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Fire Emblem Heroes Wiki
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[[File:Heromerit.gif|thumb|[[Ursula: Blue Crow|Ursula]] receives Hero Merit after clearing a map. The gold-colored animation indicates she is ready to reward the player with feathers.]] Hero Merit (HM) are points gained when completing battles for each unique hero. Duplicates of the same hero contribute to the same pool of Hero Merit. Once a certain hero has accumulated 500 HM, the player is awarded with 500 [[feathers]] when visiting the home screen. A maximum of 9000 feathers from each hero can be obtained this way. __TOC__ ==Obtaining Hero Merit== [[File:se_sys_wing_get.flac|thumb]]Hero Merit can be obtained by heroes who successfully survive and complete a battle. The hero will then gain anywhere from 0 to 5 Hero Merit depending on the difficulty of the battle based on the number of enemies on the map, the enemy level, and the enemy rarity. For more details, see [[Hero_Merit#Formula|below]]. ==Hero Merit Rewards== When a unique hero reaches 500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 5500, 6000, 6500, 7000, 7500, 8000, 8500, and 9000 HM, [[feathers]] can be acquired from the hero. Each milestone allows a player to collect 500 feathers, for a total of 9000 feathers from each unique hero. These 500 feathers can be claimed by going to the Home screen. If a hero has a Hero Merit feather reward that can be collected, the hero will have a feather animation surrounding them. Tapping on the hero will then reward the player with 500 feathers. ==Hero Merit List== The Hero Merit List can be accessed from the Interact with Allies tab and is a list of heroes which shows the amount of Hero Merit a player has received on each hero they own/have owned. Tapping on a hero on the Hero Merit List also gives the player a short description about the hero. ==Formula== The amount of Hero Merit awarded to a unit after a battle is primarily based on the unit's level, with modifiers based on enemy levels and rarity, and the difference in level between the player unit and the enemy units. :<code>HM = Base + LevelBonus - LevelPenalty + RarityBonus</code> This calculation is performed individually for each player unit, resulting in different level player units on the same team receiving different amounts of HM for the same map. ===Base=== The player unit will get a base of 0.05 HM per level. :<code>Base = 0.05 × PlayerLevel</code> ===Level Bonus=== This is further augmented by a bonus for being close to the enemy level. Using the enemy whose level is the closest to the ''post-map'' level of the player unit receiving HM, being within 3 levels of it awards 1 HM, every additional level difference reduces this by 0.2 HM. :<code>LevelBonus = 1 - (0.2 × max(0,(|PlayerLevel - EnemyLevel| - 3)))</code> This expands to the table {| class="wikitable sortable" style="text-align: center;" |- ! class="unsortable" scope="col" |Level Difference ! class="unsortable" scope="col" |HM Bonus |- | ≤ -8||0.0 |- | -7||0.2 |- | -6||0.4 |- | -5||0.6 |- | -4||0.8 |- | -3 - +3||1.0 |- | +4||0.8 |- | +5||0.6 |- | +6||0.4 |- | +7||0.2 |- | ≥ +8||0.0 |} ===Level Penalty=== The player unit being a higher level than the highest level enemy incurs a penalty of 0.05 HM per level difference. As long as there is at least one enemy unit of a level equal to or higher than the ''post-map'' level of the player unit, this penalty is 0. :<code>LevelPenalty = -0.05 × max(0,(PlayerLevel - EnemyLevel))</code> ===Rarity Bonus=== Finally, the combined levels and rarities of all enemy units contribute an amount of HM. :<code>RarityBonus = 0.01 × Σ(EnemyLevel × RarityModifier)</code> The <code>RarityModifier</code> is <code>0</code> for {{Rarity|1}}-{{Rarity|3}} enemies, <code>0.4</code> for {{Rarity|4}} enemies, and <code>1</code> for {{Rarity|5}} enemies, but the sorted list of all present <code>RarityModifier</code> values is redistributed to the sorted list of all present <code>EnemyLevel</code> values.<br> :For example, on a map with two level 30 {{Rarity|4}} enemies, and one level 25 {{Rarity|5}} enemies, the sorted list of enemy levels is <code>[30, 30, 25]</code> and the sorted list of <code>RarityModifier</code> values is <code>[1, 0.4, 0.4]</code>, resulting in a final product of <code>[30, 12, 10]</code>, even though the {{Rarity|5}} enemy was the lowest level, its modifier is applied to the highest present level. <code>0.01 × (30×1 + 30×0.4 + 25×0.4) = 0.52</code> ===Complete Formula=== Combining all these parts into a full equation gives :<code>HM = 0.05 × PlayerLevel + (1-(0.2 × max(0,(|PlayerLevel - EnemyLevel| - 3)))) - 0.05 × max(0,(PlayerLevel - EnemyLevel)) + 0.01 × Σ(EnemyLevel × RarityModifier)</code> Any results with more than 2 decimals are first rounded to 2 decimals, then rounded down to the nearest multiple of 0.05, for example <code>1.444</code> is rounded to <code>1.44</code>, which is then rounded down to the nearest multiple of 0.05, being <code>1.40</code>. '''Additional Notes''' In maps with reinforcements, only the units which start on the map count towards HM gain. ====Outstanding Questions==== * {{Rarity|1}} enemies seem to give a multiplier of x2 ''instead'' of the <code>RarityBonus</code>, to low level player units. ===Tap Battle=== *HM in [[Tap Battle]] is handed differently than in other battles. Switching between Casual and Expert mode, as well as other factors like unit level, does not affect the HM gained. However, better performance results in more HM gained. ==In other languages== {{OtherLanguages |japanese=英雄値 |german=Heldenverdienst |spanishEU=Valor de héroe |spanishLA=Valor heroico |french=Mérite Héroïque |italian=Valore Eroe |chineseTW=英雄值 |portuguese=Mérito de herói }} : ''See Also: [[Allies Menu]]'' {{Interact with Allies Navbox}}
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