- Default
- Attack
- Special
- Injured




Duma - God of Strength |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 23 | 9 | 5 | 7 | 6 |
Middle | 24 | 10 | 6 | 8 | 7 |
High | 25 | 11 | 7 | 9 | 8 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
I Can’t Think of a Title So Just Pretend This is the Most Clever Thing Ever (Vantage)
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Fell Breath (+Eff) | A | Distant Storm Alternate: Fury 4 |
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Positional Assist | B | Vantage 3 Alternate: Bold Fighter 3 |
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Glimmer Alternate: Draconic Aura |
C | Upheaval+ Alternate: A/R Far Save 3 |
IVs | +ATK / -SPD | S | Brazen Atk/Res 3 Alternate: Steady Breath |
Weapon: Fell Breath (+Eff)
Assist: Positional Assist
Special: Glimmer / Draconic Aura
A Passive: Distant Storm / Distant Counter / Fury 4
B Passive: Vantage / Bold Fighter / Wings of Mercy
C Passive: Upheaval+ / A/R Far Save / A/D Far Save / A/R Near Save / A/D Near Save
Sacred Seal: Brazen Atk/Res / Brazen Atk/Def / Steady Breath / Deflect Magic / Deflect Missile / Deflect Melee
- Fell Breath is a fantastic combative upgrade since it now allows Duma to output a significant amount more damage as well as take hits when needed. This means that he can run a relatively reliable Distant Counter Vantage set since he has the ability to set it up.
- Any low-cooldown Special will work for Duma if running a Distant Counter Vantage set since he’ll have the ability to trigger it more often. However, if you plan to keep Bold Fighter, a three-cooldown Special such as Draconic Aura will work well.
- A Distant-Countering A skill will do wonders for Duma since he’ll be able to set up Vantage against Ranged foes and be much more difficult to take down without some sort of Firesweep effect. He can always keep Fury 4 on budget since that can knock him down below 75% HP but considering his bulk isn’t the greatest as is, and he gets damage Reduction from his PRF, he should be able to manage without it.
- Vantage with Distant Counter will be the go-to since it’ll allow him to attack first and potentially OHKO incoming attacks. You could also keep his innate Bold Fighter if you’d like but it may be difficult to get to the enemy since he only has one move. That being said, he can run Wings of Mercy if you want to get the jump on the foe every so often.
- Upheaval+ is quite nice for setting up Duma’s PRF and can come in handy when attempting to take down foes since it neutralizes their bonuses. That being said, you could also run a Save skill to not only protect allies but to also gain additional Atk as well as prevent incoming snipes. Moreover, his PRF can still activate if he has more visible Atk than the foe, so it’s not mandatory per se. Even so, it doesn’t hurt to try either but considering that Duma’s main gimmick is Upheaval+, it may be worth keeping around.
- Any Sacred Seal that increases his overall Atk stat will do well for Duma, especially when paired with Vantage. Although, Steady Breath can come in handy if you want to trigger two-cooldown Specials either on retaliation or on every second Vantage hit. That being said, it couldn’t hurt to run a Deflect for setup purposes since it’s entirely possible that he gets 2HKO’d.
Elimine Vibe Check (Res Stack)
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Fell Breath (+Eff) Alternate: Lightning Breath+ (+Res) |
A | Fury 4 Alternate: Fort. Def/Res 3 |
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Positional Assist | B | Vantage 3 Alternate: Bold Fighter 3 |
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Glimmer Alternate: Iceberg |
C | Upheaval+ |
IVs | +RES / -SPD | S | Phantom Res 3 |
Weapon: Fell Breath (+Eff) / Lightning Breath+ (+Res)
Assist: Positional Assist
Special: Glimmer / Iceberg
A Passive: Fury 4 / Fort. Def/Res 3 / Fortress Res
B Passive: Vantage / Bold Fighter
C Passive: Upheaval+
Sacred Seal: Phantom Res
- The idea with this set is to stack as much Res as possible so that Duma can get his Upheaval+ off. There’s not really much he needs in his kit beyond skills that increase his Res stat. As such, you can swap out his PRF for Lightning Breath+ and Res-refine it as that’ll grant him +4 to his visible Res. You could also Res-refine Fell Breath, but I highly don’t recommend that simply for resource purposes.
- Duma’s Special won’t really matter much with this set since the idea is to simply get Upheaval+ off and nothing more. Although, he can go with Glimmer if you decide to keep Fury 4 or Iceberg if he ends up initiating combat with Bold Fighter equipped.
- Any A Passive that increases his visible Res will work best for him. His innate Fury 4 is a solid option since it grants +4 to his visible Res, but if you want something that grants more, he can go with Fort. Def/Res for an upward total of +6 Res or Fortress Res on budget for +5 Res.
- Duma’s B Passive won’t really affect his overall performance with Upheaval+ checks since it triggers turn one. As such, anything can work, but you could always run Vantage with Fury 4 or keep Bold Fighter if running Iceberg.
- Phantom Res will be the best Sacred Seal for Duma in this set since it grants +10 to his Res checks against Elimine. Stacking visible can go awry since it’s entirely possible that he gets hit with a Chill Res debuff.
Strengths
Fell Breath
Fell Breath still maintains its Wary effect from the base effect but is now much more flexible as Duma can still activate it if he has more visible Atk than the foe, which shouldn’t be too difficult since his base Atk is high to begin with, especially when taking his 19 MT PRF into account. However, that’s not the end of its effects. Duma also receives +5 Atk and inflicts -5 Atk, gets 30% Damage Reduction on the foes’ first attack, and gains a dual-phase Atk boost based on how much more Atk he has over the foes’ Res as long as he either initiates combat or is within two spaces of an ally. This not only makes his longevity much greater but also allows him to output a significant amount of damage to the point where he may even one-shot a lot of foes.
Upheaval+
Upheaval+ is a complete upgrade from his original Upheaval as now the damage is increased to 10 and no longer requires Duma to be in the same lane as a structure to break it. Essentially, Upheaval+ will target the nearest “breakable” structure meaning that it will ignore structures such as Escape Ladders and the Fortress. This makes Duma much more reliable, and depending on the lane you slot him in, he can potentially break up to two structures. Upheaval+ also has a combative effect that ignores any visible buffs the foe may have as long as Duma has more visible Atk than them or if their HP is below 100%.
High Attack
He sure isn’t the God of Strength for nothing as he starts out with a base Atk stat of 40, has a super boon, and if all of his conditions are met on his PRF, he can gain an additional 11 more Atk before taking the extra 30% Atk bonus he gets based on how much more Atk he has over the foes’ Res stat.
Weaknesses
Counters Aplenty
Despite the upgrades that Duma received, he is still rather prone to many things in Astra season. For starters, there are the Astra Mythics:
- Elimine who can completely negate the effects of Upheaval+ with False Start
- Naga who can provide Dragon Effectiveness to everyone and shred through his bulk
- Thorr who has Armor Effectiveness and massive Atk
Those alone can prove to be troublesome for Duma as the 30% Damage Reduction he receives from his weapon, as well as the Atk penalties he inflicts on the foe, may not be enough to survive one hit. There are also other effects that can prove to be an issue for Duma such as:
- Brave Attacks as he only gets Damage Reduction on the first hit (Unless he runs a Deflect)
- Guaranteed Follow-Ups to bypass his Wary effect
- Healing
- Having more visible Atk
- Damage Reduction
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Fell Breath | A | Distant Counter |
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Pivot | B | Vantage 3 |
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Sol | C | Upheaval |
S | Quick Riposte 3 |
Duma, my personal favorite armored unit. I have invested a lot into Duma, and it has paid off. He has Distant Counter to deal with those pesky ranged units. Vantage allows him to almost always get the first hit. Upheaval is good, even outside Aether Raids, it has saved me a couple of times. I think that +HP/-Spd are the best IVs for Duma, as it allows for a bigger gap between Vantage activation range and Quick Riposte deactivation. Sol is in case he falls out of Quick Riposte range. It can be replaced by Aether if needed.
Summoned on February 5, 2019
(Currently LV. 40 with 5 Dragon Flowers and S-Ranked with B!Micaiah, and part of main team)
R.I.P. Hrid, we thank you for your sacrifice.
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Fell Breath | A | Atk/Def Bond 3 |
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Swap | B | Bold Fighter 3 |
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Ignis | C | Upheaval |
S | Def/Res Bond 3 |
(+Atk, -Anything else)
The whole idea of this build is to have Duma almost constantly next to someone with Armor March. This way, he can move an extra space, and he gets large Atk, Def, and Res buffs. It also helps to Ally Support him with the Armor March unit.
Support and Special skills are up to player preference.
Bold Fighter kind of makes him a bit more player phase focused. If you want something more enemy phase focused, you could give him Vengeful Fighter instead.
(My Dums is currently +2, with +3 Dragonflowers)
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Fell Breath | A | Def/Res Solo 3 |
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Pivot | B | Bold Fighter 3 |
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Draconic Aura | C | Upheaval |
Duma the God of mayhem. In his seal slot I have steady stance 3. This makes his def/res 46/46, one of the best in the game when the conditions are right. Buff him with ward dragons/armor or vallite songstress Azura for 50/50 - 52/52, which is what I do all the time. He is basically untouchable even with effective against armor/dragons it's only 25 dmg or less most of the time. Love him hate him just don't face his wrath.
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Fell Breath | A | Distant Counter |
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Pivot | B | Vantage 3 |
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Glimmer | C | Upheaval |
S | Brazen Atk/Res 3 |
An excellent AR defense build drastically increasing the survivability of Duma. Despite being a simple vantage build, in the hands of Duma, it exceeds expectations due to the fantastic synergy with Fell Breath.
Regarding IVs, +ATK should be prioritized as to one-hit KO more opponents. The bane doesn't matter as much since it will be neutralized upon the first merge.
The crux of this vantage build, as mentioned above, is Fell Breath. As long as the opponent is not at full health, the wary fighter effect and additional atk/red will activate. This is significant for two reasons. The first is that it increases the chance that Duma will safely get into vantage range upon a single round of combat. The second is that it drastically increases attack, which is vital for one-shotting opponents during vantage.
The A skill should preferably be Distant Counter, as to greatly expand the amount of opponents Duma will be effective against.
The B skill for this Vantage build is...wait for it....
The C skill depends on Duma's source of widespread chip damage. If Duma will rely on lightning traps, lightning towers, and/or Pain+ healers, Upheaval can be replaced with something like Res Smoke or Spd Tactic.
The Sacred Seal should be any brazen skill, as they increase the chances of one-shot ting opponents (which, again, is necessary for a vantage build). I personally prefer Brazen Atk/Res in my +Res Duma to solidify his anti-magic (mages/dragons/healers) role, due to its stacking with Fell Breath's additional Res.
With proper set-up and a little bit of luck, this build can practically solo AR matches.
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Fell Breath | A | Distant Counter |
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Swap | B | Bold Fighter 3 |
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Aether | C | Upheaval |
S | Quick Riposte 3 |
I have a Dragon Armor Emblem team (H!Myrrh, L!Tiki, W!Fae, Duma) that I mostly use to clear Legendary quests and occasionally Story Mode missions. My Summoner Supported Duma is my designated Player Phase nuke. Can't say much else other than that I will have to wait a while to get another Duma to fix that HP flaw.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Only inheritable by armor units.
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60 | B |
![]() Only inheritable by armor units.
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120 | B |
![]() Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Echoes
Fire Emblem Heroes
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