This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see .
RarityHPAtkSpdDefResTotal3
Stats between level 1 and 40
For stat values between level 1 and 40, see this page.
Skills[ | ]
Weapons[ | ]
NameMightRangeDescriptionSPDefaultUnlockIron Sword61—501
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat [X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently].
2003
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat [X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently].
3005
Farmer's Tool+ can be upgraded in the Weapon Refinery.
Assists[ | ]
This unit owns no Assist skills.
Specials[ | ]
NameCooldownDescriptionSPDefaultUnlockGlowing Ember4
Boosts damage by 50% of unit's Def.
1004
Boosts damage by 80% of unit's Def.
200—4
Passives[ | ]
TypeNameDescriptionSPUnlockA
At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+3 to unit during combat.
【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects [extra movement or effects like Dominance].
601
At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+4 to unit during combat.
【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects [extra movement or effects like Dominance].
1202
At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+5 to unit during combat.
【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects [extra movement or effects like Dominance].
2404
If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. [Does not stack.]
603
If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. [Does not stack.]
1204
If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. [Does not stack.]
Is Kellam a good unit?
Kellam is fantastic. He's a great unit. It takes a while for his speed to catch up but by the tine you promote him he'll be fine against physical units.
What is all stats +2 in Fire Emblem Awakening?
All Stats Plus 2.
What is the max level for classes in Fire Emblem Awakening?
Yeah the level cap is 20 >.> Either use a Master Seal to promote your character or a Second Seal to change class and you can keep leveling. 20 for normal classes. 30 for villager, taguel, dancer and manakete.
How many units should I train in Fire Emblem Awakening?
For the first post, I want to talk about how many units beginners should use when playing the game. I saw someone make a post asking this question. As a rule of thumb, in most FE games you should only use around 8-10 units at the very most. In fact, it's even more effective to just use like 4 units at most.