Advanced Mechanics

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Most actions and decisions in the game might seem simple, however most of them have complex calculations and rulesets behind them. This page is a compilation for players, who want to get to know the game better or who are curious how some things work.

Stats[edit | edit source]

Stat Variations[edit | edit source]

Main article: Stat Variation

A hero summoned with orbs has a high possibility of a stat variation. That means that a hero will have an increase in a single stat, while having a decrease in another to balance the advantage out. Every hero has a baseline of stats, from where the increase and decrease is added or subtracted respectively, to determine the end result. The range of the variation is also predetermined on every hero (as is every stat) and it is listed on the page of every hero. An increase or decrease is 3-4 points in a stat. A stat cannot have a possible increase and decrease of 4 points at the same time. Any other combination is possible, which can result in a minor increase or decrease in the stat total compared to the baseline.

Merge Stat Bonuses[edit | edit source]

Main article: Merge Stat Bonuses

When merging two units of the same star rarity, two stats will be selected to be increased by one. The two stats selected for each merge are the two highest base stats for the character, which have not yet been increased. This repeats for each successive merge, making all stats increased by a total of 2 points each at +5, and 4 points each at +10.

In the case of a tie between two stats, the first one in the listed order will be chosen, HP > Atk > Spd > Def > Res.

The fact that HP is the highest base stat for most characters means that HP will usually be one of the increased stats at +1, +3, +6 and +8.

Merge Stats that gain +1
+1 The highest, and second highest base stat.
+2 The third highest, and fourth highest base stat.
+3 The fifth highest base stat, and the highest base stat again.
+4 The second highest, and third highest base stats, again.
+5 The fourth highest, and the fifth highest base stats, again.
+6 Same as +1
+7 Same as +2
+8 Same as +3
+9 Same as +4
+10 Same as +5

Experience Gain[edit | edit source]

Main article: Experience

For every fight or kill of an enemy unit, a player's unit will gain experience. Experience gained in a fight from the same enemy has a drop off after subsequent fights until the hero battling gains no experience. This makes it impossible to fight the same enemy (eg. with a healer) over and over again to gain a large amount of experience. If a special attack is triggered during combat the amount of experience gained increases, making it easier to level up characters who own (low charge) specials. Further information can be found on the Experience page.

Skill Point Gain[edit | edit source]

Main article: Skill Points

If a player's unit kills another unit, in addition to experience, that unit will gain SP for every kill. More information on this, and SP gained on level up, is available on the Skill Points page.

Whether SP is gained or not also depends on the rarities and levels of the hero and the enemy being fought. Certain other conditions, such as whether the fight is being held in the training tower or not, might also affect this. The details regarding these restrictions are currently not fully known.

How much lower level an enemy unit (in Training Tower) can be, while still granting kill SP (and Exp), can be described by the following table, with + representing no restrictions and - representing no gain.

Hero
rank
Hero level 1Icon Rarity 1.png
enemies
2Icon Rarity 2.png
enemies
3Icon Rarity 3.png
enemies
4Icon Rarity 4.png
enemies
5Icon Rarity 5.png
enemies
1Icon Rarity 1.png Level 1-15 12 lvls + + + +
Level 16-17 13 lvls + + + +
Level 18-20 - 13 lvls + + +
Level 21-23 - 14 lvls + + +
Level 24-39 - - 15 lvls 17 lvls +
Level 40 - - 12 lvls 14 lvls +
2Icon Rarity 2.png Level 1-15 11 lvls + + + +
Level 16 12 lvls + + + +
Level 17-20 - 12 lvls + + +
Level 21-25 - 13 lvls 13 lvls + +
Level 26-39 - - 14 lvls 16 lvls +
Level 40 - - 9 lvls 11 lvls +
3Icon Rarity 3.png Level 1-13 9 lvls + + + +
Level 14-19 - 10 lvls + + +
Level 23-30 - - 11 lvls + +
Level 31-39 - - 12 lvls 14 lvls +
Level 40 - - 6 lvls 9 lvls +
4Icon Rarity 4.png Level 1-12 8 lvls + + + +
Level 13-15 - 8 lvls + + +
Level 16-19 - 9 lvls + + +
Level 20-25 - - 9 lvls + +
Level 26-39 - - 10 lvls 12 lvls +
Level 40 - - 6 lvls 9 lvls +
5Icon Rarity 5.png Level 1-10 6 lvls + + + +
Level 11-15 - 6 lvls + + +
Level 16-29 - - 7 lvls + +
Level 30-39 - - 8 lvls 10 lvls +
Level 40 - - 6 lvls 9 lvls +

The level difference used for determining potential SP gain is calculated with the level of the unit before the battle. If a unit levels up as the result of a battle in such a way that it leaves the range of allowed levels, it still gains SP for this kill.

Damage Calculation[edit | edit source]

Main article: Damage Calculation

The simplest way to calculate damage is to subtract the target's DEF (or RES) from the attacker's ATK. However, there are many other factors that must be taken into consideration to achieve the most accurate damage result, including but not limited to the weapon triangle, effectiveness, offensive and defensive skills. Many of these skills have lesser known interactions with how damage is done, making damage calculation much more complicated than subtracting two numbers.

For example Dragon Fang (+50% to Atk) works the same way as Bonfire (Boost damage by 50% of Def); however, it is not affected by the weapon triangle.

Arena Points & Scoring[edit | edit source]

Relevant article: Arena Scoring

The highest score a player can achieve is dependent on the points one can get per fight. These points are determined based on the enemies from the matchmaking system. In order to play against a team to achieve the most points, a player must take into consideration their own team.

Matchmaking takes the stat total of a player's entire team. Because some types of units (Range Units, Flyer, Cavalry) have lower stat totals, including these units on a team will cause the player to also fight enemies who have a lower stat total, resulting in less points overall. Instead, by using units with higher stat totals such as Armored Units, a player can then earn more points.

An additional consideration is that because the enemies depend on the stat total of a player's team, stat total will also affect the type of teams a player encounters. For example, a high stat total Armored Unit team will rarely face lower stat total Cavalry teams. Because of this, certain stat totals can make fights harder or even possibly easier. For more detailed information regarding Stat Totals, refer to Stat Totals / Ranking.

Enemy AI[edit | edit source]

The enemies all follow the same set of rules and make the same decisions every time they are faced with the same situation. It is possible to predict how the enemy AI will move, and a player familiar with this knowledge will be able to plan and strategize around the AI movements better than without. This is especially important for winning harsher battles in the Arena.

Skill Interactions[edit | edit source]

While most skills are clear-cut in what they do (e.g. Attack +3), there are still several skills that are not clear in their interactions. For example, when two sword-type units with Swordbreaker fight each other, their skills cancel each other out and the fight proceeds as if none of these skill are active. Or when a unit with Lancebreaker fights a unit with Wary Fighter, the former can double if his speed allows him to, but the latter can't double. Such skill interactions, while not common, are essential in determining the outcome of the fights.