Fire Emblem Fates Growth Rate Calculator

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Fire Emblem Fates Growth Rate Calculator

Calculate total growth percentages and project future stats based on class and personal rates.

Stat Personal Growth (%) Class Growth (%) Current Value Total Growth Rate Expected Value
HP
Str
Mag
Skl
Spd
Lck
Def
Res

Understanding Fire Emblem Fates Growth Rates

In Fire Emblem Fates (Birthright, Conquest, and Revelation), character progression is determined by a pseudo-random system known as Growth Rates. Unlike some RPGs where stats are fixed, Fire Emblem uses percentages to determine if a specific stat (like Strength or Speed) increases upon leveling up.

How the Formula Works

The total probability of a character gaining a stat point is the sum of two main components:

  • Personal Growth Rate: A fixed percentage inherent to the specific character (e.g., Ryoma has high Strength growth, while Elise has high Magic growth).
  • Class Growth Rate: A percentage determined by the character's current class (e.g., a Swordmaster grants bonuses to Speed and Skill growths).

The formula is simply: Total Growth % = Personal % + Class %.

For example, if Corrin has a personal HP growth of 45% and is in the Nohr Prince class (15% HP growth), their total chance to gain HP on a level up is 60%.

Using the Aptitude Skill

The skill Aptitude, famously associated with the villager Mozu (and potentially passed down to children), adds a flat +10% to all growth rates. This calculator allows you to toggle this skill to see how it impacts long-term stat averages.

Projecting Stats

This calculator provides an "Expected Value." Since growth is based on probability, you might get lucky or unlucky in a single level up. However, over the course of 10 or 20 levels, your stats will tend to average out. The expected value is calculated as:

Current Stat + ((Total Growth / 100) * Levels Gained)

Use this tool to plan class changes (Reclassing) to patch up a unit's weak stats or maximize their strengths.

function calculateFEGrowths() { // Stats array for iteration var stats = ['hp', 'str', 'mag', 'skl', 'spd', 'lck', 'def', 'res']; // Get global settings var levels = parseInt(document.getElementById('fe_levels').value); var hasAptitude = document.getElementById('fe_aptitude').checked; var aptitudeBonus = hasAptitude ? 10 : 0; if (isNaN(levels) || levels < 0) { levels = 0; } // Iterate through each stat to calculate for (var i = 0; i < stats.length; i++) { var statName = stats[i]; // Get inputs var personalVal = document.getElementById(statName + '_personal').value; var classVal = document.getElementById(statName + '_class').value; var currentVal = document.getElementById(statName + '_current').value; var personalGrowth = parseFloat(personalVal); var classGrowth = parseFloat(classVal); var currentStat = parseFloat(currentVal); // Handle empty inputs as 0 if (isNaN(personalGrowth)) personalGrowth = 0; if (isNaN(classGrowth)) classGrowth = 0; if (isNaN(currentStat)) currentStat = 0; // Calculate Total Growth Percentage var totalGrowth = personalGrowth + classGrowth + aptitudeBonus; // Calculate Expected Gain // Formula: (Total Growth % / 100) * Number of Levels var expectedGain = (totalGrowth / 100) * levels; // Calculate Final Expected Stat var finalStat = currentStat + expectedGain; // Update DOM // Show Total Growth Rate with % document.getElementById(statName + '_total_rate').innerHTML = totalGrowth + '%'; // Show Expected Value (rounded to 2 decimal places) document.getElementById(statName + '_expected').innerHTML = finalStat.toFixed(2); } }

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