Battle Formulas

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

Where not noted, fractions are rounded down.

Original
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

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

If 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. AS = Speed - (Weapon Weight - Constitution) Otherwise, attack speed is equal to the character's speed. AS = Speed

Strength-based
Valid for: FE9

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

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

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 - 4+ TS1                    - 5+ FE1, FE2               - ?+

The second attack will occur after the opposing character's attack if the faster character attacked first, or if the slower attacked first the second attack will come directly after the faster's first attack.

EG: (character A is faster) A attacks, B attacks, A attacks or B attacks, A attacks, A attacks

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

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 + Biorythym Bonus

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

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

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.

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: 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: 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

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, FE9: DP = Terrain Bonus + Defence + Support Bonus ~FE7's Light Brand and Runesword are counted as magical attacks regardless of the range being attacked from FE4, FE8: DP = ?

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

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

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

Damage is the amount of injury an attack causes a defending unit if an attack hits. It depends on the attacker's attack power and the defender's defence power.

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

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: 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

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, FE9: 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: Critical Rate = Weapon Critical + Skill / 2 + Support Bonus + Class Critical + S-Rank Bonus

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

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, FE9: Critical Evade = Luck + Support Bonus FE5: Critical Evade = Luck / 2 + Support Bonus FE7: Critical Evade = Luck + Support Bonus + Tactician Bonus FE4, FE8: Critical Evade = ?

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

Critical is the amount 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