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Fire Emblem Heroes Beginner Guide

Part 2: Advanced Guide


Last updated: Feb 10 2024 (Emblem update)

This is the second part of the beginner guide. It contains info on more in-depth mechanics,
questions and introductions to the competitive modes. This is intended to be picked through for
specific references more than it is intended to be read in full for a beginner after reading part 1.

Click HERE to go to part 1.

Use the Document Outline on the left to look for the section you need (View > Show Document
Outline).

Gameplay Mechanics

Some of the following sections describing combat mechanics are pretty essential, and other
things a bit more niche, but it’s all important to understanding how the game works. Playing and
seeing the things in action may help with digestion.
Basic Combat Formula
Damage is usually easy to calculate as you take your total Atk minus the foe’s Def or Res,
depending on which the weapon targets. Some multipliers you need to know:

● Triangle Advantage (WTA): 1.2(Atk)


● Triangle Disadvantage (WTD): 0.8(Atk)
● Effective Damage: 1.5(Atk)

A shorthand for the weapon triangle is to divide the total Atk by 5 and add/subtract that. Note
that damage multipliers don’t change the Atk stat for the purpose of effects that use the value
for comparisons or stat checks. Only one instance of effective damage works. These multipliers
only apply after accounting for all other Atk boosts/reductions.

When calculating a combat result, always look at every skill or effect in play, including on other
enemies/allies, and remember to drop decimals at the end. Or just jump in and pray.

Damage Reduction and True Damage

Damage Reduction (DR) is when an effect like on Pavise or Close Call does just that. If
multiple effects are present, they stack multiplicatively – two 40% effects become 64% total
reduction. This is the main culprit for a combat forecast appearing off. There are some effects
that ignore or reduce percentage-based reduction. However, these effects will not pierce the
reduction brought by specials that trigger from foe’s attacks, like Pavise.

Effects that say “deals damage” will do a certain amount even if the enemy Def/Res would
otherwise zero it. Though sometimes called “True Damage,” DR still affects it.

Conversely there is “reduces damage” effects that do not work in percents and simply block a
predetermined amount of damage, which may be called “True Damage Reduction” or “Flat
Damage Reduction.” This kind of DR directly goes against True Damage, and any percentage
DR is applied afterwards.

In-combat Stats and Visible Buffs/Debuffs


● In-combat Stats and Effects (stacks)

Skills and effects granted “during combat” will


stack unless they specifically say otherwise. Ex:
Death Blow 3 gives +6 Atk, so with two of it you
have Atk+12

We’ve actually stacked over 99, but it


can’t show that.

These stack infinitely and may be called in-combat stats, combat stat changes,
invisible stats, etc. Contrast the stats seen on the map through the unit info bar or
pages (visible stats). The combat forecast will show the total change from visible stats
thanks to combat stats.

● Visible Buffs , or bonus/penalty (Strongest only)

“Visible” buffs (bonuses) and debuffs (penalties) are


separate and come from things like Atk/Spd Menace. They
can be observed on the map through a status icon on the
unit, and by clicking their stats. Only the strongest visible Up Arrow: Bonus
Down Arrow: Penalty
buff/debuff counts.

Buffs and debuffs can coexist. They do not count against


each other if an effect looks for bonuses or penalties. Even if
you have a +6 Buff and a -6 Debuff, so your number looks Click stats for total value
unchanged, you will still have the status icons. Effects
looking for bonuses will see the +6 and effects looking for
debuffs will see the -6.

Sometimes you’ll see [Bonus] or [Penalty], which is a bit different. These tags refer
to any positive and negative status effect respectively, which also appear as icons on
the map. So, visible buffs/debuffs do count as [Bonus] and [Penalty] respectively.

Many effects null or tamper with these. If a buff/debuff (or any status in general) is nullified,
other effects will behave accordingly. For instance, Bonus Doubler grants in-combat stats equal
to the value of respective bonuses. If the enemy has Lull Atk/Def, Bonus Doubler can’t increase
Atk or Def since those bonuses will be nullified. If the user is hit with [Panic], which makes
bonuses into a negative status, Bonus Doubler is defunct since the buffs are gone.

Special Cooldown Explained


When a unit attacks or is attacked during combat, their special Cooldown (CD) is charged by 1.
Cooldown is tied to each Special skill, but some weapons and skills can accelerate or slow it.
For example, Slaying Edge+ will transform a 4CD special into a 3CD one (the “Slaying” effect).

Some effects let you gain extra charges, or guard yourself by preventing the foe from gaining
any. Pay attention to if these skills trigger on the user’s or foe’s attacks, or just “per attack”
(both). If a charge boost runs into a guard effect,like Heavy Blade against Crafty Fighter, they
cancel. Multiple charge and guard effects do not stack – you either have the effect or don’t.

Charge boosts for user attacks are usually called Blade effects due to Flashing and Heavy
Blade. If it’s both user and foe attacks it’s called Breath thanks to Steady Breath and similar.
Effects that nullify charge boosts or Guard tend are called Tempo thanks to S/D Tempo and
similar.

Other skills can help or hurt special counts outside combat. These effects stack when they
trigger at the same time, like Quickened Pulse and Shield Pulse both working at the start of turn
1.

Combat Order, Follow-ups, and Attacks Twice (“Brave”


Attacks)
Combat Order: Initiator > Defender > Initiator’s follow-up > Defender’s follow-up

When a unit has 5 more Spd than their foe, they gain a follow-up attack. There are also effects
that can guarantee or prevent follow-ups, and other effects that nullify those.

Follow-up guarantees and preventions can stack up, but units can only do one follow-up. Stacks
only exist to cancel other stacks. For example, Black Eagle Rule and Quick Riposte are both
guarantees, meaning up to 2 preventions can be ignored. If follow-ups and preventions fully
cancel, it’s back to Spd to see if any occur.

Null Follow-up (NFU) is a skill that neutralizes all effects that guarantee the foe’s follow-up or
prevents the user’s own. This effect, or either half of it, can be found on a number of weapons
and skills. An NFU user can still enjoy follow-up manipulation in their favor. They also null the
effects regardless of the source, which is why units with NFU on their weapon like running
Windsweep, which normally prevents user follow-ups. These effects are huge for Spd-focused
units.

“Attacks twice,” AKA a “Brave” effect is something else entirely. These turn single attacks into
a volley of two. So you can get x4 attacks with a follow-up, though that's often impractical.

Some effects can change the order of attacks, like Vantage swapping the Initiator/Defender
order or Desperation moving the user’s follow-up forward. These effects are not follow-up
guarantees unless they say that one is given.

Canto Details
Canto lets you move after an action–that is, after making an attack, attackign an obstacle, or
using an assist. The spaces you can move or are available are based on the Canto descriptor,
ie (Rem.+1) being movement spaces you didn’t use +1. If a warping effect takes you to a tile
you could’ve have gotten to by shorter normal movement, it sets Rem. to 0/

Standard Canto effects simulate movement, meaning cavalry will be blocked by forests, only
fliers can go over pits, etc. However, the game is actually checking for a radius and blocking off
tiles as dictated by how the unit could move. If a tile within the radius (say, within 3 tiles for
Canto 3) would be available thanks to warping effects like Opening Retainer, you can still jump
to it even if they couldn’t move to it normally.

Canto can only activate once per turn for the user, and can thus be kept by waiting instead of
attacking or assisting. Extra actions like from Galeforce will trigger in place of Canto, preserving
it. Multiple Canto effects on a unit simply overlap to create the selection of tiles you can Canto
to.

Canto (Rem.), on Far Trace skills for ranged units, is interesting because it can come out to 0,
meaning no trigger. Similarly, Canto Recall and Dist. won’t trigger if the unit didn’t move.

If you didn’t already guess, Canto is useful in tandem with dancers. Move strategically to save
Canto for the action or range you need it for.

If a unit triggers Canto but is within Canto Control effect range, Canto Control will hinder it and
you will lose Canto for that turn.

Remember this if you’re minmaxing very precisely, and it may explain weird stats when using
Trait Fruit.

Hero Types Guide


The following headers will explain each special Hero type. These units come with a large icon in
their status menu that detail their type and special effects.

All of the following Hero types can only appear when they are focus units, so they’re often called
“limited.” Ascended Heroes and Duo Ephraim are the only exception.

Legendary Heroes
Legendary Heroes, such as Fjorm from the story, come with the Fire/Water/Wind/Earth icon like
for blessings by default. Click on their icon in their unit page for details. They revolve around the
elemental seasons seen in the top left of most menus. Legendary Heroes:

● Gain 2x EXP/SP. Also usable in matching Blessed Gardens.


● When deployed with a unit with a matching blessing, while the element’s season is
active, the blessed units gain stat boosts and more Arena score.
● Are treated as having the current Mythic blessings in Aether Raids when their season is
active. Also boosts score in Arena Assault when the season is active.
● Some Legendary Heroes with a shinier element icon can use Pair-up. See the menu
under Allies > Interact with Allies. This is only allowed in a few modes.. These ones also
are treated as having a certain level of BST for Arena score.
● When a Legendary hero is a bonus unit in Arena, bringing them will set matches to the
highest possible base score, meaning there is no need to repeatedly cycle matches for a
better score. Having them will also allow one of your units to die per match with no
penalty.

Mythic Heroes
Mythic Heroes, like Eir, Peony and Reginn, are similar to Legendary Heroes and also revolve
around their own seasons seen in the top left. They are pivotal in Aether Raids. Mythic Heroes:

● Gain 2x EXP/SP.
● In Aether Raids, when deployed in their seasons with matching blessed units, Mythics
will raise the blessed units’ stats and affect score. Light and Astra Mythics are used on
offense teams and raise lift gain. Dark and Anima Mythics reduce maximum lift loss on
defense.
● In Aether Raids, when a Light/Astra Mythic is a deployed bonus unit, you may lose one
unit without penalty, or mitigated penalty if T30+. Deployed Dark and Anima bonus
Mythics grant 20 lift protection.
● Functionally receive merges in stats and score value in Mjolnir’s Strike when their
element has the major/minor bonus (+10 or +5 respectively).
● Some Mythic Heroes (ver 5+) with a shinier element icon allow the use of the Extra Slot
in their given season for Aether Raids offense (Light/Astra), defense (Dark/Anima), and
Mjolnir’s Strike.
● Outside Aether Raids, they’re treated as having the current Legendary blessings when
their season is active. Also boosts score in Arena Assault when their respective season
is active.

Emblem Heroes
Having a copy of an Emblem Hero in your barracks lets you use them in the Engage menu
found under Interact with Allies. This functions as an equipable item, so it will often be called a
ring.

● Engaging grants any unit an extra effect that will be added into their Special skill’s
description, also changing the icon.
● For every merge on the Emblem Hero, the engaged unit gains +1 extra stat in the same
manner as Dragonflower boosts. The stats will increase in the same order, until all stats
gain +2 with a +10 Emblem Hero.
● You can only have one of each ring no matter how many duplicate Emblem Heroes you
own.
● You can swap rings among your units at no cost. You can keep the effects on units you
remove the ring from if you lock their team.
● Emblem Heroes do not have to be deployed for an Engage ring to take effect.
● Emblem Heroes cannot Engage with themselves.
● Rings can be equipped by Arena and Aether Raids defense units.
● Emblem Heroes cannot Engage with themselves.

Ascendant Heroes
Ascendant Heroes are like normal 5Ï units in most respects, and can be summoned off-focus
like them.

● The very first time you get a specific Ascendant Hero, you obtain an Ascendant Floret.
● Ascendant Heroes can use Ascend Traits for themselves for free.

Rearmed Heroes and Arcane Weapons


Rearmed Heroes can be used for “arcane skill inheritance,” where a copy can be used as skill
fodder and not disappear after. They have Arcane weapons, which are powerful inheritable
weapons your old units may appreciate.

● Arcane weapons can be refined with 200 Refining Stones for stats. You can’t directly
inherit the refined form of these weapons.
● Arcane weapons still have prerequisite skills like Silver Sword and Flametongue.
● While inheriting from a Rearmed Hero, you pick up to 5 skills as normal. It does not
matter whether or not you take the Arcane weapon.
● While equipping an Arcane weapon, a unit cannot equip any Prf (unique) skills.. Play,
Sing and Dance specifically can still be used. Only Rearmed and Attuned Heroes are
exempt from this.
● A unit who has inherited an Arcane weapon cannot be used to inherit it to another unit.

Icons show whether or not Arcane SI has been used.


Once it’s spent, they cannot be used for skills again, nor
can they be made a Combat Manual.
Use Rearmed Heroes for Arcane SI before merging.
You can pick what skills you want as normal during
Arcane SI, meaning skills you give to the Rearmed Hero
can be freely passed, too.

With multiple Rearmed Heroes you can duplicate skills:


● Give Rearmed Hero A a skill, like Ruptured Sky.
● Use Rearmed Hero A for skills, inheriting Ruptured Sky and other things.
● Merge Rearmed Hero A with Rearmed Hero B. B has not been used for skills yet.
● B now has A’s skills and can still be used for SI, duplicating Ruptured Sky.

Attuned Heroes and Attuned Skills


Everythign about Attuned Heroes is identical to Rearmed Heroes in the above section, except
instead of Arcane weapons they have Attuned Skils. Again, never merge these units until at
least one of the copies has been used for SI.

Attuned Heroes come with Attuned Skills, all marked with “Echo,” which go in the X Slot,
separate from all other passive skill slots. Any unit can inherit and use these skills and use this
slot..

● While equipping an Attuned Skill, a unit cannot use any Prf (unique) skills except for
weapons. Play, Sing and Dance specifically can still be used. Only Attuned and
Rearmed Heroes are exempt from this.
● A unit who has inherited an Attuned Skill cannot be used to inherit it to another unit.
● Attuned Skills cost 0 SP and have no prerequisites. They have inheritance restrictions
similar to the skill it is based on.
● Attuned Skills and the X Slot do not factor into Arena score.

Duo and Harmonized Heroes


Duo and Harmonized Heroes have multiple characters together. They can use a special Duo or
Harmonized Skill from the map. Newer Special Heroes feature one of these as their star unit.
Check their info page for an icon detailing their skill, and a button that has a special
conversation.

Duo Heroes have score functionality in Arena that lets them be treated as having a certain level
of BST. Their Duo Skills are easily applied and can sometimes refresh.

Harmonized Heroes feature two units from different titles (click their name for details). They
can be used in content restricted to either game, and when one of the games matches in
Resonant battles they provide a score boost. Harmonized Skills only affect the user and allies
who are from either of the same game(s).

I can’t beat Winter Byeth!


Good luck with that!
This section might be expanded later, it’s just that the old entry on Fallen Edelgard here hasnt’
aged well.

How’d this unit do that? Is it bugged?


Gameplay has almost no bugs, with inconsistencies usually being noted on the notifications
board. If you don’t understand how a unit did something, you are probably overlooking a status
or effect on their skills, their allies, your own unit or allies, a defense tile, etc. There’s a lot to
keep track of.

Coliseum

How Important is Arena?


Important, but don’t care too much. Every Coliseum mode is prone to a slow score creep and
the big spenders will always be at the top. Be sure to participate in every Coliseum mode per
week for rewards.

For Arena itself you will at minimum want to get a 5-win streak, even if bad score, for the weekly
summon ticket. Be sure to use that ticket before the banner’s stated expiration date.

Arena T21 is a huge effort, and staying there may as well be impossible without spending lots of
money. It’s not worth it, but you get 1 more orb and a cool (and useless) crown. Hooray!

Make Arena T18 your goal, since that is where you get 4 orbs at season’s end. It’s easily done
as long as you play decently. If you spend time merging up units for a core team, you can climb
higher more often.
Arena Score in Detail
Arena, Arena Assault, Allegiance Battles, and Mjolnir’s Strike use a hidden formula to calculate
“Arena Score”. The main factors: Base Stat Total (BST), SP Total, and Merges. Arena also
incorporates Legendary Blessings. It is rather obtuse.

The “Rating” barracks sort option in barracks is NOT relevant to this (or anything).

● BST: 2 Points per 5 BST

BST is a fixed value for each unit. It is the total of all their stats at 5 ☆ level 40. Stats from
skills, including weapons, and merges or dragonflowers, summoner support, etc do not
count. The value is divided by 5 and rounded down, so BST is scored in “bins” of 5 worth
2 points each.

BST does change in one instance – when a unit is merged and their flaw is removed, or
they receive 3 stats if neutral, this is added to BST. Effectively, units whose BST ends in
2-4 or 7-9 can move up a BST bin if merged. If it ends in 1 or 6, they can achieve the
same effect only if their asset is using a superboon. Ascended Traits do not count for
this. Lastly, there are ”Duel” effects on skills like B Duel Flying 3, Duo Heroes, and some
Legendary Heroes that can inflate BST score.

● SP Total: 2 points per 100 SP

The total SP value of every skill the unit is equipping, including seal. Note that it uses the
base SP value of skills, not the inflated cost from inherited skills. The total is divided by
100 and rounded down, for 2 points per 100 SP.

This is why score-optimized units will be using unusual skills, like Galeforce or Aether
when it’s unsuitable, or assists like Rally Atk/Def+ instead of the almighty Reposition.
Since only every 100 SP matters, you can sometimes run lower worth skills without
losing score..

● Merges: 4 points per merge

Each merge adds 4 points. A unit with high BST at +0 will get blown away in score by
low BST units with sufficient merges. That’s why grail units and 3-4☆ are popular in
Arena teams, since they’re easier to +10.

● Legendary Blessings: 8 points per active blessing

Only for Arena: When the weekly elements in the top left correspond to a deployed
Legendary Hero, they will activate matching blessings for 8 points each. If you have a
highly-merged Legendary Hero this will make them some of the best scorers.
Scoring Well and Teambuilding in Arena
Arena score is measured in a 5-win streak and can be broken down as follows:

● Base score from team’s Arena Score


● Doubled score when bringing at least 1 Bonus Unit (doesn’t stack)
● 12 points if a bonus unit lands a kill (once per match)

Your team’s total score creates a matchmaking range which can vary by 14 at the extremes. For
the best score possible, you’d want to surrender before entering a match to keep your streak
while fishing for the higher scores available to you. If using a Legendary Hero as a bonus unit,
then you will always find the maximum score available..

Your highest score in a chain of 5 wins is used for the week. You can accept two losses (tactical
retreats) per chain and can reset it at any time.

If you use a Legendary Hero as a bonus unit you can lose one unit per match without penalty.
Otherwise, losing units will make your score uncompetitive.

The better units to invest in to score well will depend on when you’re getting into the game. If
you’re not aiming high, you can stick to your favorite characters you happen to be merging for
enjoyment. Otherwise you want the highest BST, easily merged units available. Build 3 units
minimum, since the last slot always goes to a bonus unit.

If you’re just starting or are playing casually, you won’t ahve to do much more than bringing a
bonus unit. If you’re bent on scoring, aim for merged Legendary Heroes to take advantage of
their scoring mechanics, and high BST/scoring units like Duo Heroes otherwise.

Sample Arena Teams

Examples of how you’ll begin and possibly end up if you’re building stuff. What does a big
spending whale’s team look like? You’ll find out.

Beginner Arena Team

Peony Eirika Reginn Alfonse


Sweet Dream Pledged Restorer Bearing Hope Prince of Askr
(Bonus)
Forget the score mechanics and use units that let you win, plus a bonus. You’ll fight other low
score enemy teams, which can include both bad and very scary things.

By the way, one of the “Askr Trio” of Alfonse, Sharena and Anna are always bonus units.
However, they’re very bad and don’t help much long-term even if you build them up a lot. Sad!

Typical T20+ Arena Team

Sothe Yen’fay Shamir Elincia


Zephyr Blade Legend Lone-Moon Ninja Seaside Queen
(+10, 180 BST) (+10, 180 BST) (+10, 185 BST) (+1, 175 BST, Bonus)

You’ll transition into this as you find units to +10. At this level moving up to T21 usually depends
on who the bonus unit is. A Legendary Hero, while using proper blessings, tends to work, and
they also allow you to ignore one death per match and to get max possible score per match,
meaning no score fishing.

Sothe is a 3-4☆ with low BST who has 180 by equipping a Duel skill, because everyone has
some random favorite like that. Yen’fay and Ninja Shamir are examples of common modern
BST units from Heroic Grails. Elincia was a free unit.

Reminder that these are example units, not necessarily who you should be picking up. Merge
who you want, with Arena score as a consideration only if you wish it.

As of early 2023, if you are building mainly for Arena you shouldn’t settle for units with less than
190 BST. This means even Duel 4 users are a bit behind.

By now, enemies are more Arena optimized, so you see a narrower selection of common F2P
build projects, Duo Heroes, and Legendaries. What a struggle.

Arena Score Calculator


CLICK HERE for an Arena Score Calculator

If you mess with this long enough it’ll be easier to understand how it works.
Arena Assault
Arena Assault (AA) is similar to Arena, but requires 7 consecutive matches that need a new
team each time. This mode gives out feathers, Dragonflowers, Sacred Coins, and Refining
Stones.

The first team’s Arena Score will determine the strength and scores of enemies seen in the
streak. There are no bonus units and all other teams’ Arena Score doesn’t matter. Also, if you
deploy Legendaries, Mythics, or blessed units whose seasons are active, they will each add 1
point to overall score. The blessed units don’t need to be deployed with matching Legendaries
or mythics.

An easy trick to get a streak for farming AA items or completing quests is to send in one unit
only, then play only Beginner mode. All 7 matches will be against lone enemies.

This mode is pretty demanding on teams. This is where you spread out your good units and fill
the rest with budget units designed to fight specific things. Don’t know what to do with some
mediocre unit? Triangle Adept, a breaker B skill, maybe an armor-effective weapon. Then they
live here..

Summoner Duels
The real actual PvP mode. Your leftmost unit is your Captain, who gains Favor from Favor
Battles which can get you some valuable one-time rewards. Only the highest Favor count
matters, and neither Favor nor rewards reset, so you’re kinda stuck with who you start grinding
with. The Favor cap and rewards expand with time.

Clicking the circle to the left of your Captain lets you set your Captain Skill, which rotates out
with the map every 2-week season.

You win by elimination or Favor by Turn 5’s end. Win or lose, you can earn up to 20 Favor per
battle.

● Kill: 2 Favor
○ Kill with your Captain: +1 Favor
○ Kill enemy Captain: +1 Favor
● 2 or more allies than foes in the Capture Zone by turn’s end: 2 Favor
● Win: 10 Favor
● Play on Friday-Sunday: 10 Favor (must score at least 1 normal point)
The Capture Zone is the rectangular area in the center of the map. Some Captain Skills can
mess with this, among other mechanics.

Who is blue or red is random, and blue goes first. You have 6 crystals per turn that represent
actions taken by units, including Duo or Harmonized Skills. The player with more crystals by
turn’s end moves first on the next turn, or if it’s a tie then the person who moved first last time
goes first again. Clicking End Turn stops all actions and is how you may get ahead in crystal
count.

There’s no real stakes for losing. Starting out or losing enough times puts you against an easy
AI enemy. You can opt to do Favor Battles with units from Book 3 and before only, reducing
general power level. There’s also Practice Duels and Free Duels for matching up with friends.

Summoner Duels R and S


These event modes take turns swapping positions with Arena Assault every other week. They
are basically Summoner Duels as above, but with a ranking ladder. Lose 3 times and you are
out for the season, but including a bonus unit allows an extra try.

Duels R is pretty much identical to normal. Play until you can’t.

Duels S has you develop a Regiment of 4 teams at once, and before battle you and the foe
have a short period to preview teams and ban two each. Note that you don’t get to see captain
skills, builds, etc, nor which team you each end up choosing until the fight starts.

Remember, these are in the Events section rather than Coliseum. For some reason.

Allegiance Battles
Allegiance Battles (AB) explains its score mechanics quite well in-game. It’s inactive every other
week and the rewards also cycle. Be sure to play when it’s giving out orbs. AB is where friend
units and the pair-up function some Legendary Heroes have thrive.

● Base score from Team’s Arena Score


● 10 points per kill: Red beating Green, Green beating Blue, Blue beating Red, Colorless
beating Colorless
● 5 points per kill with paired-up unit
● 0-24 points from Friend Bonus
● 0-25 points from Quest Bonus
● 0-99 points from Synergy Bonus
Getting proper kills is king, even more so than the Arena score, to an extent. Bear in mind it
uses the Arena Score of the entered team, not the friend or any pair-up cohorts. Bringing
Legendaries who can pair-up is useful even over high score units. Friend and Quest Bonus are
checking that you have a large or active enough friends list, while Synergy just adds score the
longer you play the game. The blessing and season system is irrelevant.

The 4th unit in your team is paired up with a Friend unit. Bringing 2 pair Up legendaries and 2
Arena Score sticks gives a good balance of flexibility, since you’d have 6 units you can fight
with. Have at least 1 of each color among your paired units, and be sure to set a good Proxy
unit for your friends to use.

Resonant Battles
Resonant Battles (RB), like AB, explains its score mechanics very well and doesn’t even use
Arena Score, blessings, etc. As a result, scores are simple but rigid. Harmonized Heroes and a
diverse roster help out here.

● Base score from current Interval (tier)


● 10 points per Thief killed (up to 6)
● 10 points if using 1 or fewer units with Sing/Dance/etc. equipped
● 10 points per unit from the featured Bonus Titles
● 5*units points from Harmonized heroes matching bonus title, max of 2
● 1 point from harmonized merges, max of 20

Make a team with units from the Bonus Titles, including appropriate Harmonized Heroes, and
use 1 or fewer units equipping Dance and such. Then just kill those thieves. This mode’s quite
deterministic as a result, so at higher tiers Harmonized Heroes alone will dictate how you place.
If you have multiple ones that can be used, it’s better to keep them separate than start merging
unless you have more than 2.

Mjolnir’s Strike
Mjolnir’s Strike (MS) is actually a sporadically-occurring Event, but it’s Coliseum-adjacent since
it uses Arena Score and has tiers.

The unit with the highest Arena Score from each of the 4 pairs determines your score. Mythic
Heroes gain the stat and Arena Score equivalent of 10 or 5 merges when they align with the
Major or Minor bonus respectively, meaning they will pull ahead in the long run. Legendaries,
blessings, and the actual season are irrelevant.

The Extra Slots on the far right may only be used if you are deploying a Book V or later Mythic
that matches the Major bonus element. These units don’t affect the base score.
You can modify your Summoner from Allies > Interact with Allies. They can swap between most
weapon types and use any inheritable skills you’ve ever had access to. Every MS there’s a
quest for Divine Codes to get 5 kills with them, but it doesn’t have to be in one run.Either
damage stack with buffs and a blade tome, or better, use an Arcane weapon and probably steal
the original user’s kit too.

Aether Raids

How much should I care about Aether Raids?


AR is one of the main competitive modes and can be called endgame content. While the
gacha’s importance still exists, compared to Arena it emphasizes performance. This can be a
good mode for you if you like pushing your units and strategy.

If playing casually, do AR for the daily rewards (don’t forfeit before the battle starts). Pressing
the arrows near the battle button gives Auto-Dispatch, which lets the game play for you. T21 is
very achievable for anyone, so aim there. If you make it to T27, you can easily bounce between
there and the upper tiers.

If you’re ambitious, aim for T31 and up, the Vault of Heaven (VoH, Vault). this guide will give
an overview of the main mechanics and some starting tips. It will not go deeper on building
teams, units, or strategies beyond building for score. The meta evolves and you’ll have to
search, ask, and play.

Aether Raids Intro


AR Offense (AR-O) is when you use one of your 5 raiding parties to attack a player’s AR
Defense (AR-D) map as you vie for Lift, which is AR score. Every week, the seasons flip
between Light/Dark and Astra/Anima, which represent the offense/defense Mythic Heroes.
These Mythics outline a metagame for each season. Be sure you set up separate teams for
each season, and make use of all 5 per.

50 Aether starts a match with an AR-D near your current lift, and you will have 7 turns to defeat
all foes. There is no enemy phase for the final turn. Destroying the Aether Fountain and Aether
Amphorae will return 5 Aether each. By the time your own Fountain and Amphorae are
upgraded, this means up to 16 matches per week, or 8 if using the 2x boost feature
(recommended). To get every match, you can’t miss more than 4 structures (2 boosted). If you
miss that much you will be forced to divide a boosted match into two normal ones.

Fortress (O) and Fortress (D) give a stat boost to the side with a higher level. (O) is always
leveled to be as strong as (D), and (O) is boosted early on. This level matching does not include
the +1 from bonus structures, so you always want to use those.

AR-O can make much more score than AR-D can protect, so focus on AR-O with your
Light/Astra Mythics. AR-D needs more resources, knowledge, and is weakened by the Fortress.
It’s best to not try with AR-D beyond fielding Dark/Anima Mythics with blessed units until later.

Playing more AR is how you get better at it. You can watch player replays to get ideas for AR-O
strategy and steal AR-D ideas from maps that gave you trouble.

Ally and Summoner Support do not exist on AR-D.

Aether Raids Scoring


If AR-O succeeds, the player gains lift and the AR-D loses lift. The base values for lift gain in
AR-O and max lift loss in AR-D depend on the team compositions, and shift based on how
many AR-O units died. If the AR-O fails, the player gets nothing and it’s a success for the AR-D.

When your AR-D is attacked, Lift Loss Control will kick in for the next 20 hours. This tag will
appear on any results in that period and they will not affect lift. If you lost, you can attack their
AR-D in turn. The displayed unit for the result is their first AR-D unit, so you get a little info, and
players that push through despite losses tend to be elss serious. Up to 8 defense results can
count per week, often only 7.

Mythic Heroes are important in the below formulas for lift gain or loss, so having at least 2 per
element is useful, and they should not be used outside their given season and AR-O/AR-D role.
Having more Mythics is incentivized by them rotating as Bonus Unitts with special perks.

The typical AR-O team will score 180 per match, or 190 in Vault, and there is an upper limit of
220.
The typical AR-D team has -60 Max Lift Loss, or -40 with a Dark/Anima Mythic Bonus unit.

Max Lift Gain Formula (AR-O)

100 + 10(#Blessed(#Mythics)) + 20(Bonus Unit Y/N) + 10(Vault Y/N) + 1(#Mythic


Merges)
- 20 (Deaths)

● 10(#Blessed(#Mythics))

The Mythics and Blessed units here must be in-season Light/Astra. In-season legendary
heroes count as Blessed. Optimally, 2-3 Mythics and the rest blessed.

● 20(Bonus Unit Y/N)

If at least one Bonus Unit is present, adds 20 lift, not stackable.

● 10(Vault Y/N)

If in the Vault of Heaven (T30+), 10 lift is added. This portion will be removed if you lose
a unit during the match, even if you have a bonus Light/Astra Mythic.

● 1(#Mythic Merges)

1 extra lift per total amount of merges on in-season Light/Astra Mythics.

● -20(Deaths)

Dying is bad. If using a Light/Astra Mythic Bonus Unit, the first of these is ignored.

Max Lift Loss Formula (AR-D)

-100 + 5(#Blessed(#Mythics)) + 20(Bonus Mythic Y/N) + 1(#Mythic Merges)


+20(Kills)

● 5(#Blessed(#Mythics))

The Mythics and Blessed units here must be in-season Dark/Anima. In-season
legendary heroes count as Blessed. More than 2 Mythics will not be counted.

● 20(Bonus Mythic Y/N)


If at least one Bonus Dark/Anima Mythic is present, adds 20 lift protection, not stackable.

● 1(#Mythic Merges)

1 extra lift protection per total amount of merges on in-season Dark/Anima Mythics.

● 20(Kills)

You get lift protection per enemy (AR-O) unit killed.

Sample AR Teams
A typical AR-O team has 2 or 3 Mythics in the main slots and the rest are blessed units on in-
season Legendaries. Ideally, one of these is also a bonus unit. Then, you put whatever still fits
in the Extra Slot.

A typical AR-D team is the same, but you want only 2 Mythics in the main 6 slots. Bonus units
get stats on AR-D but otherwise do nothing special unless it’s a Dark/Anima Mythic.

The following teams aren’t necessarily what you should have or aim for, but merely illustrate
how you would organize a team for score as well as showcase a general strategy. They all use
the correct Light/Astra/Dark Mythics and matching blessings for the others.

Sample optimal score AR-O Team (Light)

Ash Peony Alfonse Nanna Yuri Reyson


(Mythic) (Mythic) (Blessed) (Legendary) (Blessed) (Blessed)
(Extra Enabler) (Bonus) (Extra Slot)

Scores 180 per match. Ash is needed for theExtra Slot to be used, where a random unit goes.
The Bonus needs to be in the main slots. Nanna is a Legendary, but as long as it’s Earth
season she’s blessed.

This team’s going for a “hit and run” strategy with Peony and Reyson as dancers for the very
mobile Yuri and Nanna. Too bad Alfonse is dragging them down, but he can use Reposition or
Smite, at least?

Sample optimal score AR-O Team 2 (Astra)


Reginn Elimine Plumeria Robin Edelgard Thorr
(+2 Mythic) (+1 Mythic) (+1 Mythic) (Blessed) (Blessed) (Mythic)
(Extra Enabler) (Extra Enabler) (Extra Enabler)
(Bonus) (Extra Slot)

Scores 184 per match. Thorr, Elimine and Reginn all enable the Extra Slot. You don’t want more
than 3 Mythics in the main slots, where this team puts the merged and Bonus Mythics because
the Extra Slot isn’t in the score formula.

Also, since Elimine is a Bonus Astra Mythic, up to 1 death penalty can be ignored, or mitigated if
in T30+.

This team’s going for a tank approach. Edelgard is in the front, or has Near Save, while
Valentine’s Robin protects everyone from ranged attacks with her Far Save. Everyone else just
bundles up around them to provide support. 4 Mythics is nice because that’s a lot more stats for
the tanks.

Sample optimal Protection AR-D Team (Dark)

Sobad Triandra Severa Corrin Hector Edelgard


(Mythic) (+2 Mythic) (Blessed) (Blessed) (Blessed) (Blessed)
(Bonus)

Offers 62 Lift protection, losing 38 Lift at most when attacked. Only 2 Mythics may
trigger protection for the main slots, so a third must be in Extra Slot. 20 protection is
coming from the Bonus Mythic, Sothis, who must be in the main slots for this.

This team’s using Nott with the ranged cavalry to oppress your space, while Brave No
Hector, using a Save skill, is protecting them. A good tank or hitting fast may work. tt
Ninja Corrin is also the only Duo/Harmo, so killing her will disable Duo’s Hindrance. (Mythic)
(Extra Enabler)
Let’s say that Fallen Edelgard is stuck in the corner of the map, blocked by structures. (Extra Slot)
This is actually a terrible strategy and it alone makes this team kinda bad, but it’s a
thing you’ll see. Be sure you have a way to deal with her. It’d be embarrassing!
Structure Priorities
Heavenly Dew should go to the Aether Fountain and Amphorae first. After, buy the Safety
Fence, and only then start upgrading the fortresses. Fortress (O) is useless, so avoid it until the
game forces it.

Aether Stones should first go to the current offense bonus structure, as well as the next weeks.
Buy extra team slots when they are available as well. The most useful offense building is the
Escape Ladder. Bolt Tower (O) is also good. The strongest defense building is Duo’s
Hindrance. Most of the other defense structures can be good, but Tactics Room (D) and Healing
Tower (D) are some of the bigger ones.

An empty slot in AR-O can be just as good or better than a structure due to movement space.
You want the bonus structure and Escape Ladder, so be choosy with the rest. Most AR-O
buildings are unreliable.

AR-D is the Aether Stoens sink once it becomes viable. Only 5 AR-D structures can be
deployed, and you’d want the bonus among them. Upgrades can’t be rolled back, so some
players prefer low level Bolt Tower (D) and Bolt Trap so the attackers can’t abuse them.

Duo’s Indulgence, Duo’s Hindrance, Escape Ladder, and Safety Fence are never bonus
structures. Note that the former two can only work if a Duo or Harmonized Hero is present on
the AR-O/AR-D respectively. Every good AR-D has Hindrance, so Indulgence is a waste of
resources.

Also be sure to use decorations to strategically clutter your map. Just starting and don’t have
any? Build some structures in Aether Resort and use those.

AR Tier Movement and Vault of Heaven


Moving AR tiers is straightforward at first. Reach a certain amount of lift to finish in a tier, and
starting in T11 you’ll begin each season at the bottom lift value for that tier. In later tiers, the
starting position rules are more complex.

Tier Lift Range Begins season in

21-26 11,000-13,399 T21: 13,000

27 13,400 - 13,799 T31: 18,000

28 13,800 - 15,999 T31: 18,000

29-30 16,000 - 17,999 T23: 11,800

31-37 18,000 - 20,799 T23: 11,800


38 20,800 - 20,999 T31: 18,000

39 21,000 ~ T31: 18,000

Tier 30+ is the Vault of Heaven. As you can see, you have to hit T27 at minimum to enter, and
once you’re in Vault you’ll fall out if you don’t finish in T38 or better. However, falling out starts
you at T23 instead of T21, which makes bouncing in and out easy.

The Extra Slot in AR (and Mjolnir’s Strike)


The Extra Slot is the weird team slot on the far right of your AR-O and AR-D teams.

● The Extra Slot can only be used with a Book V or later Mythic

Look at Reginn: Bearing Hope’s Mythic icon – shiny! When a Book V or later Mythic like
this is anywhere on the team, including in the extra slot, it can be used. The Mythic must
match the season and the AR-O or AR-D role.

● The unit in the Extra Slot must be In-season

They must be an in-season Mythic, Legendary or blessed unit, for the proper AR-O/AR-
D element.

● The unit in the Extra Slot does NOT factor into the lift formula

Due to this, don’t put your bonus unit or highly-merged Mythics in there. You do still get
penalized if they die in AR-O. However, you can use it to field a 4th AR-O Mythic or 3rd
AR-D Mythic without hurting score.

● The unit in the AR-D Extra Slot is weird

The Extra Slot unit for a Dark or Anima defense will end their action in place at the start
of every turn until at least one AR-D unit has died. Some AR-Ds abuse this to their
advantage, as detailed in the extra advanced section. You can see who is the Extra Slot
AR-D unit via a status icon on their sprite.

Chaos Season
Chaos Season is an intermittent event season where the rules change. It also doesn’t use your
same tier placement as normal seasons do.

● Mythic and Legendary Effects are disabled


Mythics and Legendary Heroes will not affect stats or lift. You are free to build teams
without Mythics, seasons or blessings in mind. Bonus Mythic effects for a “free” death
(Light/Astra AR-O) and 20 lift protection (Dark/Anima AR-D) remain. No Extra Slots.

● Lift Formulas fixed, but AR-O Bonuses must make a kill

Mythic merges and blessings are removed from the lift formulas. Default AR-O Max Lift
is 170, and 20 more is gained if at least one kill is made by a bonus unit. Standard lift
boosts for having any bonus unit, going deathless in Vault, and penalties for death
remain.

So, optimal score per AR-O match is 190, or 200 in Vault, with 20 added for a bonus kill.

Max Lift Loss for AR-D is set to -60. A Bonus Dark Anima Mythic and making kills still
gives 20 protection each.

● Single Savior unit and Dancer unit restriction

Teams may have only one unit with a Savior effect, and only one unit using Sing/Dance.

Aether Resort
The Aether Resort is mainly a cute thing to log into and look at every day, but there are a few
practical things within it. Every 10 R&R Affinity spent here gives 1 Aether Stone. Which is
pathetic.

The Field can be used to plant Dragonflowers and create ingredients for the Dining Hall, which
can give feathers every month. The gain is low, but every bit helps.

You can buy old accessories from the Accessory Shop, and buy and set menu music in the
Concert Hall. Both are updated each month with the version updates.

Don’t buy the Resort Pass. And how did this end up being in the advanced guide?
In-depth Event Guides

Events are where you’ll spend a lot of time, and each will explain itself with the (?) button.
These guides are for the specifics of how to best approach some of them.

Hall of Forms: Using a Forma Soul Well


So what are Forma Souls for? In the monthly Hall of Forms, which is otherwise straightforward,
you can use one at the end to turn a Forma unit into one you keep with these details:

● Formas come as a 5☆+0 with neutral IVs.

This can get you a unit you really want guaranteed. Note that the merges you can pick
up in Hall of Forms don’t carry over. Also, their rarity stars are blue.

● Formas can be merged into and given skills, but cannot be used as merge or skill
fodder

This means that, if merging, you’re stuck merging into this copy with the neutral IVs and
have to give it Trait Fruit otherwise. And you can’t use the Forma to feed skills to
someone else. You can merge a Forma into another Forma of the same character.

● Formas come with their default skills plus final skills from Hall of Forms

You get their normal skills and the ones they were equipped with by the end, plus
prerequisites in case you want to refine a weapon. This opportunity to get many
strong/rare skills is where most of the Forma’s value is. The seal doesn’t carry over.

This is a pricey resource and the selection isn’t always good. Through datamining, the
community finds the upcoming rosters before hte mid-month new banner, before the current
selection ends, so don’t jump the gun. The selection goes in order of main series Fire Emblem
games, with Heroes at the start/end.
Pick up rare skills found only on 5☆ exclusives, including a Rally+ or Rally Up+ for the Assist,
and a rare special. Getting a refined Prf weapon can save you Divine Dew. The other best skills
will vary.

Farming on Floor 13 or up gives double skill drops and removes most bad ones. Floor 25 will
further trim the pool so higher-value skills will appear. Note that some skills, like Disarm Trap,
AR-D skills, Valor skills, etc. can’t appear. Skill drops are random otherwise and don’t change
based on floor. Pick up Prf skills early because they appear often and can get in the way of
random choices, if your unit even has business using those instead.

New skills take time to be added to teh mode. You can tell which skills are available by looking
at the Heroic Grails shop. The latest unit there shows the version up to which skills are
available, including that month’s Legendary/Mythic banner. New skills released after that month
won’t be in.

Arcane weapons don’t appear for units besides the Rearmed Hero wielding it. In other words,
never.

Binding Worlds: Using an Otherworldly Bond well


Binding Worlds is a mode similar to Hall of Forms where you land in the portals to change out
other players’ units to clear stages. With a coveted Otherworldly Bond item, you can keep one
of the units you used in this mode as a Forma, with some restrictions.

These are still Forma units, so restrictions about merging or using them for skills (you can’t) still
apply.

● You can only use one Otherworldly Bond per Binding Worlds iteration.
● You can only use Otherworldly Bonds on Heroes from Ver. 4.11 and lower.
● Formas come as a 5☆+0 with the IVs the unit you’re copying has.
● Formas come with their default skills plus equipped skills.
● Dragonflowers will be set to the highest possible bonus at the time.
● Resplendent Hero stats will be maintained, added, or removed based on whether you
possess it yourself or not. The attire will be set to reflect your own settings.
● Merges, Ascended Traits, Accessories and Sacred Seals do not carry over.
● You can’t use it on the Askr Trio starter units.

Basically, if you have an Otherworldly Bond (currently only for paid packs) you’ll be best off
using it on a character you’re a super-fan of. Find a friend who can put that unit up with many
valuable skills equipped.
Super Extra Actual Advanced Section

Nerds only! This info isn’t needed for general play or casual enjoyment. Look here when you’re
no longer a beginner and want to go more in-depth with FEH.

Parsing Skill Descriptions


The game’s skill descriptions can get very cumbersome, though they’re usually accurate. Here
are some common patterns in wording to pick them apart:

● “At Start of combat,” versus “during combat”

If something is being checked at the start of combat, it means the visible map stats
including buffs and debuffs.

Effective against dragon foes. Neutralizes foe's bonuses (from skills like Fortify, Rally,
etc.) during combat, and disables foe's skills that "calculate damage using the lower of
foe's Def or Res."
At start of combat, if unit’s Res ≥ foe’s Res+3, grants Atk/Spd/Def/Res+3 during combat.

This is Deirdre’s refined Divine Naga. Notice the Res check at start of combat. It
compares her and the enemy’s visible stats, including buffs and debuffs for both. The
enemy’s visible buffs are only nullified when combat starts.

● Next conditions and separating effects


Complex skills may have tons of moving parts. Breaking them down logically, taking note
of when commas or periods are used, can help to understand them.

If unit’s Def > foe's Def, reduces damage from attacks during combat and from area-
of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage=difference
between stats × 4 (max 40%), and also if foe initiates combat, unit makes a
guaranteed follow-up attack.

Brave Dimitri’s Blue Lion Rule has 2 effects and 2 conditions in it.

● A: If Unit’s Def > Foe’s Def (no “at start of combat,” so in-combat stats.)
● B: Reduces damage… (it’s just math)
● X: If foe initiates combat
● Y: Unit makes a guaranteed follow-up attack
● Result: If A then B, and also if X then Y

The catch is the comma and “and also” between B and X. If it were a period,then A and
B would be independent from X and Y. Instead, to get Y, it’s actually saying “If A and
also X, then Y.”

● If A, then B
● If A and X, then Y
● So if A and X, then B and Y

Stat Increase order (Merging, Dragonflowers)


Merging a unit adds 2 stats, and Dragonflower boosts add 1 at a time. The merge bonus for a
neutral unit picks 3 predetermined stats to boost. What is the sequence these go up in, or which
stats get picked?

These boosts are based on the unit’s completely blank 5☆ Lv 1 stats. The first stat is always
HP. Other stats are then picked from highest to lowest with ties broken by Atk>Spd>Def>Res.
Asset and Flaw raises and lowers the Lv 1 stats by 1 each so it can influence the order.
Ascended traits are not a factor.

Why did this AR-D move like that? (AI Traps)


Normally, the AI doesn’t moveAR-D units until combat has started or your units are in direct
attack range. However, some actions, namely dance and heal assists, can go off anyways. The
AI’s quirks allow it to do unexpected things, like move a unit with Rally to a range you thought
was safe from them.
You’ll find these AI traps in advanced AR-Ds and it’s a large part of Safety Fence and the
Isolation status’s value. The following is a brief rundown of a few common traps. You’ll have to
consult the AI guide and YouTube videos for the precise details. Or get wrecked by them.

● Rally Trap

You’re trying to bait an enemy out when another enemy jumps in front of them with a
Rally skill. Their skills may muck things up from their new position, or worse, a dancer
may then assist them so an unexpected unit can now hit you.

Before the AI makes a combat move, it tries to prep itself with pre-combat assists like
heals or Rallies, causing this. If you're serious about AR, watch out for fishy enemies
with Rally skills, especially if they can move or teleport to a tile out in front. The AI also
loves to move to defense tiles, so that may help predict from where they’ll rally, dance,
etc.

● Dance Trap (7th slot Trap)

Remember how the 7th slot for AR-D is weird, and they start the turn with chains? If the
AR-D is all alive, the 7th slot always goes first and waits in place. This is different from
the AI just ending turn unprovoked, because now there’s a grayed-out unit for a dancer
to assist. And they’ll do it.

Unlike a Rally trap, the AI will do this even if nobody is in the AR-D’s threat range. This is
used to extend said threat range and catch you so a Rally trap can then be used. Watch
out for dancers with extra movement or teleportation skills. They’re up to no good.

● Restore Trap

A niche variation uses Winter Bernadetta, and any future effects that apply damage to
the AR-D. W!Bernie’s weapon hurts herself and nearby allies on Turn 1, enabling
healers. Worse, healing+movement assists like Return+ are treated as heals, so
someone may catapult into your face.

Healers will do their thing as long as they see they can heal, so units with Restore,
Harsh Command+, etc. might fire off for a similar effect even if the enemies are at full
HP, as long as there’s a status to cure.

AI Dancers Attack or Dance? (5 Damage Rule)


5 Damage Rule: If a dancer can either attack or dance, they attack if they can kill the enemy, or
if they see a combat where they do more than 5 damage. If not, they dance.
That’s the gist of how to predict what a dancer will do. This only applies when there are grayed-
out units for the dancer to assist, like if allies have moved, rallied a unit, etc. There are some
extra notes to be aware of with this 5 damage threshold:

● The 5 damage only cares about the number in the combat forecast. If it sees 3x2, it will
go for it even if the enemy counters and kills before that much damage is dealt, or if DR
reduces actual damage dealt to 5 or less.
● The extra attacks from Brave attacks are not acknowledged at all. So it will go for a 3x2
if that x2 came from a follow-up, but it will not go for a 3x2 if that’s a brave attack, nor a
2x4.
● Specials are ignored. If the dancer does more than 5 damage only because of a special,
it won’t go for it. If the dancer sees more than 5 damage but does less in reality thanks to
a special (Miracle, Ice Mirror, Aegis, etc.) they’ll still attack.
● Dancers acknowledge Save skills and will look at their combat against the savior.
● If the threshold passes and the dancer decides to attack, it will not necessarily attack the
unit it sees enough damage for. It’ll still pick a match it lives but does 0 damage in
versus one it dies but does 6 damage in, but the latter must be present for it to attack at
all.

This video by Penrost 776 does a great job showing the above.

General, Useful AI Behaviors


Here are some shorthand rules for how the AI behaves. Keep in mind that these may not always
hold up, and you’ll need to parse through the AI Guide for the intricacies and fringe cases. Still,
most of this is observable and can be predicted just by playing.

● Best Attacker goes first

The AI will send attackers in this overall order: Wins > Draws (neither die) > Losses.
Within Draw or Loss matches, it will prioritize sending units that successfully afflict status
ailments, like Panic, penalties, Flash, etc. Usually, if an AI sees a fight it can win, it’ll go
straight for it.

Otherwise, within its Win/Draw/Loss matchups, AI prioritizes the combat where it deals
the most damage. However, like the Dancer rules above, it doesn’t care about Specials,
DR, etc. and only cares for the number given by the combat forecast.

Also, the AI works in single steps at a time and won’t think ahead about what will happen
after combat, like an extra action from Galeforce, that a certain match will enable
teleporters, etc.

● Movement: No Assists first, Melee before ranged


When the AI is moving units just to move them, not to fight or assist, it will go Melee (no
assists equipped) > Ranged (no assist equipped) > melee > Ranged. Many AR-D units
have no assist skills precisely so the dancers will assist them.

● The AI chases who it can damage most

So the AI puts priority on combat where it does the most (supposed) damage. If a unit
isn’t attacking or assisting, then it’ll chase after the unit it can initiate on to win against,
and/or does the most damage to.

The AI will approach as close as it can and will not strategically wait or shorten its
movement. It generally prefers tiles where fewer units can attack them, so it will pick like
so if multiple tiles are equally close to the target.

The AI also factors in distance to a degree. There’s a ratio that you can calculate to find
the target, but the gist of it is that it may prioritize chasing closer targets over far ones.

In practice, you can usually figure that an axe unit will chase your squishy blue mage, or
the bow will chase after your flier. Use this knowledge to split up enemies.

● How AI uses Movement Assists

The AI uses Reposition, Draw Back, Swap, Shove, and Smite as such: It prioritizes any
combat over assisting, it only uses these on grayed-out units, and it only uses them to
move a target to a less threatened tile.

Imagine your own units’ danger zone. Movement assists will be used to move targets to
a tile where the least number of units can attack them, or at least less. If it can’t move
the target to somewhere threatened by less units, it doesn’t use the assist. It also
doesn’t care if the assister is putting itself in more danger.

Derivatives like Future Vision and To Change Fate! Are used similarly. However, healing
variations like Rescue+ are treated as heal assists instead.

So, the AI won’t use these like you would to push units forward and make plays. It’s why
you may spot enemies endlessly using Reposition on themselves. Only pivot gets used
to advance on your units, since it behaves differently.
Hello. This is a memorial line for the Røkkr Sieges guide section. It’s dead just like the event.

Uhh check out my art at @HiClassFanclub on Twitter yaaay

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