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From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.

In the Fire Emblem series, statistics or stats (Japanese: 能力 ability) are a game mechanic that determines how units interact in gameplay, primarily in combat. Units and items can have stats. Item stats are stagnant; they rarely change, and change rigidly when they do. In contrast, unit stats are dynamic, characterized in part by their ability to change—primarily through level-ups. The number of stats present varies from game to game, but their purpose is relatively consistent.

Unit stats

A unit's stats are the stats attached to that unit; they can be determined by the individual unit or they class they are in—frequently, a combination of both. A unit's stats can be temporarily modified by class, items, equipment, or abilities; they can be permanently increased through leveling up, but can also be increased through the use of stat-boosting items, class change, and—rarely—story-related events.

The most common stats are:

  • Hit points (or "HP") – determines how much damage a unit can take before they are defeated.
  • Strength – determines how much damage a unit inflicts with physical weapons. In some games, it also mitigates a weapon's weight.
  • Magic – determines how much damage a unit deals with magical weapons. In some games, a unit has only one of magic and strength—not both.
  • Skill (or "dexterity" in Three Houses) – determines a unit's hit rate, their critical hit rate, and their chance of activating some abilities.
  • Speed – determines a unit's attack speed, which in turn affects how often a unit attacks in battle and their avoidance; speed is typically offset by weapon weight.
  • Luck – determines a unit's avoidance, their dodge (or their critical evasion), and the activation rate of some abilities. Luck can be seen as a counterpart to skill.
  • Defense – mitigates the damage a foe deals with physical weapons. It is the physical counterpart to resistance.
  • Resistance – mitigates the damage a foe deals with magical weapons; it is the magical counterpart to defense. Resistance is typically lower than defense.
  • Movement – determines how many tiles a unit can move. It does not directly affect combat, but does allow the unit to move into a more advantageous position for it.

Other stats that appear less frequently are:

  • Attack – typically a calculated stat, but in Shadows of Valentia, it determines the damage a unit deals—with both physical and magical attacks.
  • Charm – affects a unit's combat when using gambits. Charm is only present in the two games with gambits: Three Houses and Warriors: Three Hopes.
  • Constitution (also called "build") – mitigates the effects of weapon weight on attack speed and determines who a unit can rescue and be rescued by. Constitution was added in Thracia 776 and is present in the Game Boy Advance and Tellius games.
  • Weapon level (or "skill level" in Three Houses) – determines which weapons a unit can wield. It is present in most games in the series, but is only a traditional stat in Shadow Dragon & the Blade of Light and Mystery of the Emblem. Most games use the system introduced in Genealogy of the Holy War and Thracia 776, where weapon level is stratified and increases through using weapons.
  • Authority – typically only present on the leaders of armies and boosts the effectiveness of the army—usually through boosting hit and avoid. Authority is present in Genealogy of the Holy War, Thracia 776, and Radiant Dawn; it is also present in Three Houses as a skill level for battalions.
  • Action (or "movement stars") – grants units a chance to make a second action on their turn; it is present only in Thracia 776.
  • Follow-up critical multiplier (or "FCM") – multiplies a unit's critical hit rate when performing a follow-up attack; it is present only in Thracia 776. Unlike other stats, FCM is completely hidden.

Items stats

An item's stats are the stats attached to that item; every copy of an item has the same stats. Weapons have the most stats of any sort of item, whereas other items typically have only worth and durability. In most games, weapon stats are completely unchangeable; however, with the introduction of forging in Path of Radiance, the stats of individual weapons could be customized.

Items have the following stats:

  • Might – the power of a weapon, and determines the damage a unit can deal with it.
  • Hit – the accuracy of a weapon, and determines a unit's hit rate.
  • Critical rate – determines a unit's critical hit rate.
  • Range – determines where a unit can attack with a weapon.
  • Weight – mitigates a unit's speed in determining their attack speed; it some games, it can be mitigated (by strength or constitution), but it cannot in others.
  • Durability – determines how often an item can be used before it breaks. Non-weapon equipment—such as shields or rings—tend to lack durability.
  • Worth – determines the cost an item must be purchased for and can be sold for.
  • Weapon level – determines the required weapon level a unit must have to equip and use a weapon.
  • Weapon experience – determines how much progress a unit makes towards their next weapon level; in some games, this is universal for every weapon.
  • Kill bonus – increases a unit's critical hit based on how many enemies a weapon has defeated; the kill bonus is present only in Genealogy of the Holy War.


Calculated stats are derived from multiple stats. They are highly dynamic, being influenced by the stats of the unit and the items they have equipped, as well as other factors including abilities, terrain, and supports.

  • Attack – determines the damage a unit deals. It is calculated from a unit's strength or magic and their equipped weapon's might.
  • Attack speed – determines how often a unit attacks and their avoidance. It is calculated from a unit's speed and weight, which is sometimes mitigated by strength or constitution.
  • Hit – determines the accuracy of a unit's attacks. It is calculated from a unit's skill and their equipped weapon's hit, as well as luck in some games.
  • Avoid – determines a unit's ability to avoid attacks. It is calculated from a unit's attack speed and luck.
  • Critical hit – determines the rate at which a unit lands critical hits. It is calculated from a unit's skill and their weapon's critical rate.
  • Dodge (or "critical avoid") – mitigates a foe's ability to land critical hits. It is calculated from a unit's luck.
  • Aid and weight – determine who a unit can rescue and who they can be rescued by. Both are determined by a unit's constitution and their class.
  • Protection and resilience – calculations that mitigate incoming physical and magical damage, respectively. They appear only in Three Houses, where equipment and battalions do not directly affect defense or resistance.

Etymology and other names

This section has been marked as a stub. Please help improve the page by adding information.

Names, etymology, and in other regions
Language Name Definition, etymology, and notes


Often abbreviated as stats.












Status values










Simplified Chinese



Traditional Chinese



Game mechanics
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