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Fortune's Weave

What Every Character Stat Actually Means

My tactical-RPG stat cheat sheet: what HP, Str, Mag, Dex, Spd, Lck, Def, Res, Cha, Bld and Mov actually change, plus how those numbers become Attack Speed, Hit, Crit, Avoid, Dodge, Protection and Resilience in battle.

7 min readSpoilers: mechanics

My short answer

Read raw stats as inputs, not outcomes. Str/Mag drive damage, Dex drives accuracy and crit consistency, Spd plus Bld determine whether equipment leaves enough Attack Speed to follow up, Def/Res become the two defensive lanes, and Mov determines how much map a unit can actually influence.

Where I am
Free Time 2 before the 3/7 Gaia Brigade qualifier. I found the missing granddaughter and have completed every Kindness Quest and Subquest currently available to me. My Renown level is 3.
Next
Before advancing into the 3/7 qualifier, complete Castor's Terrain Tips mentorship if it is still open, check whether I have already seen the optional Bertrand jail scene, then use any remaining turns intentionally.

I am new enough to Fire Emblem that a character sheet full of abbreviations is not useful information yet. It is just a collection of numbers.

This is the translation layer I want beside me when I am deciding who should carry what, who belongs on the front line, and why somebody who looks "fast" on paper is suddenly getting doubled after I equip a shield.

One caveat matters because the game has only just released: Switch 2 software is not currently being data-mined in the usual way, and Serenes Forest is explicitly marking much of its Fortune's Weave data as work in progress. The basic meanings below are stable; the exact formulas that the game does not show are labelled as launch-week working knowledge rather than fake certainty.

There are also three different layers of numbers here: current base stats, growth-rate percentages, and calculated combat stats. Growth rates influence future level-up gains; calculated stats such as Attack Speed, Hit and Protection are outputs built from the current stats plus class, equipment and other modifiers. I split growth rates into their own guide because class choice can change those percentages.

Base character stats

Abbrev.StatWhat it actually doesWhat that means tacticallyWho cares most
HPHit PointsHow much damage the unit can take before falling.HP is a buffer, not armor. A high-HP unit can survive mistakes, but repeated large hits still hurt if Def/Res are poor.Frontliners, tanks, anyone exposed on enemy phase.
StrStrengthRaises physical attack power.More Str means harder hits with physical weapons and physical Combat Arts. It does not make a unit more accurate or faster.Spear, sword, axe, bow and most gauntlet attackers.
MagMagicRaises magical attack power and supports magic-based effects such as healing.This is the offensive stat for black/white magic rather than Str. Against high-Def armor, Mag matters because magic attacks the magical defense lane instead.Mages, healers, hybrid magic users.
DexDexterityImproves accuracy and critical-hit rate and is used by some skill trigger chances.Dex makes a unit more reliable. If a strong attack keeps missing, Str is not the first problem to solve.Archers, inaccurate weapon users, crit/skill-trigger builds.
SpdSpeedFeeds Avoid and, crucially, Attack Speed.Raw Spd is not the whole story. Heavy equipment can drag Attack Speed down and turn a fast unit into one that gets doubled.Almost everyone; especially lightly equipped attackers and dodge-oriented units.
LckLuckPrimarily helps protect against enemy criticals; current player testing also attributes smaller contributions to hit/avoid consistency.Lck is usually a quiet safety stat rather than a role-defining one. Low Lck becomes noticeable when enemies start showing uncomfortable Crit percentages.Everyone benefits; fragile units especially dislike surprise crits.
DefDefenseReduces incoming physical damage and feeds the derived Protection value.Great Def does nothing against magic. A heavily armored unit can still be the wrong person to park in front of a mage.Physical tanks and enemy-phase frontliners.
ResResistanceReduces incoming magical damage and feeds Resilience.Think of this as magical armor. A unit with mediocre Def but strong Res can be the safer mage bait.Mages, healers and anti-magic units.
ChaCharmIts clearest documented use is improving Gambit effectiveness.On my early Cai route this is not a stat I need to build around. It matters much more when a system actually uses Gambits/Battalions.Gambit/Battalion users; low priority for my current Cai team.
BldBuildCancels equipment Weight when calculating Attack Speed.Bld means how much heavy gear I can carry without slowing down. Extra Bld beyond the total Weight does not create bonus speed.Heavy-weapon users, shield/ring users, mounted builds carrying bulky equipment.
MovMovementNumber of tiles the unit can normally move in one turn.This looks less exciting than damage, but it is one of the strongest tactical stats: more Mov means more targets reached, safer retreats and easier objectives.Everyone; especially cavalry/fliers and objective runners.

The stat interaction I need to remember: Spd + Bld + Weight

A character can have excellent Spd and still have bad Attack Speed.

Current player testing describes the relationship as:

AS = Spd − max(0, total equipped Weight − Bld)

So if I have:

  • Spd 12
  • Bld 5
  • weapon + accessory Weight 9

then four points of Weight are left after Build cancels five, giving an Attack Speed of 8.

If Bld were 10 instead, the equipment would be fully covered and AS would stay at 12. The extra one point of Build would not raise it to 13.

This is why a ring or shield can secretly be an offensive penalty: the bonus printed on the item may be smaller than the Attack Speed it costs.

Launch-week sources currently disagree over whether the ordinary follow-up threshold is +4 or +5 AS. Multiple current player tests report +4; another early explanation reports +5. Until that settles, the battle forecast is the source of truth. I do not need to memorize the disputed number to make the right decision: equip the item, look at AS and the forecast, and see whether either unit gains or loses a follow-up.

Derived combat stats

The character sheet's raw stats are ingredients. The combat screen turns them, the equipped weapon, accessories, skills, class bonuses and terrain into the numbers that determine an actual exchange.

Combat statWhat it meansMain inputsHow I should read it
Physical AttackExpected physical power before the target's physical mitigation.Str, weapon Might, skills/class modifiers.Bigger is better, but compare it against enemy Protection rather than looking at it alone.
Mystical AttackMagical attack power before magical mitigation.Mag, spell/weapon Might, skills/class modifiers.Compare against enemy Resilience. This is why magic can crack physical tanks.
AS — Attack SpeedEffective combat speed after Weight penalties.Spd, Bld, weapon/accessory Weight, modifiers.One of the first values I check in the forecast because it controls follow-up pressure in both directions.
HitChance that the attack connects.Weapon accuracy, Dex, smaller secondary modifiers, skills and terrain.A huge Attack stat is irrelevant if Hit is unreliable.
CritChance to turn a hit into a critical.Weapon Crit, Dex and skills/modifiers.Treat it as upside unless I have deliberately built a high-Crit unit.
Avo — AvoidHow hard the unit is to hit.Spd/AS-related factors, Luck, weapon/class effects, skills and terrain.Terrain can make a mediocre defender surprisingly safe; always look at displayed enemy Hit after positioning.
Ddg — DodgeResistance to critical hits, not ordinary attacks.Primarily Luck plus skills/modifiers.High Dodge keeps enemy Crit near zero. Do not confuse it with Avoid.
ProtectionEffective physical defense used against physical attacks.Def plus equipment, class, skills and temporary effects.This is the number physical attackers are trying to punch through.
ResilienceEffective magical defense used against magic.Res plus equipment, class, skills and temporary effects.This is the number magic attacks target. A high-Protection armor unit may still have weak Resilience.

Avoid and Dodge are not the same thing

This naming is easy to misread.

Avoid answers: does the attack hit me at all?

Dodge answers: if it hits me, how well do I suppress the attacker's chance to make it a critical?

So a character can have excellent Dodge and still get hit constantly. They just do not get crit very often.

Defense and Resistance become Protection and Resilience

The other pair I want fixed in my head is:

Def → Protection → physical damage

Res → Resilience → magical damage

That is why "this unit is tanky" is incomplete. The useful question is tanky against what?

If an armored enemy has huge Protection and weak Resilience, sending another physical unit into it may be exactly the wrong exchange. A mage attacks the other defensive lane.

What I should care about for my current team

I do not need every stat to be high on every character.

For the first Cai run, I want to read stats through each person's job:

Cai: Str, Spd/AS, Bld and enough Def to stay on the front line. His mounted direction makes Mov increasingly valuable.

Peter: Dex and Str are the obvious bow stats, with Spd/AS determining how often that ranged damage turns into follow-ups.

Tialla: Mag is the core output stat. Dex helps offensive magic connect, Spd/AS keeps her from being doubled, and Res helps her survive magical exchanges. She does not need to win a Strength contest.

That is the larger Fire Emblem lesson I was missing:

A stat is not "good" in isolation. It is good when it helps the job I gave the character.

The three numbers I should check before committing an attack

When I am actually on a tactical map, I do not need to mentally evaluate eleven base stats every time.

I can reduce most ordinary decisions to:

  1. Damage / defenses: what damage is the forecast showing, and am I hitting Protection or Resilience?
  2. Hit: am I comfortable with the chance this connects?
  3. Attack Speed / follow-up: who is attacking once and who is attacking again?

Then terrain, enemy ranges, Combat Arts and objectives decide whether the exchange is worth taking.

That is much closer to the Advance Wars-style thinking I enjoy: understand the numbers well enough that positioning becomes the interesting decision.

Sources and last verified

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  • CommunityUnverifiedSerenes Forest — Fortune's Weave resource hub

    Current launch-week reference hub. Serenes explicitly notes that Switch 2 games cannot currently be data-mined, so detailed formulas and growth data are still being assembled from play rather than extracted from the game.

  • Launch-week player reference for the practical meanings of Strength, Magic, Dexterity, Speed, Build, Luck, Defense, Resistance, Charm and Movement. Useful for the glossary, but not treated as official formula documentation.

  • CommunityUnverifiedResetEra — launch-week Attack Speed testing

    Multiple players independently describe Build as cancelling the combined Weight of weapon and accessory when calculating Attack Speed. They report a +4 AS follow-up threshold; an early Nintendo Life forum explanation says +5, so the exact threshold remains provisional and the battle forecast is the source of truth in play.

  • Nintendo explicitly says Fortune's Weave makes each character's growth rates visible for the first time in the series so players can see which basic stats, such as Strength or Speed, are more likely to rise and can use that information when deciding how to develop a character.

  • Documents the nine visible level-up growth categories and explains that class choice changes a character's stat growth rates. It also notes that class choice changes proficiency EXP gains and other class properties.