units includes:


The current list of young dragons includes:

Example[edit | edit source]

Consider the example of a level 1 Jagen 4Icon Rarity 4.png who is:

  • Both Veteran and Cavalry
  • Neither Ranged nor a Dancer.


Based on this, we can calculate his neutral stat total to be:

4Icon Rarity 4.png Veteran Cavalry Total
44 + 8 - 1 = 51


If we check Jagen's actual neutral level 1 stats, we find his total stat matches with his Level 1 4Icon Rarity 4.png stat total:

Rarity HP Atk Spd Def Res Total
4Icon Rarity 4.png 19 8 6 7 11 51

Level 40 Stats[edit | edit source]

A hero's stats at level 40 can be determined by looking at their base stats, and a hidden stat called growth points (GP). Each hero has a growth point value attached to each of their five stats, these growth points are always the same for each specific hero (regardless of rarity), and they always add up to 31 (before considering modifying factors).

Modifiers[edit | edit source]

Factor Growth point
sum modifier
Dancer/Singer 0
Trainee/Young Dragon +6
Ranged unit -3
Cavalry unit -1
Armored unit +2
Veteran -6

The most notable difference between these modifiers, and those for level 1 stat totals, is that veteran units, while starting strong, don't grow as much as trainees or young dragons, who instead start weak. For our example Jagen 4Icon Rarity 4.png:

Base GP Veteran Cavalry Final GP
31 - 6 - 1 = 24

These growth points are distributed in a predetermined way across the hero's stats, to influence how much they will grow for each stat.

Example[edit | edit source]

In Jagen's case, the growth points are distributed as follows.

HP Atk Spd Def Res Total
4 5 4 4 7 24

If a hero has a boon in a stat, that growth point is increased by one, while the growth point of their bane stat is decreased by one to balance it out. A Jagen with +HP and -Spd, for example, would have the following GP spread.

HP Atk Spd Def Res Total
5 5 3 4 7 24

Growth Values[edit | edit source]

Each individual growth point is always a value from 1 to 10. A GP 1 stat can be shifted to GP 0 if that stat has a bane, similarly, a GP 10 stat can be shifted to GP 11 if that stat has a boon. These growth points determine by how much each stat will increase from level 1 to level 40, according to this table of growth values.

GP 1Icon Rarity 1.png 2Icon Rarity 2.png 3Icon Rarity 3.png 4Icon Rarity 4.png 5Icon Rarity 5.png
0 6 7 7 8 8
1 8 8 9 10 10
2 9 10 11 12 13
3 11 12 13 14 15
4 13 14 15 16 17
5 14 15 17 18 19
6 16 17 19 20 22
7 18 19 21 22 24
8 19 21 23 24 26
9 21 23 25 26 28
10 23 25 27 28 30
11 24 26 29 31 33

Growth Value Example[edit | edit source]

Using the information about Jagen's rarity, base stats, growth points and the table of growth values, his max stats can be determined by addition of each growth value to its respective base stat as follows. Neutral on the left, +HP/-Spd on the right.

Data HP Atk Spd Def Res
4Icon Rarity 4.png Base stats 19 8 6 7 11
Growth Points 4 5 4 4 7
4Icon Rarity 4.png Growth Values 16 18 16 16 22
4Icon Rarity 4.png Max Stats 35 26 22 23 33
Data HP Atk Spd Def Res
4Icon Rarity 4.png Base stats 20 8 5 7 11
Growth Points 5 5 3 4 7
4Icon Rarity 4.png Growth Values 18 18 14 16 22
4Icon Rarity 4.png Max Stats 38 26 19 23 33


Notice how the base stat difference of plus or minus 1 effectively combines with the growth value difference of (in this case) plus or minus 2, to modify the max stats by +3 HP and -3 Spd.