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Combat formulas

The same formulas as the in-game skill i dialog

Turn fights (practice, duels, world boss) use the full formula; the real-time maps (temple, tower, training dungeon, brawl) use a shorter one. Each topic covers both, plus how it meets bosses and temple foes.

Damage

Damage per hit

Damage = base damage × attack/defense × power × element × luck × multiplier × (1 − guard%)attack/defense = (my attack ÷ foe defense)^0.75, capped ×0.5–×2Power: normal attack 100% · skills = the % in the text · ultimate 200% × (1 + fury bonus)Element: advantage ×1.03 · disadvantage ×0.97 · luck ×0.8–1.2Multiplier = (1 + my attack↑ − attack↓) × (1 − foe defense↑ + defense↓), each capped ×0.4–×2, then every passive bonus multiplies in (they multiply, not add)Temple/Tower: damage = my attack × power × multiplier × luck ×0.9–1.1 (no foe defense) · base crit 8%, crit ×1.6Temple/Tower/Training dungeon: skill damage = (attack + 1035) × power · Brawl/Boss card hunt/Survival: skill power ×2.25 · multi-hit skills use the higher of attack or (attack + speed) ÷ 2
  • World boss unlimited HP, all damage is score, it never guards
  • Temple/Tower every foe incl. bosses never dodges or guards, no element match-ups (except the element tree), temple formula

Critical

Crit chance = crit from skills / charms / god + being faster: 25% × (my speed − foe speed) ÷ (sum) up to 10%Crit: damage ×1.5 (Vital spot raises it) · ultimates never crit (except Keen ultimate)

Dodge

Gap = (my raw speed − hitter raw speed) × 2500 ÷ both sides' mean trained points + 1000 × (dodge% − accuracy%)Dodge = 75% ÷ (1 + e^(−(gap − 605) ÷ 285)) · equal speed ≈ 8% · never above 75% · no dodge streaksTemple / tower: foes as fast as a balanced line of that floor (floor training level) · swarmed: −10% per extra hitter (down to ×0.5) · world boss keeps the old rule · ultimates can't be dodged
  • Temple/Tower foes never dodge (skills about foe dodging convert, see Other modes)

Defend (move)

Guard% = 50% + 50% × (my defense − foe attack) ÷ (sum), capped 30%–80%A defend turn: gauge +1
  • World boss it never guards
  • Temple/Tower no defend move on either side

% max HP damage

From the target's max HP · can't be dodged or guarded, never crits
  • Every boss (world boss, temple/tower bosses) at most 2% of max HP
  • normal foes full value

Gauge & counters

Ultimate gauge

Attack / skill +1 (10% for +2) · defend +1 · full (by fury) → ultimate · overflow is lostTemple/Tower: 1 gauge = god skill cooldown ÷ 12
  • World boss it has no gauge
  • Temple/Tower foes have none, my gauge speeds up the god skill

Counter

Counter = damage per hit (the skill's power, foe not guarding) × (1 + One beat) · can't be dodged · crits only with Sword focus rank 2Temple/Tower: my attack × power × (1 + One beat)
  • Every foe counters hit bosses as normal

Reflect

Reflect = damage taken × total reflect × the foe's damage-taken multiplier (Sharp thorns ignores it) · never dodged, never critsTotal reflect = Thorns + Growing thorns × stacks (+ Riposte 136.6% once, + Mirror 60% on skill hits only) · ultimates only with Backlash
  • World boss reflects its single hits, area attack see Backlash / Mirror
  • Temple/Tower reflects melee hits, a boss's area skills only with Backlash

Healing & stats

Healing

Heal = amount × (1 + Deep roots) × (1 − heal cut) × fade · fade: heal 1 / 2 / 3 / 4 / 5+ of a fight ×100 / 80 / 60 / 40 / 20%Heal cut: bleeding 50% · the foe's Corrosive · No heal (Severed vein) = 0

Stat %

Base stat (after training) × (1 + %), rounded · already in the status screen numbers

Active skills

ACTIVE skill

Auto fights: on a turn without a full gauge, 30% to use a skill off cooldown (several = one at random) · CD counts down every round end, not the round it's usedTemple/Tower: CD = rounds × 1.8 s · a 1-round effect = 1.8 sTemple/Tower/Brawl: wide area skills wind up first: radius 100+ = 1.5 s · radius 70+ = 0.8 s · radius 60+ = 0.5 s · stunned during it = cast broken, half cooldown

Element factor

Advantage ×1.03 · disadvantage ×0.97 · Element chart ›

Data synced with the game on 2026-11-08 · all numbers come straight from the game. T4–T5 forms and drop chances stay secret.