Fire Emblem Heroes Arena Guide

This guide is geared towards people looking to break into the next feather threshold in Arena. We are several successful Arena players (4400+, rank 100-1000) who wish to compile our game knowledge, and you are an Arena player hovering at about 3600 with level 40 units, looking to get into the top 10000, or maybe even the top 1000, on the ranking leader board.

While you are able to win seven games on advanced, you’re not satisfied with your rating and want to improve. You’ve come to the right place! We’ll assume a basic understanding of how combat mechanics works, and that you’ve played a few games of Arena to know the very basics of how the system operates.

How Arena Rating is Determined

The rating you get from each match is determined in two parts:

Firstly, the range that is reported when you first see the list of possible enemies is determined by the levels and statlines of your team. The higher your heroes stat totals (including bonuses from merging) the higher this range will be.

Secondly, the realized rating that you get from this range after you win a match is determined by how many deaths you suffered in your victory. If you lose one unit in your victory, then you can expect your rating to drop by about 50 points. It’s safe to assume that any more than 7 deaths will disqualify you from the top 1000: in fact, with an average statline, a single death will remove you from contention. A deathless arena run of standard statlines (i.e. sum of 660-680), without any bonuses to your characters from merging, will not land you inside the top 100 either. Our goal each season is to simply land inside the 1000-100 ranking bracket, which is the endgame for F2P.

Deathless runs and maximizing points you get

The requirements of Arena means that you must not only win, but maximize the points you get by doing so. For this reason, there are several oddities present in teambuilding.

When evaluating the strength of a hero, we have to assume that everyone else on your team is alive: if you’ve already suffered a loss, then a run with the goal of making the top 1000 is already over and it’s quicker to surrender a winning match.

Furthermore, this means that not only are we thinking about ways to engage the enemy, even more important are the ways to protect all of our teammates. Lastly, Arena teams have to have a high stat total, or else you won’t be matched against highly statted opponents (who give out the largest rewards).

Team statlines account for the variation in score in deathless runs: /u/halapuno’s deathless run of 4502 was achieved with a total team stat of 667, while Sprayquaza’s 4554 was done with a total of 685. Even minute stat differentials can be very important, since 60 points is the difference between deathless and one death for any given run. One strategy to increase trophies is to reroll when you see that the max trophy amount is not past the threshold you want.

For example, in Sprayquaza’s run he only fought teams that gave at least 650 points. You do this by surrendering at the page where you choose Beginner, Intermediate, and Advanced. This will NOT break your streak. However only do this if you are aiming for a high score/using orbs as it is very taxing on the amount of stamina swords you have.

Arena Maps

Arena maps change every season, so we’re not entirely sure whether or not they are worth talking about yet. We’ll discuss general strategies of how to organize troops in the team archetypes section, and these can be applied to maps in general.

One map deserves a special shoutout: the 2v2 map is notoriously difficult to win without losing a team member. However, this can be planned around by going to edit teams. The first two heroes will be located on the NE corner, and the other two on the SW corner. We recommend that you order your team so that these two groups can synergize with each other on that map.