Battle System and Mechanics
Welcome to the Fire Emblem Heroes Battle System and Mechanics guide. We’ll be covering what the Unit stats mean, weapon advantages, some general strategy and attack and movement ranges.
- Health Points (HP) – This is a units Health. Once it reaches 0 they die.
- Attack (Atk) – This is your damage output, the higher the number the more damage you deal.
- Speed (Spd) – Units will attack twice if its speed is at least 5 more than the speed of the enemy it is attacking. You will typically see a X multiplier next to your attack value if you’re going to double strike and so on.
- Defense (Def) – This your Defense stat, the higher the number the less damage you take from physical attacks. units using swords, axes, lances and things like that are considered Physical damage.
- Resistance (Res) – Res is Resistance, much like Defense, the higher the number the less damage you take from magical attacks. Spells, staves, breath effects, etc.
- Skill Points (SP) – This is the units Skill points. When killing units, they will gain SP which can be spent on additional skills
- Might (Mt) – This is the characters weapons stat. This is added to your attack to determine how much damage your hits will do. You can only increase your MT stat by upgraded the weapon by spending 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
Weapon Triangle and Neutral Weapons
Red/Swords > Green/Axe. Green/Axe > Blue/Lance. Blue/Lance > Red/Sword. Colorless / Gray doesn’t suffer any real type advantage or disadvantage unless that specific unit has a passive for it. However Archer / Bow units have an advantage against Flying units.
When it comes to combat in Fire Emblem, there are three things to keep in mind. Positioning is the first and most important part of the strategy. You want to keep your units close to provide follow up attacks, and to pick off units that they have an advantage against.
The second thing is the type advantage. The color / type advantage provides a overwhelming benefit to your attack and defense turns and goes hand in hand with positioning. The third thing is strong utility or buff/debuffing units. They can provide great bonuses or debuffs to your allies and enemies and this can turn a battle into your favor really fast.
Use terrain to your advantage. If you have flying units vs a purely ground team, you can sit over water and then wait for them to be in a bad position before attacking. Or you can abuse taking turns to build up your charged attacks before going into combat. You can also use impassible walls as a way to funnel enemies into your strong units to kill them.
Movement is split into Infantry/Armored/Flying and Cavalry. Infantry can only move 2 spaces and will only be able to move one space through forests. Armored can only move 1 space and cannot move through forests. Flying can move 2 spaces regardless of terrain. Cavalry can move 3 spaces but cannot move through forests.
Attack range is shown by the color indicator around your units. The range of an attack is determined by the type of weapon a character is using. For example a Sword unit might typically have a 1 attack range, which means they have to be practically ontop of the enemy to attack. Where as a bow unit can shoot from several spaces away. This doesn’t apply to things like counter attack, where some characters have the ability to counter attack regardless of the range, and regardless of their weapon type.