Battle Formulas

There are several formulae that form the basic mechanics of every Fire Emblem game.

Where not noted, fractions are rounded down.

Attack Speed
Valid for: FE1, FE2, FE3, FE4, FE5 (magical weapons)

A character's attack speed is determined by subtracting the weight of the weapon it has equipped from its speed. AS = Speed - Weapon Weight

Valid for: FE5 (physical weapons), FE6, FE7, FE8

Attack speed is equal to the character's speed, unless a character's constitution is less than than the weight of the weapon it has equipped, then its attack speed is reduced by the amount the weight exceeds its constitution.

If WT ≤ Con, then AS = Speed If WT > Con, then AS = Speed - (Weapon Weight - Constitution)

Valid for: FE9, FE10, FE11

If a character's strength is less than than the weight of the weapon it has equipped, then its attack speed is reduced by the amount the weight exceeds its strength. AS = Speed - (Weapon Weight - Strength) Otherwise, attack speed is equal to the character's speed. AS = Speed

Valid for: FE12

Weapon Weight has been completely removed in Shin Monshō no Nazo ~Hikari to Kage no Eiyū~, so the formula is simply as follows: AS = Speed

Repeated Attack
Valid for: FE1, FE2, FE3, FE5, FE6, FE7, FE8, FE9, FE10, FE11

A unit will attack twice in a battle if its attack speed is a certain amount higher than the opposing unit's attack speed. The amount of speed required depends on the game.

FE3                                 3+ FE5, FE6, FE7, FE8, FE9, FE10, FE11 4+ TS1                                 5+ FE1, FE2                            1+

The second attack always occurs after the initial exchange of blows, regardless of which character attacked firs, so if character A is faster, then:

A attacks, B attacks, A attacks or B attacks, A attacks, A attacks

Note: A repeated attack is not the same thing as a continued attack.

Hit Rate
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10

Hit Rate is the chance a character has of hitting a stationary object.

The formula used depends on the game; weapon accuracy and a character's skill are normally the most important factors.

FE1 (physical weapons), FE2 (physical weapons): Hit Rate = Weapon Accuracy + Skill FE1 (magical weapons), FE2 (magical weapons): Hit Rate = Weapon Accuracy FE3: Hit Rate = Weapon Accuracy + Skill x 2 + Support Bonus FE4: Hit Rate = Weapon Accuracy + Skill x 2 + Lover Bonus + Leadership Bonus + Charisma Bonus FE5: Hit Rate = Weapon Accuracy + Skill x 2 + Luck + Support Bonus + Leadership Bonus + Charisma Bonus FE6: Hit Rate = Weapon Accuracy + Skill x 2 + Luck / 2 + Support Bonus FE7: Hit Rate = Weapon Accuracy + Skill x 2 + Luck / 2 + Support Bonus + S-Rank Bonus + Tactician Bonus FE9: Hit Rate = Weapon Accuracy + Skill x 2 + Luck + Support Bonus + Biorhythm Bonus FE10: Hit Rate = Weapon Accuracy + Skill x 2 + Luck + Support Bonus + Biorhythm Bonus

Evade
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10

Evade is a measure of how well a unit can avoid being damaged by an attack.

The formula used depends on the game; a character's attack speed and luck, and any terrain bonus, are normally the most important factors.

FE1 (physical weapons), FE2 (physical weapons): Evade = Attack Speed + Terrain Bonus FE1 (magical weapons): Evade = Luck FE2 (magical weapons): Evade = Speed + Luck FE3: Evade = Speed + Luck + Terrain Bonus + Support Bonus FE5: Evade = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Leadership Bonus + Charisma Bonus FE6: Evade = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus FE7: Evade = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Tactician Bonus FE9: Evade = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Biorythym Bonus

FE10: Evade = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Biorythym Bonus FE11: Evade = Attack Speed + Luck/2 + Terrain Bonus

Accuracy
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9

Accuracy is used in battle to determine how likely a character is to hit another character, using the difference between the attacker's hit rate and the defender's evade. In-game information windows may refer to Accuracy as "Hit", e.g. FE7

FE1, FE2, FE3: Accuracy = Hit Rate (Attacker) - Evade (Defender) ~All: Capped to between 0 and 100 FE4, FE5, FE6, FE7, FE8, FE9: Accuracy = Hit Rate (Attacker) - Evade (Defender) + Triangle Bonus ~FE5:            Capped to between 1 and 99 ~All other games: Capped to between 0 and 100

Attack Power
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9

Attack power is a measure of the total damage a character could cause to a defenceless unit.

The formula used depends on the game; weapon might and a character's strength or magic are normally the most important factors. Some weapons are effective against certain classes and will have a higher attack power in battles against them.

Physical Attacks
Attacks made with physical weapons rely on strength.

FE1, FE3, FE5: AP = Weapon Might x Effectiveness + Strength FE2: AP = Weapon Might + Strength FE6, FE7, FE9, FE10, FE11: AP = (Weapon Might + Triangle Bonus) x Effectiveness + Strength + Support Bonus

Magical Attacks
Attacks made with magical weapons rely on magic.

FE1: AP = Weapon Might x Effectiveness FE2: AP = Weapon Might FE5: AP = Weapon Might x Effectiveness + Magic FE6, FE7, FE9, FE10: AP = (Weapon Might + Triangle Bonus) x Effectiveness + Magic + Support Bonus

Special Cases
FE7 Light Brand (longrange) and Runesword: AP = Weapon Might + Triangle Bonus + Strength / 2 + Support Bonus

Defence Power
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11

Defence power is a measure of the total damage a character can negate from attacks.

The formula used depends on the game; terrain bonuses and a character's defence or resistance are normally the most important factors.

Versus Physical Attacks
Physical weapons hit a character's defence.

FE1, FE2, FE3: DP = Defence ~FE3 Manaketes not currently in dragon form are treated as having zero defence FE5: DP = Terrain Bonus + Defence FE6, FE7, FE8, FE9, FE10: DP = Terrain Bonus + Defence + Support Bonus ~FE7's Light Brand and Runesword are counted as magical attacks regardless of the range being attacked from. ~FE9's Sonic Sword, Flame Lance, Bolt Axe and Runesword are also counted as magical attacks regardless of the range being attacked from. FE4: DP = ?

Versus Magical Attacks
Magical weapons hit a character's resistance or magic.

FE1, FE2, FE3: DP = Resistance FE5: DP = Magic FE6, FE7, FE9, FE10: DP = Terrain Bonus + Resistance + Support Bonus

Damage
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11

Damage is the amount of health an attack takes away from a defending unit if the attack hits. It depends on the attacker's attack power and the defender's resistance or defence (for magical or physical attacks respectively.).

Damage = Attack Power (attacker) - Defence Power (defender) ~FE2:            Capped to between 1 and 60 ~FE4:            Capped to be at least 1 ~All other games: Capped to be at least 0

Critical Damage
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11

When attacking, characters often have the chance to strike a critical hit. This will in general do a vastly higher amount of damage than a regular hit.

There have been several styles of critical damage thoughout the series.

FE1, FE2, FE3, FE6, FE7, FE8, FE9, FE10, FE11: Critical Damage = [Attack Power (attacker) - Defence Power (defender)] x 3 ~FE2:            Capped to be between 3 and 120 ~All other games: Capped to be at least 0 FE4, FE5: Critical Damage = Attack Power (attacker) x 2 - Defence Power (defender) ~FE4:            Capped to be at least 1 ~All other games: Capped to be at least 0

Critical Rate
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11

A character's critical rate measures the likelyhood of them managing to critical a stationary target.

The formula used depends on the game; weapon critical and a character's skill are normally the most important factors.

FE1, FE2: Critical Rate = Weapon Critical + (Skill + Luck) / 2 FE3, FE5: Critical Rate = Weapon Critical + Skill + Support Bonus FE4: Critical Rate = Skill + Lover/Family Bonus + Weapon Kill bonus FE6: Critical Rate = Weapon Critical + Skill / 2 + Support Bonus + Class Critical FE7: FE8 Critical Rate = Weapon Critical + Skill / 2 + Support Bonus + Class Critical + S-Rank Bonus FE9, FE10: Critical Rate = Weapon Critical + Skill / 2 + Bond Bonus + Class Critical

Critical Evade
Valid for: FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11

Critical Evade is to Critical Rate as Evade is to Accuracy. A measurement of the chance a character has to detect an approaching critical hit and react accordingly.

The formula used depends on the game; a character's luck is normally the most important factor.

FE1, FE2: Critical Evade = 0 FE3, FE6: Critical Evade = Luck + Support Bonus FE5: Critical Evade = Luck / 2 + Support Bonus FE7: Critical Evade = Luck + Support Bonus + Tactician Bonus FE8: Critical Evade = Luck + Support Bonus FE4 Critical Evade = ? FE9, FE10: Critical Evade = Luck + Bond Bonus

Critical Chance
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11

Critical chance is the percentage used in battle to determine the chance of a character landing a critical hit. It is determined from the difference between the attacker's critical rate and the defender's critical evade.

Critical = Critical Rate - Critical Evade - Capped to be between 0 and 100