FEH Damage Calculator
Accurately predict combat outcomes in Fire Emblem Heroes with our comprehensive FEH Damage Calculator.
Calculate Your FEH Damage
The attacker’s Attack stat without weapon or skills. (e.g., 40-55)
The Might of the attacker’s equipped weapon. (e.g., 14-19)
Bonus Atk from visible buffs (e.g., Hone Atk, Rally Atk). Max +7.
Atk boosts from skills like Death Blow 4 (+8), Swift Sparrow 3 (+6), or Fury 4 (+4). Can be negative from debuffs.
The defender’s relevant defensive stat (Def for physical, Res for magical). (e.g., 25-45)
Determines if Def or Res is used for damage calculation.
Debuffs to Def/Res (e.g., Panic, Chill Def/Res). Max -7.
Def/Res boosts from skills like Sturdy Impact (+10 Def), Warding Breath (+4 Res). Can be negative from debuffs.
Reduces or increases damage based on weapon color.
e.g., 1.5 for effective against (Falchion vs. Dragon), 1.0 otherwise.
Multiplier for damage-boosting specials. Note: Moonbow/Luna/Aether reduce effective Def/Res.
Flat damage added after all other calculations (e.g., Flashing Blade 4 adds +5).
Percentage of damage reduced by skills like Close Call, Spurn, Urvan. (e.g., 40 for 40%)
FEH Damage Calculation Results
Formula Explanation: Damage is calculated by first determining effective Atk and Def/Res, then applying Weapon Triangle, Effective Damage, Special Skill effects, True Damage, and finally Damage Reduction. The minimum damage dealt is 0.
| Special Skill | Effect Type | Description | Typical Cooldown |
|---|---|---|---|
| Glimmer | Damage Boost | Grants +20% to damage dealt. | 2 |
| Astra | Damage Boost | Grants +30% to damage dealt. | 3 |
| Moonbow | Def/Res Reduction | Treats foe’s Def/Res as if reduced by 30% during combat. | 2 |
| Luna | Def/Res Reduction | Treats foe’s Def/Res as if reduced by 40% during combat. | 3 |
| Ignis / Draconic Aura | Damage Boost | Grants bonus damage equal to 80% of unit’s Def (Ignis) or 30% of unit’s Atk (Draconic Aura). | 4 / 3 |
| Aether | Def/Res Reduction & Healing | Treats foe’s Def/Res as if reduced by 50% and restores HP equal to 50% of damage dealt. | 5 |
What is a FEH Damage Calculator?
A FEH Damage Calculator is an essential online tool designed for players of Nintendo’s mobile game, Fire Emblem Heroes (FEH). This specialized calculator allows users to input various combat parameters for an attacking unit and a defending unit, then accurately predict the amount of damage the attacker will deal in a single combat interaction. It takes into account a complex array of factors, including unit stats, weapon might, visible buffs and debuffs, in-combat stat modifiers, weapon triangle advantage, effective damage, special skills, true damage, and damage reduction effects.
Who should use a FEH Damage Calculator?
- Competitive Players: Those aiming for high ranks in Arena, Aether Raids, or Summoner Duels can use the FEH Damage Calculator to fine-tune their unit builds, optimize team compositions, and scout potential threats.
- Theorycrafters: Players who enjoy experimenting with new unit combinations, skill sets, and strategies will find the FEH Damage Calculator invaluable for testing hypotheses without spending in-game resources.
- New and Returning Players: Understanding the intricate damage mechanics of FEH can be daunting. A FEH Damage Calculator provides a clear, step-by-step breakdown, helping players grasp how different skills and stats interact.
- Content Creators: Streamers and YouTubers can use the FEH Damage Calculator to demonstrate build effectiveness, analyze matchups, and create informative guides for their audience.
Common Misconceptions about FEH Damage Calculation:
- It’s just Atk vs. Def/Res: While base stats are crucial, they are only one piece of the puzzle. In-combat buffs/debuffs, special skills, and damage reduction often have a more significant impact on the final damage than raw stat differences.
- Weapon Triangle is always 20%: The base Weapon Triangle Advantage/Disadvantage is indeed 20%, but skills like Triangle Adept can amplify this to 40%, while others like Raven Tomes can invert it.
- All damage reduction works the same: Damage reduction from skills like Close Call, Spurn, or Urvan applies at different stages of the calculation and can stack multiplicatively, not additively. The FEH Damage Calculator helps clarify these interactions.
- Specials are simple multipliers: Some specials like Glimmer are straightforward multipliers, but others like Moonbow or Luna reduce the foe’s effective Def/Res, which is a different calculation step. Ignis/Draconic Aura add damage based on a percentage of a stat, which is also distinct.
FEH Damage Calculator Formula and Mathematical Explanation
The FEH Damage Calculator uses a specific sequence of operations to determine the final damage. Understanding this sequence is key to mastering combat in Fire Emblem Heroes. Here’s a step-by-step breakdown of the formula:
- Calculate Attacker’s Total Atk:
Total Atk = Attacker's Base Atk + Weapon Might + Visible Atk Buffs + In-Combat Atk Boosts
This step sums up all sources of the attacker’s offensive power. Visible buffs (blue numbers) are applied before combat, while in-combat boosts (from skills like Death Blow, Swift Sparrow) apply during combat. - Calculate Defender’s Total Def/Res:
Total Def/Res = Defender's Base Def/Res - Visible Def/Res Debuffs + In-Combat Def/Res Boosts
This determines the defender’s effective defensive stat. Visible debuffs (red numbers) reduce the stat before combat, and in-combat boosts/debuffs (from skills like Sturdy Impact, Lull skills) apply during combat. The choice between Def and Res depends on the attacker’s weapon type (physical uses Def, magical uses Res). - Calculate Raw Damage:
Raw Damage = Total Atk - Total Def/Res
This is the initial damage value before any special modifiers. Damage cannot be less than 0 at this stage. - Apply Weapon Triangle Advantage (WTA):
Damage after WTA = Raw Damage * (1 + WTA_Bonus)orRaw Damage * (1 - WTD_Penalty)
If the attacker has weapon triangle advantage (e.g., Red vs. Green), damage is increased by 20% (WTA_Bonus = 0.2). If disadvantage (e.g., Red vs. Blue), damage is reduced by 20% (WTD_Penalty = 0.2). Neutral combat has no change. Skills like Triangle Adept modify this percentage. - Apply Effective Damage Multiplier:
Damage after Effective = Damage after WTA * Effective_Multiplier
If the attacker’s weapon is effective against the defender (e.g., Falchion vs. Dragon, Naga vs. Dragon), the damage is multiplied, typically by 1.5. Otherwise, the multiplier is 1.0. - Apply Special Skill Damage:
This step varies based on the special:- Glimmer/Astra:
Damage after Special = Damage after Effective * Special_Multiplier(e.g., 1.2 for Glimmer, 1.3 for Astra). - Moonbow/Luna/Aether (Def/Res Reduction): These specials effectively reduce the defender’s Total Def/Res *before* the Raw Damage calculation. For simplicity in this calculator, we apply a damage multiplier equivalent to the Def/Res reduction. For example, Moonbow (30% Def/Res reduction) is roughly equivalent to a 1.42x damage multiplier against a typical foe. Our calculator uses a simplified multiplier for these.
- Ignis/Draconic Aura: These add a flat amount of damage based on the attacker’s stats. For simplicity, our calculator uses a general “Special Skill Damage Multiplier” that can represent these effects.
- Glimmer/Astra:
- Add True Damage:
Damage after True Damage = Damage after Special + True_Damage_Added
True damage is a flat amount of damage added at the end of the calculation, which cannot be reduced by defensive skills (e.g., Flashing Blade 4 adds +5 damage). - Apply Damage Reduction:
Final Damage = Damage after True Damage * (1 - Damage_Reduction_Percentage)
Skills like Close Call, Spurn, or Urvan reduce the final damage by a percentage. If multiple damage reduction skills are present, they typically stack multiplicatively. The result is rounded down.
Variables Table for FEH Damage Calculator
| Variable | Meaning | Unit | Typical Range |
|---|---|---|---|
| Attacker’s Base Atk | Attacker’s raw Attack stat | Points | 30 – 60 |
| Weapon Might | Power of the attacker’s weapon | Points | 0 – 19 |
| Visible Atk Buffs | Blue number buffs to Atk | Points | 0 – 7 |
| In-Combat Atk Boosts | Atk changes from skills during combat | Points | -10 to +15 |
| Defender’s Base Def/Res | Defender’s raw Defense or Resistance stat | Points | 20 – 50 |
| Visible Def/Res Debuffs | Red number debuffs to Def/Res | Points | 0 – 7 |
| In-Combat Def/Res Boosts | Def/Res changes from skills during combat | Points | -10 to +15 |
| Weapon Triangle | Advantage/Disadvantage multiplier | % | -20% to +20% |
| Effective Damage Multiplier | Bonus damage against specific foe types | Multiplier | 1.0 or 1.5 |
| Special Skill Multiplier | Damage boost or Def/Res reduction from Special | Multiplier | 1.0 to 1.3 (or equivalent) |
| True Damage Added | Flat damage added at the end | Points | 0 – 10 |
| Damage Reduction | Percentage of damage negated by skills | % | 0% – 80% |
Practical Examples (Real-World Use Cases)
Example 1: Standard Physical Attack with Glimmer
Let’s calculate the damage dealt by a strong physical attacker, say a fully built Legendary Dimitri, against a moderately tanky infantry unit.
- Attacker’s Base Atk: 45
- Weapon Might: 19 (Brave Lance+)
- Attacker’s Visible Atk Buffs: 6 (from Hone Atk 4)
- Attacker’s In-Combat Atk Boosts: 7 (from Atk/Spd Push 4 +4, and his weapon effect +3)
- Defender’s Base Def: 38
- Weapon Type: Physical
- Defender’s Visible Def Debuffs: 0
- Defender’s In-Combat Def Boosts: 0
- Weapon Triangle: Neutral
- Effective Damage Multiplier: 1.0
- Special Skill Multiplier: 1.2 (Glimmer)
- True Damage Added: 0
- Damage Reduction (%): 0
Calculation Steps:
- Attacker’s Total Atk: 45 + 19 + 6 + 7 = 77
- Defender’s Total Def: 38 – 0 + 0 = 38
- Raw Damage: 77 – 38 = 39
- Damage after WTA: 39 * 1.0 = 39
- Damage after Effective: 39 * 1.0 = 39
- Damage after Special (Glimmer): 39 * 1.2 = 46.8 (rounds down to 46)
- Damage after True Damage: 46 + 0 = 46
- Final Damage: 46 * (1 – 0) = 46
Output: The FEH Damage Calculator would show a Final Damage of 46. This indicates a significant hit, likely enough to one-shot many units.
Example 2: Magical Attack with Luna and Damage Reduction
Consider a powerful magical attacker, like a Legendary Lilina, against a high-resistance tank with damage reduction, such as a Brave Edelgard.
- Attacker’s Base Atk: 42
- Weapon Might: 14 (Forblaze)
- Attacker’s Visible Atk Buffs: 6 (from Rally Atk/Res+)
- Attacker’s In-Combat Atk Boosts: 5 (from Atk/Res Solo 4)
- Defender’s Base Res: 45
- Weapon Type: Magical
- Defender’s Visible Res Debuffs: 7 (from Chill Res 3)
- Defender’s In-Combat Res Boosts: 0
- Weapon Triangle: Neutral
- Effective Damage Multiplier: 1.0
- Special Skill Multiplier: 0.4 (Luna – represents 40% Def/Res reduction)
- True Damage Added: 0
- Damage Reduction (%): 40 (from Black Eagle Rule)
Calculation Steps:
- Attacker’s Total Atk: 42 + 14 + 6 + 5 = 67
- Defender’s Total Res (before Luna): 45 – 7 + 0 = 38
- Effective Defender’s Res (with Luna): 38 * (1 – 0.4) = 22.8 (rounds to 22)
- Raw Damage: 67 – 22 = 45
- Damage after WTA: 45 * 1.0 = 45
- Damage after Effective: 45 * 1.0 = 45
- Damage after Special (Luna): 45 (Luna’s effect is already factored into effective Def/Res)
- Damage after True Damage: 45 + 0 = 45
- Final Damage (with 40% reduction): 45 * (1 – 0.40) = 45 * 0.60 = 27
Output: The FEH Damage Calculator would show a Final Damage of 27. Despite Lilina’s high attack and Luna, Brave Edelgard’s high Res and damage reduction significantly mitigate the incoming damage, showcasing the importance of defensive skills.
How to Use This FEH Damage Calculator
Our FEH Damage Calculator is designed for ease of use, allowing you to quickly get accurate combat predictions. Follow these steps to maximize its utility:
- Input Attacker’s Stats:
- Attacker’s Base Atk: Enter the unit’s raw Attack stat from their stat screen (without weapon).
- Weapon Might: Input the Might value of their equipped weapon.
- Attacker’s Visible Atk Buffs: Add any blue number buffs to Atk (e.g., from Hone, Rally, or Tactics skills).
- Attacker’s In-Combat Atk Boosts: Account for Atk boosts from A, B, C, or S skills that activate during combat (e.g., Death Blow, Swift Sparrow, Fury, Lull Atk effects). Remember to use negative values for in-combat Atk debuffs.
- Input Defender’s Stats:
- Defender’s Base Def/Res: Enter the defender’s raw Defense or Resistance stat. You’ll choose which one is relevant in the next step.
- Weapon Type: Select “Physical” if the attacker uses Swords, Lances, Axes, Bows, Daggers, or Beast weapons. Select “Magical” for Tomes, Staves, or Dragonstones. This determines if Def or Res is used.
- Defender’s Visible Def/Res Debuffs: Add any red number debuffs to Def/Res (e.g., from Panic, Chill Def/Res, or Ploy skills).
- Defender’s In-Combat Def/Res Boosts: Account for Def/Res changes from skills that activate during combat (e.g., Sturdy Impact, Warding Breath, Lull Def/Res effects). Use negative values for in-combat Def/Res debuffs.
- Select Combat Modifiers:
- Weapon Triangle Advantage: Choose if the attacker has advantage (+20%), disadvantage (-20%), or is neutral (0%).
- Effective Damage Multiplier: If the attacker’s weapon is effective against the defender (e.g., Falchion vs. Dragon), enter 1.5. Otherwise, leave it at 1.0.
- Special Skill Damage Multiplier: Select the special skill the attacker will activate. Our FEH Damage Calculator provides common options like Glimmer, Astra, Moonbow, and Luna.
- True Damage Added: If the attacker has skills that add flat damage (e.g., Flashing Blade 4 adds +5), enter that value.
- Damage Reduction (%): If the defender has skills that reduce incoming damage (e.g., Close Call, Spurn, Urvan), enter the percentage (e.g., 40 for 40%).
- Read the Results:
- Final Damage: This is the primary highlighted result, showing the total damage dealt after all calculations.
- Intermediate Values: The FEH Damage Calculator also displays key intermediate steps like Effective Atk, Effective Def/Res, Damage Before Reduction, etc., to help you understand the breakdown.
- Damage Breakdown Chart: Visualize the difference between damage before and after reduction.
- Decision-Making Guidance:
Use the results from the FEH Damage Calculator to:
- Optimize Builds: Test different A, B, C, and S skills to see which combinations yield the most optimal damage output or survivability.
- Scout Opponents: Before engaging in Arena or Aether Raids, use the FEH Damage Calculator to predict if your unit can defeat a specific enemy or if they will survive an attack.
- Team Composition: Understand how different units synergize. For example, a unit with high Atk but low speed might benefit from a special that doesn’t rely on follow-ups, which the FEH Damage Calculator can help you assess.
Key Factors That Affect FEH Damage Calculator Results
The complexity of Fire Emblem Heroes combat stems from the numerous factors that influence the final damage output. A comprehensive FEH Damage Calculator must account for all of these:
- Base Stats (Atk, Def, Res): These are the foundational numbers. Higher Attacker Atk means more damage, while higher Defender Def/Res means less. Merges, Dragonflowers, Summoner Support, and Ally Support all contribute to these base stats.
- Weapon Might: The raw power of the weapon directly adds to the attacker’s Atk. Prf (personal) weapons often have higher Might or unique effects that further boost damage.
- Visible Buffs and Debuffs: These are the blue (buffs) and red (debuffs) numbers seen on the unit’s stat screen. They are applied before combat and directly modify the unit’s stats. Examples include Hone/Rally skills for buffs and Panic/Chill skills for debuffs.
- In-Combat Stat Modifiers: These are temporary stat changes that only apply during combat and are not visible on the stat screen. Skills like Death Blow, Swift Sparrow, Fury, Sturdy Impact, Lull skills, and many weapon effects fall into this category. They are crucial for fine-tuning damage.
- Weapon Triangle Advantage (WTA): The classic Fire Emblem rock-paper-scissors mechanic. Red beats Green, Green beats Blue, Blue beats Red. Colorless units are neutral. WTA grants a 20% damage bonus, while Weapon Triangle Disadvantage (WTD) incurs a 20% penalty. Skills like Triangle Adept can amplify these effects.
- Effective Damage: Certain weapons deal “effective” damage against specific unit types (e.g., Falchion against Dragons, Bows against Fliers). This typically grants a 1.5x damage multiplier, applied after Weapon Triangle.
- Special Skills: These powerful abilities activate after a certain number of combat actions (cooldown). They can significantly boost damage (Glimmer, Astra, Ignis, Draconic Aura) or reduce the foe’s effective Def/Res (Moonbow, Luna, Aether). The timing and type of special are critical.
- True Damage: Some skills add a flat amount of damage that bypasses most defensive calculations, including damage reduction. Examples include Flashing Blade 4 (+5 damage) or Wrath (+10 damage when special activates at low HP).
- Damage Reduction: A prevalent mechanic in modern FEH, skills like Close Call, Repel, Spurn, Urvan, and many unit-specific effects reduce incoming damage by a percentage. These effects often stack multiplicatively, making units incredibly tanky.
- Follow-Up Attacks: While not directly part of a single hit’s damage calculation, the ability to make a follow-up attack (or prevent one) effectively doubles (or halves) the total damage dealt in a combat round. Skills like Quick Riposte, Bold Fighter, or high Speed stats determine this.
Frequently Asked Questions (FAQ) about FEH Damage Calculator
Q1: Why is my calculated damage different from in-game results?
A: The FEH Damage Calculator strives for accuracy, but slight discrepancies can occur due to rounding differences (FEH rounds down at each step), or if you missed an in-combat buff/debuff, a specific weapon effect, or a unique skill interaction. Always double-check all active skills and effects.
Q2: Does the FEH Damage Calculator account for merges and Dragonflowers?
A: Yes, indirectly. Merges and Dragonflowers increase a unit’s base stats. You should input the final, merged, and dragonflowered base Atk, Def, or Res values into the calculator for accurate results.
Q3: How do I handle skills that grant “effective against” certain movement types?
A: If your attacker’s weapon or skill grants “effective against” a specific movement type (e.g., Bows against Fliers), set the “Effective Damage Multiplier” to 1.5. If multiple effective damage sources exist, they typically do not stack beyond 1.5x.
Q4: What about skills that reduce foe’s Def/Res by a percentage, like Moonbow or Luna?
A: Our FEH Damage Calculator simplifies these by using an equivalent “Special Skill Damage Multiplier.” In the actual game, these specials reduce the foe’s effective Def/Res before the raw damage calculation. The calculator’s simplified multiplier aims to achieve the same final damage outcome for convenience.
Q5: Can this FEH Damage Calculator predict damage for consecutive attacks (e.g., Brave weapons)?
A: This FEH Damage Calculator calculates the damage for a single hit. For Brave weapons or follow-up attacks, you would typically multiply the single-hit damage by the number of hits. For example, a Brave weapon hits twice, so you’d multiply the result by 2 (before considering damage reduction on the second hit if it’s a separate calculation).
Q6: How do I input negative in-combat stat changes (e.g., from Panic or Lull skills)?
A: For “Attacker’s In-Combat Atk Boosts” or “Defender’s In-Combat Def/Res Boosts,” you can enter negative numbers. For example, if a Lull Atk/Spd 3 skill reduces the foe’s Atk by 3, you would enter -3 in the “Attacker’s In-Combat Atk Boosts” field if your unit is the defender, or in the “Defender’s In-Combat Atk Boosts” if your unit is the attacker and the foe has a Lull Atk skill.
Q7: What is the difference between visible buffs/debuffs and in-combat boosts/debuffs?
A: Visible buffs/debuffs (blue/red numbers) modify a unit’s stats before combat begins and can be affected by skills like Panic. In-combat boosts/debuffs are temporary stat changes that only apply during the combat animation and are not affected by Panic. Both are crucial for accurate FEH Damage Calculator results.
Q8: Does the FEH Damage Calculator consider terrain effects or structures?
A: No, this FEH Damage Calculator focuses purely on unit-to-unit combat mechanics. Terrain effects (like defensive tiles) or Aether Raids structures (like Bolt Traps) are external factors that affect HP or stats before combat, but not the damage calculation itself. You would adjust the base HP or stats accordingly before using the calculator.
Related Tools and Internal Resources
To further enhance your Fire Emblem Heroes experience and optimize your gameplay, explore our other valuable tools and guides:
- FEH Unit Builder: Create and share custom unit builds, experiment with skills, and visualize stat changes.
- FEH Stat Calculator: Analyze individual unit stats at different merge levels, Dragonflower counts, and IVs.
- FEH Arena Calculator: Optimize your team for Arena scoring to achieve higher tiers and better rewards.
- FEH Summon Simulator: Test your luck on various summoning banners without spending Orbs.
- FEH IV Checker: Quickly determine your units’ IVs (Individual Values) to understand their stat strengths and weaknesses.
- FEH Tier List: See how units rank in the current meta and discover top-performing heroes for various game modes.