Table of Contents

Tier Rating

Analysis by RedFerrari1998
Duma - God of Strength

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 48
ATK 40
SPD 21
DEF 34
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 23 9 5 7 6
Middle 24 10 6 8 7
High 25 11 7 9 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 45 37 18 31 28
Middle 48 40 21 34 31
High 51 44 24 37 34

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Assets

  • +ATK: Attack is an incredible choice of Asset for Duma and is his optimal overall choice for increasing. An Attack asset puts Duma to a staggering 44 base Attack (47 if taking Fell Breath into consideration) which helps him to deal immense damage. On top of this, an Attack asset will take Duma up to 175 BST, thus increasing his Arena scoring bin.

  • +DEF: Defense is a strong secondary choice of Asset for Duma. Defense will make him all the more better at resisting physical damage and will make it hard for him to be easily taken down without dragon or armor effective weaponry.

  • +RES: While it is the arguably weakest of his recommended Assets, Resistance is still a very good option for Duma. With a Resistance Asset and Fell Breath active, defeating Duma with magic becomes a difficult task. It also makes him more effective with Ploy skills if that’s what one wants to use as his Sacred Seal.

Neutral

  • HP: At 48 HP, Duma possesses a plentiful health pool. Increasing it is beneficial, but not beneficial enough to recommend as an Asset over the other recommended options if available. Decreasing it is also not recommended since this will reduce his overall bulk both physically and magically. As such, HP should be kept neutral if possible.

Flaws

  • -SPD: Speed is easily the weakest point in Duma’s stat spread and is by far his least beneficial stat overall, making it the clear-cut choice for a Flaw. With Fell Breath blocking enemy follow-ups and skills like Bold Fighter and Quick Riposte giving him follow-ups, his Speed is almost entirely unnecessary.

Skill Sets

War Father’s Destruction (Mixed Phase)

Recommended
Fell Breath A Distant Counter
Alternate: Steady Breath
Swap B Bold Fighter 3
Bonfire
Alternate: Moonbow
C Upheaval
SP1,440SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF or +RES / -SPD

  • Weapon: Fell Breath  

  • Assist: Swap / Player Preference  

  • Special: Bonfire / Moonbow / Ignis / Aether  

  • Passive A: Distant Counter / Steady Breath / Def/Res Solo  

  • Passive B: Bold Fighter  

  • Passive C: Upheaval / Player Preference

  • Sacred Seal: Quick Riposte  

Much like with many other armors, Duma can function extremely effectively on both phases thanks to the tools made available to him.

Duma will ideally want an Asset in either Attack, Defense, or Resistance with a Flaw in Speed. An Attack Asset with Speed Flaw would be optimal overall, but having Defense or Resistance as the Asset will be plenty strong. Fell Breath is a powerful personal weapon that fits perfectly with him, helping him both offensively with extra Attack and defensively with extra Resistance and preventing follow-up attacks against injured foes. The Assist will mostly be up to personal preference. Swap is a very good choice for armored unit in general and will be a safe pick.

For Special, Duma has many strong options, all of which having positives and negatives. Bonfire is a very strong choice and is the overall recommendation, activating of of Duma’s high defense with great consistency. Moonbow is another very strong choice. While weaker in power compared to his other options, its low cooldown means that Duma can activate it almost every battle on either phase without relying on Steady Breath for enemy phase or being countered on player phase. Ignis is a great choice if using Steady Breath, though this Special is trickier to utilize on player phase since it won’t charge fully from Bold Fighter. Finally, Aether is always a strong option for armored units and Duma is no exception. While he won’t be activating Aether every single battle, he can easily charge it for use every other battle instead.

In the A slot, Duma’s best option is either Distant Counter or Steady Breath. Distant Counter will allow him to retaliate upon any ranged units that attack him. Meanwhile, Steady Breath allows Duma to make consistent use of both Bonfire and Ignis on enemy phase as well as give him a nice boost to Defense. Both increase his enemy phase power exceptionally and will make for fantastic choices. If neither skill is available, not to fear. Duma’s default Def/Res Solo is also a very strong choice and will help him greatly defensively. Bold Fighter is on Duma by default and needs not to be changed at all. This skill gives Duma a guaranteed follow-up and extra Special charge on player phase, making him incredibly potent when attacking. Similarly, Upheaval synergises perfectly with Duma, helping him to activate Fell Breath and messing with any units that rely on staying healthy. Last but not least, Quick Riposte is his best Sacred Seal, guaranteeing him a follow-up attack on enemy phase and thus enabling him to truly shine when being attacked.

Down With The Madness (Enemy Phase Tank)

Fell Breath A Distant Counter
Alternate: Def/Res Solo 3
Swap B Special Fighter 3
Alternate: Vengeful Fighter 3
Ignis
Alternate: Bonfire
C Upheaval
SP1,785SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF or +RES / -SPD

  • Weapon: Fell Breath  

  • Assist: Swap / Player Preference  

  • Special: Ignis / Bonfire / Aether

  • Passive A: Distant Counter / Def/Res Solo

  • Passive B: Special Fighter / Vengeful Fighter / Quick Riposte

  • Passive C: Upheaval / Player Preference  

  • Sacred Seal: Quick Riposte / Close Def / Distant Def / Atk/Def Bond

This set is designed to push Duma’s enemy phase power to the max and become an absolute tank against both physical and magical foes.

Again, Duma would ideally want an Asset in Attack, Defense, or Resistance with a flaw in Speed. All three of these Assets have their merit in this set, so there’s no clear-cut best option here. Fell Breath is the only weapon Duma will need, synergising with Upheaval and giving him very useful bonuses for enemy phase. The Assist slot will be a matter of personal preference, with Swap being a general safe choice for armored units. The Special of choice is dependant on what is used in Duma’s B slot. If using Special Fighter, using Ignis is recommended, otherwise use Bonfire instead. Both Specials are very powerful and can be activated with great consistency. While activating in a single round of combat can be tricky, Duma can still very effectively charge Aether and put it to great use.

Distant Counter will be the optimal choice of A slot here. This will allow Duma to retaliate against enemy mages, archers, and dagger units, thus increasing his usefulness on enemy phase massively. If this is not available, his default Def/Res Solo is a very powerful defensive skill and will make him much harder to take down. Special Fighter is an amazing B slot for Duma, granting him with extra Special charge and reducing the opponent’s Special charge so long as he’s above 50% HP. Paired with Quick Riposte as the Sacred Seal, Special Fighter will be incredibly powerful. Vengeful Fighter is another powerful option, giving Duma is guaranteed follow-up when attacked as well as additional Special charge. For a budget option, Quick Riposte is a simply lesser version of Vengeful Fighter, having a less lenient HP threshold and granting no additional Special charge.

Upheaval is an extremely synergistic C slot skill and there’s little reason to change it, helping Duma to activate Fell Breath and messing with any enemies that rely on high HP thresholds. Finally, Quick Riposte in the Sacred Seal slot is a must have with Special Fighter to ensure that Duma can get that skill to good use through guaranteed follow-up attacks. If Vengeful Fighter or Quick Riposte is being used in the B slot instead, Duma can take a different Sacred Seal. Distant Def and Close Def both make for fantastic choices, increasing his defensive capabilities against either ranged or melee units. Atk/Def Bond is also a solid option if Def/Res Solo is not being used.

Introduction

Bow mere mortal, for you stand before none other than Duma, the War Father, patron deity of Rigel, and ex-gooey abomination. Looking to make humanity stronger through battle, Duma joins us as a Mythic Hero and is definitely deserving of the title. In gameplay, he is a colorless armored dragon of immense power.

Duma has almost everything going for him. His stats and skills are nothing shy of amazing. He possesses amazing Attack and hits incredibly hard, as well as possessing fantastic defensive capabilities from both physical and magical attacks alike. His only statistical weak point, his low Speed, is an issue completely rendered obsolete thanks to his weapon granting him with protection from enemy follow-ups and his other skills being able to grant him with guaranteed follow-ups of his own.

Duma is almost faultless, with his weaknesses being mostly minor faults that are far from exclusive to him. His only real notable weak point is that he has a natural weakness to both armor and dragon effective weaponry. As both types of weaponry are rather common, this can cause some problems if multiple opponents have effective weapons. Even this, this is not that big of a draw back considering he will often have the bulk to survive a single attack.

Calling Duma anything less than incredible would be wrong. He has almost everything and is lacking almost nothing. Even with no inherited skills at all, Duma will prove to be extremely powerful, with or without support from his team. Let him loose and Duma will trample all beneath his mighty body.

Strengths

Mythic Hero

Being an Anima Mythic Hero, Duma is able to provide a stat boost of five HP and three Attack to any unit on his Aether Raids team carrying a Anima Blessing. On top of this, he also reduces the lift loss from failed AR defenses depending on the amount of allies with Anima Blessings and how merged he is. Note that these bonuses will only apply if it is currently a Anima season and the stat bonuses will only apply if Duma is on the team with the unit carrying the Anima Blessing.

Fell Breath

Fell Breath is Duma’s personal weapon. On top of the usual adaptive damage that breaths have, this weapon will grant Duma with a large Attack and Resistance boost as well as prevent enemy follow-up attacks whenever the opponent is not at full HP. This weapon has great synergy with Upheaval and is extremely potent on both player phase and enemy phase when active. Overall, a simply solid weapon with a great effect.

Upheaval

Upheaval is Duma’s personal C slot skill. On turn 1, this skill will deal seven damage to all enemies. On top of this, if Duma is on a AR defense team during Anima season, he will destroy any destructible offensive structure in the same column as him. This skill is very fitting for Duma and has many advantages. It makes it far easier for Duma to benefit from Fell Breath, interferes with units that rely on having high HP such as Alm, and the damage is not enough for the extreme majority of enemies to activate skills such as Wrath or Brazen skills. The catapult effect is nice, but is far from the main draw of this skill.

There is very little reason to not use this skill on Duma since it offers so much to him. While it’s effectiveness can be diminished with healing, that’s not enough to not want to use it.

Armor Strengths

Being an armored unit, Duma is naturally subject to having a very high BST compared to the other movement types. On top of this, being armored gives Duma access to the incredibly powerful fighter skills. Skills such as Bold Fighter, Vengeful Fighter, and Special Fighter are some of armored unit’s biggest selling points and Duma can put all of them to fantastic use.

Phenomenal Statline

Statwise, Duma is almost without fault. His base Attack of 40 is downright incredible and makes him hit absolutely incredibly hard, further supported by Fell Breath giving him three Attack as a free bonus. On top of this, Duma is extremely tanking against both physical and magical attacks thanks to his 48 HP, 34 Defense, and 31 Resistance. His low Speed is not even an issue thanks to Fell Breath preventing enemy follow-ups and skills such as Bold Fighter and Quick Riposte giving him follow-ups.

Weaknesses

Weak to Dragon and Armor Effective Weaponry

Being an armored dragon, Duma is naturally weak to both dragon slaying and armor slaying weapons. Both types of effective damage are also quite common. Falchion users, Naga users, and other units with dragon effective weapons will be able deal significant damage to him, though many will struggle to defeat Duma in a single round of combat thanks to Fell Breath preventing follow-ups. Still though, Duma should keep an eye out of any effective weaponry and plan accordingly.

Low Natural Mobility

Besides the aforementioned weakness to armor slaying weapons, the other main weakness of being armored is his natural movement range of one tile. Without assistance from movement Assists, Armor March, Armored Boots, Guidance, etc, Duma may struggle to get into his optimal position or struggle to safely retreat if necessary.

Team Options

Duma will most be at home alongside other armored or dragon units that can supply him with the powerful Hone/Fortify class buffs. Outside of this, Duma will appreciate support from anyone else that can supply him with buffs and other kinds of support.

  • Armored Units: Being armored himself, Duma will be able to benefit from class specific buffs such as Armor March and Ward Armor when he’s alongside other armored units. There are plentiful strong armored allies available, including but absolutely not limited to  Zelgius, Brave Hector, Brave Ephraim, and Halloween Jakob.

  • Dragons: While non-armored dragons can’t supply Duma with Armor March, they can still buff him with skills like Hone Dragons. Again, there are plentiful strong dragons available, including but not limited to Adult Tiki, Adrift Corrin M, Myrrh, and Legendary Robin.

  • Armored Dragons: The next natural step beyond using Duma alongside simple armored or dragon units is to put them both together. Halloween Myrrh, Legendary Tiki, Fallen Robin, and Winter Fae are four extremely powerful units that will all work very well alongside Duma.

  • Melee Buffers: Outside of dragons and armored unit, there are other units that can all support Duma well. Linde and Delthea for example can both use Dark Aura to give Duma a large Attack bonus. Marth is another great choice with his Falchion providing an all-around boost to stats to nearby allies.

  • Healers: Naturally, Duma will enjoy being kept healthy so he can continue to sustain damage and keep fighting. As such, any healer will make a great companion for him. The natural choice of healer for him would be Winter Eirika as she is also armored and as such can provide him with Armor March and other similar support on top of her healing. Halloween Mia and Hostile Springs Sakura also make for great choices thanks to being able to provide Guidance support.

Counters

There is very little that can actually stand against a well-built Duma. Still, nobody is invincible and Duma can certainly be weared down. His most notable threats are effective damage dealers and those that can bypass Fell Breath.

  • Units with Effective Damage: Duma can succumb to raw power just like anyone else. Alm is by far his biggest threat. Alm deals effective damage against him and bypasses Fell Breath thanks to Falchion offsetting the damage done by Upheaval. The other Falchion users also poses significant threat and are all capable of a OHKO against him if they are given enough Attack boosts. Micaiah and Hoshidan Summer Micaiah are also significant threats thanks to their own effective damage and are also capable of a OHKO with some Attack support.

  • Speedy Bold Fighter Armors: When a Bold Fighter armor attacks Duma with Fell Breath active, whether or not that armored unit performs a follow-up attack will revert back to a regular Speed check. There are a number of speedy armors who will be able to perform a follow-up against Duma in this scenario such as Zelgius, Black Knight, and Legendary Tiki. As such, they will also pose threats to Duma, particularly Zelgius and Black Knight thanks to Black Luna.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Fell BreathGrants Atk+3. At the start of combat, if foe's HP < 100%, grants Atk/Res+6 during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Def/Res Solo 1If unit is not adjacent to an ally, grants\nDef/Res+2 during combat.
Inheritable by all units.
60
A
Def/Res Solo 2If unit is not adjacent to an ally, grants\nDef/Res+4 during combat.
Inheritable by all units.
120
A
Def/Res Solo 3If unit is not adjacent to an ally, grants Def/Res+6 during combat.
Unlocks at 5 ★
Inheritable by all units.
240
A
Bold Fighter 1If unit's HP = 100% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
60
B
Bold Fighter 2If unit's HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
120
B
Bold Fighter 3If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Unlocks at 5 ★
Only inheritable by armor units.
240
B
UpheavalAt the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.)
Unlocks at 5 ★
Non-Inheritable skill.
300
C

Other Info

Origin
Fire Emblem Echoes
Fire Emblem Heroes

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