Credits: FEA 2ch strategy wiki, FEA strategy wiki, shadowofchaos (images), Remnant Sage, Tables (experience calculations)

Notes: Any fractions are omitted, unless stated.

Weapon Triangle

Weapon Triangle

Sword > Axe > Lance > Sword

If a character’s weapon type beats the enemy’s weapon type, that character will have a weapon triangle advantage, while the enemy will have a disadvantage.

Weapon Rank (advantageous side) Weapon triangle advantage Weapon triangle disadvantage
E or D Hit rate +5 Hit rate -5
C Hit rate +10 Hit rate -10
B Hit rate +10, Attack +1 Hit rate -10, Attack -1
A Hit rate +15, Attack +1 Hit rate -15, Attack -1

Eg. if Chrom has a B rank in Swords and faces a Barbarian with an E rank in axes, Chrom will receive a Hit rate +10, Attack +1 bonus, while the Barbarian will receive a Hit rate -10, Attack -1 penalty.

Combat Stats

Status Rating
Property Calculation
Attack = Strength or Magic + Weapon’s Might + Weapon Rank bonus
Hit rate = Weapon’s Hit rate + [(Skill x 3 + Luck) / 2] + Weapon Rank bonus
= Weapon’s Critical + (Skill / 2)
= (Speed x 3 + Luck) / 2
Rating = Strength + Magic + Skill + Speed + Luck + Defence
+ Resistance

Note: The Strength stat is used when equipped with physical weapons, while the Magic stat is used for magical weapons.

Physical weapons: Swords, Lances, Axes, Bows, Stones

Magical weapons: Tomes, Levin Sword, Shockstick, Bolt Axe

Effective Damage

Effectiveness Weakness

Effective damage: Weapon Might is tripled if the character’s weapon is effective against the enemy (e.g. the Falchion against dragon units).

Special Skills


Skills may have a variety of effects throughout the entire range of calculations. For more information, please check the Skills page.

In general:

  • Skills that increase the main stats (Strength to Resistance) will be reflected in the Combat stats.
  • Skills that increase/decrease the combat stats (Attack, Hit rate, etc.) will be reflected in the Combat forecast.
  • Skills with activation rates (e.g. Luna, Astra) modify the damage shown in the Combat forecast and are calculated before critical hits.
  • Enemy Skills with activation rates (e.g. Pavise, Miracle) modify the damage after critical hits are calculated.

Although characters may equip multiple offensive Skills with activation rates, only one of these Skills can activate at a given time; the priority of the Skills goes:

Lethality > Aether > Astra > Sol > Luna > Ignis > Vengeance

Weapon Rank Bonus

Weapon Rank

When a character achieves a weapon rank of C or higher and has a matching weapon equipped, that character will receive a Weapon Rank bonus:

Type C Rank bonus B Rank bonus A Rank bonus
Sword Attack +1 Attack +2 Attack +3
Lance, Bow, Tome Attack +1 Attack +1, Hit rate +5 Attack +2, Hit rate +5
Axe Hit rate +5 Hit rate +10 Attack +1, Hit rate +10
Staff Recovery +1 Recovery +2 Recovery +3

E.g. if Sumia has an A rank in Lances and equips a Steel Lance, she will receive a Attack +2, Hit rate +5 bonus.

Beware that the Weapon Rank bonus is cancelled when facing an enemy who has a weapon triangle advantage.

Multiple Attacks

Double Attack

Property Trigger
Double attack (Speed – Enemy’s Speed) >= 5

When a Double attack occurs, the character attacks twice–the second attack occurs after the enemy’s attack (unless they can’t attack).

Note 1: Brave-type weapons (e.g. Brave Sword) allow the character to perform two consecutive attacks for each normal attack (max of 4 attacks).

Note 2: The Aether or Astra Skill may trigger during each normal or Brave attack, allowing the character to deal 2 or 5 consecutive attacks instead of 1 (max of 20 attacks).

Dual Strike

Dual Strike

Property Calculation
Dual Strike rate = (Lead & Support Unit’s combined Skill / 4) + Support bonus + Skill bonus [%]

Dual Strike: If successful, the Support unit will attack the enemy immediately after the Lead unit attacks (only applies for normal or Brave attacks, so max of 4 times per fight).

Support bonus: Depends on the Lead and Support unit’s support level: 20 (none), 30 (C), 40 (B), 50 (A), 60 (S)

Skill bonus: 10 if the Lead or Support unit has the Dual Strike+ Skill.

Dual Guard

Dual Guard

Property Calculation
Dual Guard rate = (Lead & Support Unit’s combined Def or Res / 4) + Support bonus + Skill bonus [%]

Note: The Defence stat is used when blocking physical attacks, while the Resistance stat is used when blocking magical attacks.

Dual Guard: If successful, the Support unit will jump in front of the Lead unit and and negate all damage done by the enemy’s attack. If a Dual Guard triggers while an enemy activates Aether or Astra, all of the enemy’s 2 or 5 following attacks will be blocked.

Support bonus: Depends on the Lead and Support unit’s support level: 0 (none), 2 (C), 5 (B), 7 (A), 10 (S)

Skill bonus: 10 if the Lead or Support unit has the Dual Guard+ Skill.

Combat Forecast


Property Calculation
Attack (damage) = Attack + Weapon triangle bonus – Enemy’s (Defence or Resistance + Terrain bonus)
Hit rate = Hit rate + Weapon triangle bonus + Support bonus – Enemy’s (Avoid + Terrain bonus + Support bonus) [%]
Critical rate = Critical + Support bonus – Enemy’s (Luck + Support bonus) [%]

Note: The Defence stat is used when attacking with physical weapons, while the Resistance stat is used for magical weapons.

Support bonus: Applies if at least one friendly unit is adjacent to the Lead unit.

Critical Hits


Damage is tripled if the character performs a critical hit. Critical hits may trigger after an offensive Skill (e.g. Luna) has been triggered.

Battle Experience

Property Calculation
Level difference (LD) = (enemy’s Level + enemy’s Promotion bonus) – (unit’s Internal Level)
Experience from doing no damage = 0
Exp. from damaging enemy (base) = (31 + LD) / 3 – Lunatic penalty [if LD >= 0]
= 10 – Lunatic penalty [if LD = -1]
= Max[ (33 + LD) / 3, 1] – Lunatic penalty [if LD <= -2]
Exp. from killing enemy (base) = 20 + (LD x 3) + Character bonus [if LD >= 0]
= 20 + Character bonus [if LD = -1]
= Max[ 26 + (LD) x 3) + Character bonus, 7] [if LD <= -2]
Experience from damaging enemy (for Lead unit) = Exp. from damaging enemy (base)
Experience from killing enemy (for Lead unit) = Exp. from damaging enemy (base) + Exp. from killing enemy (base)
Experience for Support unit = Exp. from damaging enemy (base) x Kill factor

Internal Level: User’s displayed Level if they haven’t ever class changed; otherwise, see here.

Promotion bonus: +20 if character is in a promoted (higher) class (special classes like Taguel count as non-promoted here).

Kill factor: 1 if the Support unit deals the final blow or 0.5 if the enemy isn’t killed or the Lead unit deals the final blow.

Property Calculation
Number of times attacked (T) = Number of times the same enemy has been attacked, including this one
Lunatic penalty = Min(3 – T, 0) [if user is playing on Lunatic or Lunatic+ mode, 0 otherwise]

Comment: On Lunatic(+), if you engage the same enemy 4 or more times, you start getting one less experience from damaging, down to potentially a minimum of 0 damage Exp.

Property Calculation
Character bonus = Min(Unit bonus + Class bonus, Unit bonus) + Boss bonus [if a Unit bonus applies]
= Class bonus + Boss bonus [if no Unit bonus applicable]

Boss bonus: +20 if the enemy is a boss.

Unit bonus: +20 if the enemy is a Deadlord (Chapter 22, Infinite Regalia) or Einherjar (Champions of Yore, etc.), +0 if the enemy is from Harvest Scramble (excludes the boss).

Class bonus: +20 if the enemy is a Thief, Assassin, Trickster or Conqueror, +80 if the enemy is a Revenant or Entombed, -10 if the enemy is a Troubadour, Cleric or Priest, 0 otherwise.

Staff and Dance Experience

Property Calculation
Staff experience = Base value – Max(Internal Level – 5, 0) / 3 + Unpromoted bonus + Exceptions
Dance experience = Staff experience with Base value set to 17

Base value: Refer to the “Exp” column in the Staves list.

Unpromoted bonus: If the user is a non-promoted (lower) class, +8 on Normal mode, +3 on Hard mode and +0 on Lunatic(+) mode.

Exceptions: -1 if user’s Internal Level is 8 or 11, +1 if user’s Internal Level is 30.

Note: Dancer is a Special class, so does not gain the Unpromoted bonus.

Internal Level


In addition to the displayed Level (circled above), characters also possess an “Internal Level”, which you don’t physically see in the game.

This value is intrinsically linked to the displayed Level and affects the character’s rate of gaining experience; the higher the character’s Internal Level, the less experience they gain for performing the same action (e.g. felling a Level 10 Cavalier).

Property Calculation
Cumulative Level = 0 initially. Each time a Second Seal is used, add [(Displayed Level + Promotion bonus – 1) / 2 {At the time of Second Seal usage}] to this value
Internal Level = Displayed Level + Promotion bonus + Cumulative Level

Promotion bonus: 20 if character is in a promoted class (special classes like Taguel count as non-promoted).

Cumulative Level caps at 20 on Normal mode, 30 on Hard mode and 50 on Lunatic or Lunatic+ Mode. After a character reaches their Cumulative Level cap, they can still continue to gain experience (provided their displayed Level isn’t capped of course).

For example, if Donnel uses a Second Seal as a Level 15 Villager to reclass to a Level 1 Mercenary, his cumulative Level becomes (15 – 1) / 2 = 7, which means his internal Level is equal to 1 + 7 = 8.

If he then uses a Master Seal as a Level 10~20 Mercenary to promote to a Level 1 Hero, his cumulative Level remains unchanged at 7, making his internal Level equal to 1 + 20 + 7 = 28.

Finally (for the purpose of this example), if he uses a Second Seal as a Level 15 Hero to reclass to a Level 1 Bow Knight, his cumulative Level will increase by (20 + 15) / 2 = 17, placing it at 7 + 17 = 24. This value is reduced to 20 on Normal mode, so his internal Level will be equal to 1 + 20 + (20 on Normal mode, 24 on Hard mode and above) = 41 on Normal mode, 45 on Hard mode and above.

Weapon Rank Progression

Weapon Rank

Weapon Rank Required WEx Total WEx
– to E 1 1
E to D 30 31
D to C 40 71
C to B 50 121
B to A 60 181

Note 1: Characters gain 2 Weapon Exp for each battle (or staff usage).

Note 2: Weapon Exp is gained even if no damage is done or the attacks all miss.

Note 3: The maximum Weapon Rank for characters is A.