Stat Growth
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.
Contents
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, 5 Nowi has the following stats at level 1:
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
5 | 17 | 6 | 5 | 6 | 5 |
At level 40, her stats will be:
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
5 | 45 | 34 | 27 | 30 | 27 |
Regardless of how good or bad a character's level ups are, they will always converge to their base final values. *The stat growth for two characters of the same IV and rarity will be identical for each level up.
Rarity[edit | edit source]
Each hero has a set neutral stat line at 1, for example, Virion's stat line at 1 is
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
1 | 18 | 5 | 5 | 5 | 1 |
Increasing the rarity of a hero by 1 increases two or three of the base stats, depending on which rarities are involved.
Going to 2 increases the two highest non-HP stats by one each.
Going to 3 increases HP and the two remaining non-HP stats by one each.
Going to 4 increases the two highest non-HP stats by one each.
Going to 5 increases HP and the two remaining non-HP stats by one each.
In the case of a tie between two stats, the first one in the listed order will be chosen, Atk > Spd > Def > Res.
For our example Virion, this means his base stats over the other rarities will be as follows.
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
1 | 18 | 5 | 5 | 5 | 1 |
2 | 18 | 6 | 6 | 5 | 1 |
3 | 19 | 6 | 6 | 6 | 2 |
4 | 19 | 7 | 7 | 6 | 2 |
5 | 20 | 7 | 7 | 7 | 3 |
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 5 Nowis with the following stats at level 1:
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
5 | 17 | 6 | 5 | 6 | 5 |
5 | 17 | 7 | 5 | 5 | 5 |
5 | 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 |
---|---|---|---|---|---|
5 | 45 | 34 | 27 | 33 | 27 |
5 | 45 | 37 | 27 | 30 | 27 |
5 | 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, 5 Nowi at level 1 has the following table:
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
5 | 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- 5 Nowi will have the following stats at levels 1 and 40:
Rarity | HP | ATK | SPD | DEF | RES |
---|---|---|---|---|---|
5 | 17 | 7 | 5 | 5 | 5 |
5 | 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 |
---|---|
1 | 37 |
2 | 39 |
3 | 42 |
4 | 44 |
5 | 47 |
Factor | Stat total modifier |
---|---|
Dancer/Singer | -8 |
Trainee | -8 |
Ranged unit | -3 |
Cavalry unit | -1 |
CYL Winner | 0 |
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).
Cavalry and Armored are a unit's respective movement type, shown by their respective movement icon.
Whether a unit is a Veteran or a Trainee is not displayed in-game.
The current list of veteran units includes:
The current list of trainee units includes:
The winners of the Choose Your Legends (Event) were:
Example[edit | edit source]
Consider the example of a level 1 Jagen 4 who is:
- Both Veteran and Cavalry
- Neither Ranged nor a Dancer.
Based on this, we can calculate his neutral stats total to be:
4 | 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 4 stat total:
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
4 | 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).
Each hero's set of growth points can be seen on their respective hero page, the complete table can be found at Growth Point Table.
Modifiers[edit | edit source]
Factor | Growth point sum modifier |
---|---|
Dancer/Singer | 0 |
Trainee | +6 |
Ranged unit | -3 |
Cavalry unit | -1 |
CYL Winner | +2 |
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 4:
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 | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
4 Base stats | 19 | 8 | 6 | 7 | 11 |
Growth Points | 4 | 5 | 4 | 4 | 7 |
4 Growth Values | 16 | 18 | 16 | 16 | 22 |
4 Max Stats | 35 | 26 | 22 | 23 | 33 |
Data | HP | Atk | Spd | Def | Res |
---|---|---|---|---|---|
4 Base stats | 20 | 8 | 5 | 7 | 11 |
Growth Points | 5 | 5 | 3 | 4 | 7 |
4 Growth Values | 18 | 18 | 14 | 16 | 22 |
4 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.