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Fire Emblem Heroes Wiki
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==Battle Mechanics== ===Map=== ====Character Movement==== You can move a unit around the map by holding and dragging them to the grid position of your choice. You may also tap the unit and tap on a location within the blue squares. [[File:Basics Movement Drag.png|175px|center]] The distance your unit can move as well as the terrain they can move through is determined by their [[Movement Type]] which includes: {| class="wikitable default" style="text-align: center;" ! Movement Type ! Distance Description |- |{{Mt|Infantry}} |Can move two spaces. Slowed by forests, etc. |- |{{Mt|Cavalry}} |Can move three spaces. Cannot move through forests. Slowed by trenches |- |{{Mt|Flying}} |Can move two spaces. Ignores forests, mountains, rivers, etc. when moving. |- |{{Mt|Armored}} |Can move one space, not hindered by forests with {{Pt|Armor March}} and {{Pt|Armored Boots}}. |} ====Character Actions==== Each unit also has a set of actions they can do each turn based on their skills. A unit with a weapon might decide to attack that turn, or a unit who only has a healing skill might decide to heal or buff their allies. To initiate a unit's action, drag/tap a unit to the other unit (ally or enemy) you would like to interact with. [[File:Basics Actions Drag.png|175px|center]] After dragging/tapping the unit to start the action, an animation will play displaying your unit's action. If your unit attacks an enemy unit, this screen will also show their reaction (Death if killed, counterattack if still alive). [[File:Basics Battle Animation.png|500px|center]] Additionally, these actions also have a set range. For example, archers and mages cannot attack units in spaces adjacent to them. When you select your unit on the map, this range will be denoted by red squares. [[File:Basics Battle Character Range.png|500px|center]] ====Enemies==== {{Main|Enemy AI}} Enemy units are essentially just like your units but controlled by the Computer(AI). They can move and do actions just like your own units. Similarly, you can also view their movement distance and range if you tap their icon. You can also view this by selecting "Danger Area" at the bottom of the map. Utilize this knowledge to successfully position and develop your strategy to beat your enemies! [[File:Basics Enemy Danger Area.png|500px|center]] Additionally, enemy units follow certain "rules" to decide where to move and what to attack. These rules may vary map-to-map, but there are a set of guidelines for how enemy units move in general. For more information regarding Enemy AI Mechanics, refer to [[Enemy AI]]. ====Terrain==== Each map has varying terrain, some of which can be destroyed, others which inhibit movement, or [[Defensive terrain|provide bonuses]]. For example, forests will slow Infantry units while completely blocking Cavalry units. Flying units can move through forest terrain with no problems. Another example is a rubble of rock blocking your unit's path. Your unit can only pass through the rubble by destroying it via character action. [[File:Basics Terrain Example.png|500x500px|center]] ====Auto Battle==== Auto Battle is a feature that can be accessed from the Settings menu in battle. By turning this on, you allow the AI to play for you and automatically control your units. ====Swap Spaces==== Swap Spaces is a feature that allows you to swap the starting positions of your units before combat. A unit can swap spaces as long as they didn't take any action (Movement, using an Assist etc.). However, if a unit is in range for an attack, it is possible to check the combat results and plan accordingly. ===Combat=== ====Weapon Properties==== <br>All weapons will have the following properties to describe them: {| class="wikitable default" style="text-align: center;" ! Weapon Label ! Description |- |Might (Mt) |How strong a weapon is. This value will be added to a unit's base attack to determine damage. |- |Range, (Rng) |The range of a weapon. Determines where a weapon can and cannot attack. (1 is melee, 2 is ranged) |- |Additional Skill |Not all weapons will have an additional skill, but for weapons that do, these skills range from debuffing an enemy unit ({{Wt|Fensalir}}) or being able to deal additional damage to certain types of units ({{Wt|Slaying Hammer+}}). |} ====Color Weapon Triangle==== {{Main|Weapon-triangle}} In {{FE|H}}, most units wield a weapon of a certain color (red, green, or blue). These colors are utilized in a color weapon triangle where each color is strong against and weak to one of the other colors. [[File:Weapon Triangle with Characters.png|400px]] {{Weapon Triangle Advantage table}} Using a color strong against another color will grant an additional 20% to the Attack stat, while a color weak against another will reduce Attack by 20%, so it is strongly advised to heed the color weapon triangle when engaging in battle against an enemy. There are also {{Cwtt|colorless}} (neutral/gray) weapons such as {{#cargo_query:tables=WeaponTypes|fields=CONCAT('{{(}}Wtp{{!}}',WikiName,'{{)}}')|where=Color='Colorless'|group by=WikiName|order by=Sort}} which exist outside the weapon triangle. These neutral weapons typically have specific bonuses. For example, bows deal additional damage against {{Mt|flying}} units and staves have the ability to heal allies while only being able to deal halved damage. ====Physical/Magical Damage Weapons==== Weapons are split into physical and magic-based damage. Some enemies will take more damage from either physical or magical damage depending on their DEF and RES [[#Stats]]. The list of physical and magic-based damage weapons is as follows:{{Weapon damage types}} Daggers and staves usually serve other purposes other than attack. Daggers deal low damage but inflict debuffs that can serve to greatly lower/hinder enemy stats and other variables, such as movement and abilities. Staves are the only weapon class that have the capability of healing other units' HP, and are usually weak in terms of attack, but with the correct sets can still deal a decent amount of damage, or fixed damage to a group of enemies. ====Combat Calculations==== {{Main|Damage Calculation}} The basic damage calculation formula is [[File:DmgCalc 1a Atk-Mit.png|link=]] where<br>'''''Atk''''' is the Attack stat of the attacking unit.<br>'''''Mit''''' is the Mitigation stat of the defending unit. Physical attacks are mitigated by Def, while magical attacks are mitigated by Res.<br><br>For more detail, including application of [[Specials|special skills]], see [[Damage Calculation]]. ===Skills=== {{Main|Skills}} ====Weapon Skills==== {{Main|Weapons}} Weapon skills determine the might (Mt) and range (Rng) of a unit's normal attack, they sometimes come with special effects, for example the {{Wt|Exalted Falchion}} is effective against {{Cwtt|dragonstone}} enemies. ====Assist Skills==== {{Main|Assists}} Assist skills are skills that can be used on allies, for example the {{At|Sing}} skill, which allows an ally to make an additional action. Assist skills can also apply buffs or be used for positioning. ====Special Skills==== {{Main|Specials}} Special skills are charged by performing actions in combat, each hit dealt and taken decreases the cooldown counter by one. If the cooldown counter is at 0, indicated by the special icon, the unit will activate their special skill the next time it is possible. Special skills can be offensive like {{St|Glacies}}, adding damage to the unit's next attack, or defensive like {{St|Buckler}}, reducing damage taken.
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