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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.

## Attack Speed

### FE1, FE2, FE3, FE4, FE5 (magical weapons)

A character's Attack Speed is determined by subtracting the weight of the weapon they have equipped from their Speed.

```AS = Speed - Weapon Weight
```

### FE5 (physical weapons), FE6, FE7, FE8

Attack Speed is equal to the character's Speed, unless the character's Constitution is less than the weight of the weapon they have equipped, in which case its attack speed is reduced by the amount by which the weight exceeds its constitution.

```If WWt ≤ Con, then AS = Speed
If WWt > Con, then AS = Speed - (Weapon Weight - Con)
```

### FE9, FE10, FE11

If a character's Strength is less than the weight of the weapon they have equipped, then the attack speed is reduced by the amount by which the weight exceeds their Strength. Otherwise, attack speed is equal to the character's Speed.

```If WWT ≤ Strength, then AS = Speed
If WWT > Strength, then AS = Speed - (Weapon Weight - Strength)
```

### FE12, FE13

Weapon Weight has been completely removed in New Mystery of the Emblem as well as in Awakening, so the formula is simply as follows:

```AS = Speed
```

## Repeated Attack

Valid for: FE1, FE2, FE3, FE5, FE6, FE7, FE8, FE9, FE10, FE11,FE13

A unit will attack twice in a battle if its attack speed is at least 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, FE12  4+
TS1, FE13                                  5+
FE1, FE2                                   1+
```

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

```A attacks, B attacks, A attacks (if A initiated the battle).
or
B attacks, A attacks, A attacks (if B initiated the battle).
```

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), FE15(magical weapons)?:
Hit Rate = Weapon Accuracy

FE3:
Hit Rate = Weapon Accuracy + Skill x 2
+ Support Bonus

FE4:
Hit Rate = Weapon Accuracy + Skill x 2
+ Love bonus + Leadership Bonus + Charm Bonus

FE5:
Hit Rate = Weapon Accuracy + Skill x 2 + Luck
+ Support Bonus + Leadership Bonus + Charm 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

FE8:
Hit Rate = Weapon Accuracy + Skill x 2 + Luck / 2
+ Support Bonus + S-Rank 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
```

## Avoid

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

Avoid is a measure of how well a unit can avoid being hit by an enemy's 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.er4

```FE1 (physical weapons), FE2 (physical weapons):
Avoid = Attack Speed + Terrain Bonus

FE1 (magical weapons):
Avoid = Luck

FE2 (magical weapons):
Avoid = Speed + Luck

FE3:
Avoid = Speed + Luck + Terrain Bonus
+ Support Bonus
FE4:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Love Bonus
+ Leadership Bonus + Charm Bonus

FE5:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus
+ Support Bonus + Leadership Bonus + Charm Bonus

FE6:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus
+ Support Bonus

FE7:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus
+ Support Bonus + Tactician Bonus

FE8:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus
+ Support Bonus

FE9:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus
+ Support Bonus + Biorythym Bonus

FE10:
Avoid = Attack Speed x 2 + Luck + Terrain Bonus
+ Support Bonus + Biorythym Bonus

FE11:
Avoid = Attack Speed + Luck/2 + Terrain Bonus
```

## Accuracy

Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE13

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

Attack is used to calculate how much someone's attack could deal under optimum conditions (excluding abilities and criticals which are calculated elsewhere.)

This does not take into account anything about the enemy, so in reality after taking into account their defensive properties the actual damage will be a lot lower.

Attack in most Fire Emblem games is split into magical, physical and sometimes other categories depending on the weapon used in the attack

See main article: Attack (Formula)

## Defense Power

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

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

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

### Versus Physical Attacks

Physical weapons hit a character's defense.

```FE1, FE2, FE3, FE4:
DP = Defense
~FE3 Manaketes not currently in dragon form are treated as having zero defense

FE5:
DP = Terrain Bonus + Defense

FE6, FE7, FE8, FE9, FE10:
DP = Terrain Bonus + Defense
+ Support Bonus
~FE7 and FE8's Light Brand and Runesword and FE8's Wind Sword 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:
```

### Versus Magical Attacks

Magical weapons hit a character's resistance or, in FE5, its magic power.

```FE1, FE2, FE3:
DP = Resistance

FE5:
DP = Magic

FE6, FE7, FE8, FE9, FE10, FE11:
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 Defense (for magical or physical attacks respectively.).

``` Damage = Attack Power (attacker) - Defense Power (defender)
~FE2:             Limited to between 1 and 60
~FE4, FE15:       Floored to be at least 1
~All other games: Floored to be at least 0
```

Note that, even if an attack can do no damage, it may still inflict Status conditions on the target.

## 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 throughout the series.

```FE1, FE2, FE3, FE6, FE7, FE8, FE9, FE10, FE11:
Critical Damage = [Attack Power (attacker) - Defense Power (defender)] x 3
This is simply triple the damage that the attack would normally do.
~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 - Defense Power (defender)
~FE4: Capped to be at least 1
~FE5: 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 is the likelihood of their managing to perform a critical hit against a stationary target.

The formula used depends on the game; the weapon's critical rate 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, FE11:
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, FE5, FE6, FE7, FE8, FE9, FE10, FE11

Critical Evade is to Critical Rate as Evade is to Accuracy. It is a measurement of the chance a character has to detect an approaching critical hit and react accordingly; the amount by which an attacker's critical rate is reduced.

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

```FE1, FE2, FE4:
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
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 attacker's critical rate minus the defender's critical evade.

```Critical = Critical Rate - Critical Evade

- Capped to be between 0 and 100
```
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