- 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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Assets
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+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.
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+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.
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+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
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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 free follow-ups, his Speed is almost entirely unnecessary.
Skill Sets
War Father’s Destruction (Mixed Phase)
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Fell Breath | A | Distant Counter Alternate: Steady Breath |
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Swap | B | Bold Fighter 3 |
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Bonfire Alternate: Moonbow |
C | Upheaval |
IVs | S | Quick Riposte 3 |
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Preferred IV: +ATK or +DEF or +RES / -SPD
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Weapon: Fell Breath
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Assist: Swap / Player Preference
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Special: Bonfire / Moonbow / Ignis / Aether
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Passive A: Distant Counter / Steady Breath / Def/Res Solo
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Passive B: Bold Fighter
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Passive C: Upheaval / Player Preference
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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)
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Fell Breath | A | Distant Counter Alternate: Def/Res Solo 3 |
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Swap | B | Special Fighter 3 Alternate: Vengeful Fighter 3 |
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Ignis Alternate: Bonfire |
C | Upheaval |
IVs | S | Quick Riposte 3 Alternate: Close Def 3 |
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Preferred IV: +ATK or +DEF or +RES / -SPD
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Weapon: Fell Breath
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Assist: Swap / Player Preference
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Special: Ignis / Bonfire / Aether
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Passive A: Distant Counter / Def/Res Solo
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Passive B: Special Fighter / Vengeful Fighter / Quick Riposte
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Passive C: Upheaval / Player Preference
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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.
Introduction
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.
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 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
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.
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 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.
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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 |
Other Info
Origin |
Fire Emblem Echoes
Fire Emblem Heroes
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