FEH Damage Calculator
Calculate Combat Outcomes in Fire Emblem Heroes
Combat Damage Calculation
The base Attack stat of the attacking unit.
Bonuses from skills (e.g., Brazen, Solo) or weapon effects.
The base Defense stat of the defending unit.
The base Resistance stat of the defending unit.
Select whether the attack is Physical (uses Defense) or Magical (uses Resistance).
Consider the Weapon Triangle bonus or penalty.
The number of hits needed for the defender’s Special to activate (e.g., 0 for no Special, 3 for basic specials).
Flat damage added by Special Skills (e.g., 10 for Luna, 17 for Galeforce). Set to 0 if no Special is active or relevant.
Total debuffs applied to the defender’s Defense (e.g., from skills like Def Tactic or Panic).
Total debuffs applied to the defender’s Resistance (e.g., from skills like Res Tactic or Panic).
Total buffs applied to the attacker’s Attack (e.g., from skills like Atk Tactic or Rally).
Total buffs applied to the attacker’s Defense.
Total buffs applied to the attacker’s Resistance.
Flat damage reduction applied by skills (e.g., Great Flame, Vortex).
Percentage-based damage reduction (e.g., Close Call, Speed-based skills). Enter as a percentage (0-100).
Combat Results
1. Calculate Effective Attack: Attacker’s Base Attack + Skill/Weapon Bonus + Attacker Buffs.
2. Calculate Effective Defense/Res: Defender’s Base Defense/Resistance + Debuffs + Weapon Triangle modifier.
3. Calculate Pre-Reduction Damage: Effective Attack – Effective Defense/Res.
4. Apply Special Damage: Add Special Attack Bonus to Pre-Reduction Damage.
5. Apply Flat Damage Reduction: Subtract Flat Damage Reduction from the total.
6. Apply Percentage Damage Reduction: Calculate remaining damage after flat reduction, then apply percentage reduction.
7. Final Damage Dealt is the result after all reductions, capped at 0 if it goes below.
Damage Output vs. Defense/Resistance
| Def/Res | Damage Before Reduction | Damage After Reduction |
|---|
What is an FEH Damage Calculator?
The FEH Damage Calculator is an indispensable tool for any serious player of Fire Emblem Heroes. It simulates combat scenarios, allowing you to precisely predict the damage dealt and received between two units. Understanding the intricate damage calculations in FEH is crucial for effective team building, strategic decision-making during battles, and optimizing unit performance. Whether you’re facing challenging Abyssal maps, planning for Arena Assault, or fine-tuning your player-vs-player (PvP) strategies in modes like Arena or Aether Raids, an FEH Damage Calculator provides the quantitative insights needed to secure victory. It helps demystify the combat system, moving beyond guesswork to data-driven tactics.
Who should use it:
- Competitive Players: Those aiming for high ranks in Arena, Aether Raids, or other PvP modes need to understand unit matchups perfectly.
- Strategy Enthusiasts: Players who enjoy optimizing unit builds and predicting outcomes for any situation.
- New Players: Anyone looking to grasp the core combat mechanics more quickly and avoid unfavorable engagements.
- Theorycrafters: Players who love dissecting unit stats, skills, and how they interact under various conditions.
Common Misconceptions:
- Damage is always linear: Many players underestimate the impact of buffs, debuffs, weapon triangle, specials, and damage reduction skills, which can significantly alter outcomes.
- High stats always win: While important, stats are only one part of the equation. Skill synergy and tactical positioning are equally vital. A calculator helps reveal how stats translate into actual combat effectiveness.
- “Effective” damage is the only multiplier: Players often forget other multipliers like weapon triangle, skills, and conditional bonuses/penalties that contribute to the final damage output.
FEH Damage Calculator Formula and Mathematical Explanation
The Fire Emblem Heroes damage calculation, while appearing complex due to numerous skills, follows a structured formula. This section breaks down the core components used in our FEH Damage Calculator.
The fundamental calculation involves comparing the attacker’s offensive power against the defender’s defensive capabilities. Skills and other game mechanics then modify these values.
Step-by-Step Derivation:
- Calculate Effective Attack: This is the primary offensive stat used in combat. It’s derived from the attacker’s Base Attack, amplified by any relevant buffs and specific skill bonuses.
Effective Attack = (Attacker's Base Attack + Skill/Weapon Bonus + Attacker's Attack Buffs) - Calculate Effective Defense/Resistance: This is the defender’s primary defensive stat, chosen based on the damage type (Physical attacks target Defense, Magical attacks target Resistance). It includes the defender’s base stat, reduced by debuffs, and potentially modified by the weapon triangle.
Effective Defense/Res = (Defender's Base Defense/Resistance - Defender's Defense/Res Debuffs) * Weapon Triangle Modifier
The Weapon Triangle Modifier is 1.2 for Advantage, 1.0 for Neutral, and 0.8 for Disadvantage. - Calculate Damage Before Reduction: This is the raw damage calculated by subtracting the defender’s effective defensive stat from the attacker’s effective attack.
Damage Before Reduction = Effective Attack - Effective Defense/Res
This value cannot go below 0. - Apply Special Damage: If the defender’s Special Skill is active or relevant (e.g., if the combat ends and the Special triggers), its flat damage bonus is added.
Damage After Special = Damage Before Reduction + Special Damage - Apply Flat Damage Reduction: Certain skills (like Great Flame, Vortex, Noontime, Sol) reduce the incoming damage by a fixed amount.
Damage After Flat Reduction = Damage After Special - Flat Damage Reduction
This value cannot go below 0. - Apply Percentage Damage Reduction: Skills like Close Call, Speed skills, or damage reduction effects on weapons reduce the damage by a percentage. This is applied to the damage remaining after flat reduction.
Final Damage Dealt = (Damage After Flat Reduction) * (1 - Percentage Damage Reduction / 100)
This value cannot go below 0.
The calculator simulates these steps to provide an accurate prediction of the final damage dealt. Note that the defender’s damage received calculation follows a similar process, comparing their own offensive stats against the attacker’s defenses.
Variable Explanations:
| Variable | Meaning | Unit | Typical Range |
|---|---|---|---|
| Attacker’s Attack | The base Attack stat of the attacking unit. | Stat Points | 15 – 65+ |
| Attacker’s Skill/Weapon Attack Bonus | Additional Attack from weapons or skills like Brazen, Solo, etc. | Stat Points | 0 – 15+ |
| Defender’s Defense | The base Defense stat of the defending unit. Targeted by physical attacks. | Stat Points | 10 – 50+ |
| Defender’s Resistance | The base Resistance stat of the defending unit. Targeted by magical attacks. | Stat Points | 10 – 50+ |
| Damage Type | Determines if Defense or Resistance is used. | Type | Physical / Magical |
| Weapon Triangle Modifier | Multiplier based on unit color matchup. | Multiplier | 0.8 (Disadvantage), 1.0 (Neutral), 1.2 (Advantage) |
| Special Charge Cooldown | Number of hits for defender’s Special Skill. Used to determine if Special damage applies. | Hits | 0 – 5+ |
| Special Damage | Flat damage added by Special Skills (e.g., Luna, Sol). | Stat Points | 0 – 20+ |
| Defense/Resistance Debuff | Total reduction in defender’s defensive stats from skills like Panic, Tactics, etc. | Stat Points | 0 – 20+ |
| Attack Buff | Total increase in attacker’s offensive stats from skills like Rally, Tactics, etc. | Stat Points | 0 – 20+ |
| Defense/Resistance Buff | Total increase in defender’s defensive stats from skills like Rally, Tactics, etc. | Stat Points | 0 – 20+ |
| Flat Damage Reduction | Fixed amount reduction applied to damage. | Stat Points | 0 – 10+ |
| Percentage Damage Reduction | Percentage of damage reduced. Applied after flat reduction. | Percentage (%) | 0 – 70%+ (often dependent on stats like Spd or Def) |
Practical Examples (Real-World Use Cases)
Let’s illustrate the FEH Damage Calculator with practical scenarios.
Example 1: Standard Physical Clash
Scenario: Brave Ike (Attacker) vs. Hector (Defender). Ike has high Attack, Hector has high Defense.
Inputs:
- Attacker’s Attack: 45
- Attacker’s Skill/Weapon Attack Bonus: 8 (from Ragnell’s effect)
- Defender’s Defense: 38
- Defender’s Resistance: 20
- Damage Type: Physical
- Weapon Triangle: Neutral
- Special Charge Cooldown: 0
- Special Damage: 0
- Defender’s Defense Debuff: 0
- Defender’s Resistance Debuff: 0
- Attacker’s Attack Buff: 6 (e.g., from Rally Attack)
- Attacker’s Defense Buff: 0
- Attacker’s Resistance Buff: 0
- Flat Damage Reduction: 0
- Percentage Damage Reduction: 0
Calculation Walkthrough:
- Effective Attack = (45 + 8 + 6) = 59
- Effective Defense = 38 (Defense is used for physical)
- Damage Before Reduction = 59 – 38 = 21
- Damage After Special = 21 + 0 = 21
- Damage After Flat Reduction = 21 – 0 = 21
- Final Damage Dealt = 21 * (1 – 0/100) = 21
Result: Brave Ike deals 21 damage to Hector. This outcome is reasonable, as Hector’s high Defense mitigates much of Ike’s attack.
Example 2: Magical Combat with Damage Reduction
Scenario: Ophelia (Attacker) vs. a mage unit with high Resistance and Close Call. Ophelia has high Attack and uses a Special.
Inputs:
- Attacker’s Attack: 40
- Attacker’s Skill/Weapon Attack Bonus: 12 (from her personal weapon)
- Defender’s Defense: 25
- Defender’s Resistance: 42
- Damage Type: Magical
- Weapon Triangle: Advantage (Ophelia is Blue, enemy is Red)
- Special Charge Cooldown: 0
- Special Damage: 17 (e.g., from Gleipnir + Luna)
- Defender’s Defense Debuff: 0
- Defender’s Resistance Debuff: 7 (e.g., from a debuff skill)
- Attacker’s Attack Buff: 4 (e.g., from an ally’s buff)
- Attacker’s Defense Buff: 0
- Attacker’s Resistance Buff: 0
- Flat Damage Reduction: 0
- Percentage Damage Reduction: 30% (e.g., from Close Call 3)
Calculation Walkthrough:
- Effective Attack = (40 + 12 + 4) = 56
- Effective Resistance = (42 – 7) * 1.2 (Advantage) = 35 * 1.2 = 42
- Damage Before Reduction = 56 – 42 = 14
- Damage After Special = 14 + 17 = 31
- Damage After Flat Reduction = 31 – 0 = 31
- Final Damage Dealt = 31 * (1 – 30/100) = 31 * 0.7 = 21.7 (rounds down to 21 in-game)
Result: Ophelia deals 21 damage to the enemy mage. The high Resistance, weapon triangle advantage, and especially the 30% damage reduction from Close Call significantly reduced the damage Ophelia would have otherwise dealt. This highlights how critical damage reduction skills are.
How to Use This FEH Damage Calculator
Our FEH Damage Calculator is designed for ease of use. Follow these simple steps to predict combat outcomes:
- Input Attacker’s Stats: Enter the attacking unit’s base Attack stat and any relevant bonuses from skills or weapons. Also, include any Attack buffs currently active on the attacker.
- Input Defender’s Stats: Enter the defending unit’s base Defense or Resistance stat (choose based on the attacker’s damage type) and any relevant debuffs.
- Select Damage Type: Choose “Physical” if the attacker uses a physical weapon (Swords, Lances, Axes, Beasts, etc.) targeting Defense. Choose “Magical” if the attacker uses a magical weapon (Tomes, Staves, Dragons, etc.) targeting Resistance.
- Apply Weapon Triangle: Select “Advantage,” “Neutral,” or “Disadvantage” based on the color matchup (Red > Green > Blue > Red, Colorless is Neutral).
- Enter Special Skill Details: If the defender’s Special Skill is relevant (e.g., it triggers on the next hit, or it’s a healing Special), input its cooldown and the flat damage it adds. If no Special is active or relevant for the calculation, leave these at 0.
- Factor in Damage Reduction: Input any flat damage reduction values (e.g., from skills like Sol/Noontime) and the percentage damage reduction (e.g., from Close Call, Speed-based skills). Remember to enter percentages as a whole number (e.g., 30 for 30%).
- Review Results: Click “Calculate Damage.” The calculator will display intermediate values like Effective Attack, Effective Defense/Resistance, damage before and after reduction, and the primary highlighted result: Final Damage Dealt.
- Interpret the Outcome: The “Final Damage Dealt” shows how much damage the attacker will inflict. Use this to determine if the attacker can defeat the defender, survive the counter-attack, or if specific skills like healing Specials are needed.
- Experiment and Optimize: Use the “Reset” button to try different stat values, skill combinations, or unit matchups. The “Copy Results” button is handy for sharing calculations or keeping records.
Key Factors That Affect FEH Damage Results
Several elements significantly influence the outcome of combat in Fire Emblem Heroes. Understanding these is key to mastering the game and utilizing the FEH Damage Calculator effectively.
- Base Stats: The foundation of all calculations. Units with higher Attack will naturally deal more damage, while higher Defense/Resistance make them harder to defeat. Stat distribution (e.g., high Attack/Speed vs. high HP/Defense) defines a unit’s role.
- Skill Synergies (Buffs & Debuffs): Skills like Tactics, Hone, Rally, Fortify, and various seal skills amplify stats. Conversely, Panic, debuff skills (e.g., Def Ploy), and skills like Chill dramatically reduce enemy effectiveness. The calculator helps quantify the impact of these stackable buffs and debuffs.
- Weapon Triangle: A fundamental mechanic. Red units deal bonus damage to Green, Green to Blue, and Blue to Red. This 20% damage increase or decrease can swing battles, especially when combined with other factors.
- Special Skills: Specials like Luna, Moonbow, Sol, and Noontime can drastically change combat results. Luna/Moonbow ignore a portion of the defender’s stats, while Sol/Noontime provide crucial healing, influencing survivability. The calculator factors in the flat damage added by these specials.
- Damage Reduction Skills: Modern FEH heavily features damage reduction. Percentage-based skills (Close Call, Spurn, Speed-based skills) and flat damage reduction skills (e.g., Far Save, Near Save, weapon effects) are critical for survival, especially against powerful threats. Accurately calculating their impact is vital.
- Unit Type and Movement: While not directly in the damage formula, a unit’s weapon type (sword, axe, lance, etc.), movement type (infantry, cavalry, flier, armor), and role (tank, damage dealer, support) dictate engagement opportunities and effectiveness. A calculator helps confirm if a unit’s stats and skills are sufficient for their intended role.
- In-Combat Stat Boosts: Many weapons and skills provide stat bonuses only during combat (e.g., Solo skills, Brazen skills, Brash Assault). These are crucial additions to the attacker’s base stats and need to be factored in.
Frequently Asked Questions (FAQ)
A: These skills (like Solo, Brazen, Link skills) are added to the “Attacker’s Skill/Weapon Attack Bonus” field, or similar fields for defensive stats, as they directly modify the stats used for the calculation.
A: Percentage damage reduction skills generally stack multiplicatively. For example, a 30% reduction followed by another 30% reduction results in damage = Original * (1 – 0.30) * (1 – 0.30) = Original * 0.49 (a 51% total reduction). Our calculator assumes the highest applicable percentage reduction is entered into the “Percentage Damage Reduction” field, as FEH typically prioritizes the strongest instance of a skill type. Flat reductions are applied first.
A: This calculator focuses on raw damage output and reduction. Skills affecting follow-up attacks (doubling) or denying enemy follow-ups are crucial for combat outcomes but are not directly part of the damage calculation itself. They influence *how many times* damage is dealt, affecting total damage over multiple hits, but not the per-hit damage value.
A: Debuffs (like visible stat reductions from Panic or visible debuffs from Chill/Ploy skills) directly lower the defender’s stats. You should subtract the total value of debuffs from the defender’s relevant base stat (Defense or Resistance) before entering it into the calculator, or use the dedicated debuff input fields. Our calculator has specific fields for these debuffs.
A: “Skill/Weapon Attack Bonus” typically refers to inherent stat increases from the unit’s weapon or specific skills that grant a flat attack boost (e.g., Ragnell’s bonus, Brazen skills). “Attack Buff” refers to external boosts granted by allies (e.g., Rally skills, Tactics skills). Both contribute to the Effective Attack.
A: This calculator is primarily designed for one-way damage prediction (Attacker -> Defender). To calculate damage dealt by the defender, you would need to swap the roles and input the defender’s stats as the attacker and vice-versa, adjusting the relevant defensive stats accordingly.
A: Skills like Close Call or Spurn reduce damage based on the unit’s Speed stat. The calculator assumes you have already determined the correct percentage reduction based on the unit’s Speed comparison and entered it into the “Percentage Damage Reduction” field.
A: In Fire Emblem Heroes, damage cannot go below zero. If the calculation results in a negative number before the final damage dealt is determined, it means the defender’s effective defensive stats are higher than the attacker’s effective offensive stats. The actual damage dealt will be 0. The calculator automatically caps the final damage at 0.
Related Tools and Internal Resources
- FEH Damage Calculator: Instantly predict combat outcomes and optimize your battles.
- Fire Emblem Heroes Strategy Guide: In-depth analysis of game mechanics and advanced tactics.
- FEH Unit Builder: Create and share custom unit builds with detailed stats and skill sets.
- Complete FEH Skill List: Explore all available skills and their effects in Fire Emblem Heroes.
- FEH Tier List Analysis: Understand unit rankings and meta-relevant heroes for competitive play.
- Aether Raids Strategy Guide: Master the popular PvP mode with expert tips and team compositions.