Community Posts with Keyword Duma All

Table of Contents

Tier Rating

Analysis by RedFerrari1998
Duma - God of Strength


Obtainable as a 5 only

Hero Stats

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

Stat Variations

Level 1 Stat Variation
Low 23 9 5 7 6
Middle 24 10 6 8 7
High 25 11 7 9 8

Level 40 Stat Variations
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.


  • +ATK: Attack is an incredible choice of Asset for Duma and is his optimal overall choice. An Attack asset puts Duma to a staggering 44 base Attack (47 if taking Fell Breath’s natural Attack boost into consideration) which helps him 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 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.


  • 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.


  • -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 free follow-ups, his Speed is almost entirely unnecessary.

Skill Sets

War Father’s Destruction (Mixed Phase)

Fell Breath A Distant Counter
Alternate: Steady Breath
Swap B Bold Fighter 3
Alternate: Moonbow
C Upheaval
SP1440SQuick 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 units in general and will be a safe pick.

For his Special, Duma has many strong options, all of which have positives and negatives. Bonfire is a very strong choice and is the overall recommendation, activating 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 synergizes 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
Alternate: Bonfire
C Upheaval
SP1785SQuick Riposte 3
Alternate: Close Def 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, synergizing 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 generally 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.


Bow mere mortal, for you stand before none other than Duma, the War Father, the 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.

At first glance, Duma seems to have almost everything going for him. His stats and skills are all great. He possesses amazing Attack and hits hard, as well as possessing strong defensive capabilities from both physical and magical attacks alike. His only statistical weak point, his low Speed, is an issue that can be circumvented thanks to his weapon and his other skills.

From stats and skills alone, Duma seems to be faultless, but this isn't the case. Duma definitely has major flaws which hinder his capabilities when put into practice. His status as an armored dragon means he is weak to both armor and dragon effective weaponry. Both types of weapons are rather common in Aether Raids, making using Duma to be potentially quite difficult depending on the opposing team. His weapon can also be unreliable since it relies on the damage dealt by Upheaval remaining unhealed. Without Fell Breath active, Duma's defensive capabilities fall apart significantly.

Overall, Duma can be extremely powerful when all the pieces fall into place. The issue is making everything fall into place can be no easy task. There are many things which can stop Duma from reaching his theoretical highest potential, namely his reliance on enemies being already damaged. Because of this, Duma can be very hit or miss in practice. When he hits, he hits extremely hard, but when he misses, all his strengths start to fall apart.


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 an Anima Blessing. On top of this, he also reduces the lift loss from failed AR defenses depending on the number of allies with Anima Blessings and how merged he is. Note that these bonuses will only apply if it is currently an 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. However, the reliance on enemies being damaged will hinder the weapons potential significantly if the enemy has healing available.


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 an 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.

Strong Statline

Statwise, Duma is very strong. 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 very tanky against both physical and magical attacks thanks to his 48 HP, 34 Defense, and 31 Resistance. His Low Speed is the one flaw, though this can be circumvented with Fell Breath and skills such as Bold Fighter and Quick Riposte.


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 to deal significant damage to him and will all likely KO him if Fell Breath does not activate.

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 can struggle to get into his optimal position or struggle to safely retreat if necessary.

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
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.
Def/Res Solo 2If unit is not adjacent to an ally, grants\nDef/Res+4 during combat.
Inheritable by all units.
Def/Res Solo 3If unit is not adjacent to an ally, grants Def/Res+6 during combat.
Inheritable by all units.
Unlocks at 5 ★
Bold Fighter 1If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Bold Fighter 2If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Bold Fighter 3If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
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.)
Non-Inheritable skill.
Unlocks at 5 ★

Other Info

Fire Emblem Echoes
Fire Emblem Heroes

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