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- 1 Battle Mechanics
- 1.1 Map
- 1.2 Combat
- 1.3 Skills
- 2 Game Mechanics
Battle Mechanics[edit | edit source]
Map[edit | edit source]
Character Movement[edit | edit source]
You can move a unit around the map by holding and dragging them to the grid position of your choice. You may also tap the unit and tap on a location within the blue squares.
The distance your unit can move as well as the terrain they can move through is determined by their Movement Type which includes:
Character Actions[edit | edit source]
Each unit also has a set of actions they can do each turn based on their skills. A unit with a weapon might decide to attack that turn, or a unit who only has a healing skill might decide to heal or buff their allies. To initiate a unit's action, drag/tap a unit to the other unit (ally or enemy) you would like to interact with.
After dragging/tapping the unit to start the action, an animation will play displaying your unit's action. If your unit attacks an enemy unit, this screen will also show their reaction (Death if killed, counterattack if still alive).
Additionally, these actions also have a set range. For example, archers and mages cannot attack units in spaces adjacent to them. When you select your unit on the map, this range will be denoted by red squares.
Enemies[edit | edit source]
Enemy units are essentially just like your units but controlled by the Computer(AI). They can move and do actions just like your own units.
Similarly, you can also view their movement distance and range if you tap their icon. You can also view this by selecting "Danger Area" at the bottom of the map. Utilize this knowledge to successfully position and develop your strategy to beat your enemies!
Additionally, enemy units follow certain "rules" to decide where to move and what to attack. These rules may vary map-to-map, but there are a set of guidelines for how enemy units move in general. For more information regarding Enemy AI Mechanics, refer to Enemy AI.
Terrain[edit | edit source]
Each map has varying terrain, some of which can be destroyed, others which inhibit movement, or provide bonuses. For example, forests will slow Infantry units while completely blocking Cavalry units. Flying units can move through forest terrain with no problems.
Another example is a rubble of rock blocking your unit's path. Your unit can only pass through the rubble by destroying it via character action.
Auto Battle[edit | edit source]
Auto Battle is a feature that can be accessed from the Settings menu in battle. By turning this on, you allow the AI to play for you and automatically control your units.
Swap Spaces[edit | edit source]
Swap Spaces is a feature that allows you to swap the starting positions of your units before combat. A unit can swap spaces as long as they didn't take any action (Movement, using an Assist etc.). However, if a unit is in range for an attack, it is possible to check the combat results and plan accordingly.
Combat[edit | edit source]
Weapon Properties[edit | edit source]
All weapons will have the following properties to describe them:
Color Weapon Triangle[edit | edit source]
In Fire Emblem Heroes, most units wield a weapon of a certain color (red, green, or blue). These colors are utilized in a color weapon triangle where each color is strong against and weak to one of the other colors.
|Weapon Color||Strong Against||Weak Against|
Using a color strong against another color will grant an additional 20% to the Attack stat, while a color weak against another will reduce Attack by 20%, so it is strongly advised to heed the color weapon triangle when engaging in battle against an enemy.
There are also colorless (neutral/gray) weapons such as , , , and which exist outside the weapon triangle. These neutral weapons typically have specific bonuses. For example, bows deal additional damage against units and staves have the ability to heal allies while only being able to deal halved damage.
Physical/Magical Damage Weapons[edit | edit source]
Weapons are split into physical and magic-based damage. Some enemies will take more damage from either physical or magical damage depending on their DEF and RES #Stats. The list of physical and magic-based damage weapons is as follows:
Daggers and staves usually serve other purposes other than attack. Daggers deal low damage but inflict debuffs that can serve to greatly lower/hinder enemy stats and other variables, such as movement and abilities. Staves are the only weapon class that have the capability of healing other units' HP, and are usually weak in terms of attack, but with the correct sets can still deal a decent amount of damage, or fixed damage to a group of enemies.
Combat Calculations[edit | edit source]
The basic damage calculation formula is where
Atk is the Attack stat of the attacking unit.
Mit is the Mitigation stat of the defending unit. Physical attacks are mitigated by Def, while magical attacks are mitigated by Res.
For more detail, including application of special skills, see Damage Calculation.
Skills[edit | edit source]
Weapon Skills[edit | edit source]
Assist Skills[edit | edit source]
Special Skills[edit | edit source]
Special skills are charged by performing actions in combat, each hit dealt and taken decreases the cooldown counter by one. If the cooldown counter is at 0, indicated by the special icon, the unit will activate their special skill the next time it is possible. Special skills can be offensive like , adding damage to the unit's next attack, or defensive like , reducing damage taken.
Game Mechanics[edit | edit source]
Stats[edit | edit source]
- HP - This is the unit's Health, or Hit Points. Once it reaches 0, they are defeated.
- Attack (Atk) - This is the unit's overall damage stat. Regardless of Caster/Ranged/Melee, this is their primary damage stat. The higher a unit's attack is, the more damage they will deal.
- Speed (Spd) - This is the unit's Speed. If your unit's speed is five higher than an enemy unit's speed or more, your unit can perform a follow-up attack on the enemy unit.
- Defense (Def) - This is the unit's physical damage reduction stat. This reduces how much damage a unit will take from physical weapons that target defense, such as sword, lance, axe, bow, and dagger attacks.
- Resistance (Res) - This is the unit's magical damage reduction stat. This reduces how much damage a unit will take from magical weapons that target resistance, such as magic, breath, and staff attacks.
- Skill Points (SP) - This is the unit's Skill Points. When defeating enemy units or leveling up, the unit will gain SP which can be spent on additional skills (See Character Skills and SP below).
- Might (Mt) - This is the unit's weapons stat. This is added to your unit's attack to determine how much damage their hits will do. You can only increase your unit's MT stat by upgrading their weapon using SP. Most units start with their final weapon equipped, and this is only relevant for when a unit upgrades from 1>2>3>4>5.
- Movement is split into Infantry, Armored, Flying, and Cavalry.
- Infantry units can only move two spaces on land and will only be able to move 1 space through forests.
- Armored units can only move one space on land and are able to move through forests at no extra cost.
- Flying units can move two spaces regardless of terrain, but cannot move past walls or rocks (see Terrain).
- Cavalry units can move three spaces on land (except for trenches, where they can move one space), but cannot move through forests.
Summoning[edit | edit source]
Summoning is the primary way to get new Heroes to add to your team. It costs orbs to perform, and guarantees one to five new Heroes (depending on the amount of Summoning Stones used in one summoning session) with three to five stars of Rarity.
Summoning Cost[edit | edit source]
The first Hero you summon from a group of Summoning Stones costs five Orbs. After this first stone, however, consecutive Summoning Stones will cost less orbs.
|Stones Used||Orb Cost|
Summoning five Heroes at the same time will cost twenty Orbs, meaning that you get one more Hero than you would have if you summoned each one individually.
Summoning Focus[edit | edit source]
Choosing a Summoning Focus from the Summon Heroes page will give you a significantly higher chance to summon 5 Star versions of the Heroes displayed on the graphic for the Summoning Focus.
Appearance Rates[edit | edit source]
The appearance rates can vary between summoning sessions, but the default rates are as follows:
|5 Star (Focus)||3.00%|
|5 Star (General)||3.00%|
In total, the chance to summon any 5-star Hero is 6.00% by default, although half of that will only be the Heroes displayed for the Summoning Focus you chose.
The Appearance Rates will change slightly after every five summonings that do not result in any 5 Star Heroes. Both the rate for 5 Star (Focus) and 5 Star (General) will increase by 0.25%, subtracting from the 4 and 3 Star categories, for every five such summons. This continues up to 115 summons, where the total Appearance Rate of 5 Star Heroes will be 17.5%. After the 120th consecutive summon without a 5 star Hero, this total rate increases to 100%. When a 5 Star Hero is eventually summoned, the rates will revert to their default after the summoning session.
Stone Color[edit | edit source]
After the initial five Orbs are spent, Five Summoning Stones will appear, with four different possible colors. The color of the Summoning Stone indicates what kind of unit will be summoned if that stone is picked.
|Stone Color||Possible Units|
When all five Summoning Stones are used, the summoning session will end. If you desperately want a unit of a specific color, you will have to spend five more Orbs to start a different session if the stone color of the unit you want did not appear, or all stones of that color are used.
Player Resources[edit | edit source]
Various items and resources can be viewed either at the top of most menu screens (in the case of the Stamina bar, Dueling Swords, Hero Feathers, and Orbs) or in the Inventory menu (found under the Miscellaneous page in the main menu).
Orbs are the premium currency of Fire Emblem Heroes. To get more orbs, you must either purchase them using real-world money in the store, or earn them in-game through various methods. The simplest way of obtaining Orbs is by completing story maps, with one Orb being awarded for every map cleared on each difficulty level (for a maximum of three Orbs per story map). Orbs can also be gained as a reward for Quests or other events.
Orbs can be used for a variety of things, but the primary use is summoning heroes. It is suggested to wait until you have at least twenty orbs before summoning, as the cost is lower if you summon more than one Hero at the same time.
In order to play a map, you must use a number of stamina points out of a maximum of 99 points, with the cost varying by map. In general, the stamina cost is approximately equal to half the overall level of a map, with a few exceptions. For special maps, the cost is always 5 for the Normal version and 10 for the Hard version. Arena Duels do not cost any stamina.
Stamina can be restored instantly using a Stamina Potion, which can be bought in the store or obtained as a reward for various Quests or events. Using a potion will add 99 points to the total count, and can temporarily exceed the maximum value, so it is not necessary to wait until Stamina is 0 for the optimal results. Alternatively, Stamina will also refill at a rate of one point every five minutes.
Instead of a stamina cost, playing a map in the Arena Duels section will cost one Dueling Sword, out of a maximum of three swords. Dueling Swords can be restored instantly using a Dueling Crest, which can be bought in the store or obtained as a reward for various quests or events. Alternatively, Dueling Swords will automatically refresh every day at 12:00 a.m. Pacific Daylight Time or 3:00 a.m. Eastern Daylight Time.
Hero Feathers are used to increase the Rarity of a Hero in the Unlock Potential page. They can be obtained by talking to your units on the Home page (when the unit has hearts around them), by receiving greetings from friends once per day, by selling units using the Send Home feature, or as rewards at the end of each season of the Dueling Arena.
Light's Blessing can be used at any time during a battle to restore all allied units' HP, movement, and Special countdowns. If all of your units are defeated, you will also be prompted to use or purchase a Light's Blessing to continue the battle.
Badges are also used along with Hero Feathers to increase the Rarity of a Hero in the Unlock Potential page, found in the Advanced Growth section of the Allies menu. There are four different colors of badges used for each color of unit (Scarlet, Azure, Verdant, and Transparent) as well as two tiers, regular and Great. The standard badges can be collected as rewards for completing the lower maps in the Training Tower, and are used for upgrading all Heroes between 1 and 3 Stars of rarity. Above the Sixth Stratum of the Training Tower, Great Badges will be earned instead, and are used to upgrade 4 Star Heroes.
Shards and Crystals can be used as an alternative to experience points (EXP) to level up a Hero in the Level Up page of the Allies menu. There are five types of both Shards and Crystals, one for each color of unit (Scarlet, Azure, Verdant, and Transparent) as well as Universal, which can be used on all units. Shards are used for lower-leveled units, and Crystals are used for units at Level 20 or higher. When leveling up a unit, their respective colored Shards or Crystals will be used first, before Universal Shards or Crystals are used. The closer a unit is to leveling up, the less Shards or Crystals will be used.