Every combat stat and the exact damage math, pulled straight from the game's code.
Battles run automatically: your heroes attack and fire Block Skills while the enemy does the same. Every hit, from a basic attack to a 3-chain skill to a damage-over-time tick, runs through the one pipeline below. The numbers here are read directly from the game, not estimated.
A single hit is resolved in this fixed order, each step feeding the next:
These layers stack multiplicatively, so DEF, Damage Reduction, and Evasion never cancel out; each multiplies the value of the others.
DEF reduces Physical damage and RES reduces Magic damage; they are otherwise identical. The attacker's matching Penetration is subtracted first to get your effective defense, then damage is scaled by this curve:
Effective DEF = your DEF minus the attacker's Penetrate DEF (RES and Penetrate RST for Magic).
So 100 effective DEF halves the damage, and every further 100 helps a little less. It never reaches zero, so defense alone can't make a unit immune, but it also never stops scaling:
| Effective DEF / RES | Damage Taken | Reduction |
|---|---|---|
| 0 | 100% | 0% |
| 25 | 80% | 20% |
| 50 | 66.7% | 33.3% |
| 100 | 50% | 50% |
| 150 | 40% | 60% |
| 200 | 33.3% | 66.7% |
| 300 | 25% | 75% |
| 500 | 16.7% | 83.3% |
| 1000 | 9.1% | 90.9% |
Penetrate DEF and Penetrate RST are attacker stats, subtracted from the target's DEF or RES before the curve above is applied. They are the direct counter to a tanky enemy.
If your Penetration exceeds the target's defense, the surplus does more than zero out their armor, it adds bonus damage:
Over = surplus Penetration. The bonus tops out at x1.5, no matter how far you over-penetrate.
These are the three ways to take less damage, and they behave very differently:
Rule of thumb: DEF/RES and Damage Reduction are consistent and stack cleanly, so lean on them for predictable survival. Evasion is a gamble that scales toward invincibility, so it shines when you can push the percentage very high and is unreliable when low.
A critical hit multiplies damage by your Crit Power:
The default +50% Crit Power means a x1.5 critical hit.
Crit Chance behaves unusually: it can climb above 100%. When it does, the excess overflows: every full 100% guarantees a crit and adds a crit level, and the leftover is the chance for one more. Higher crit levels hit harder, but the level is capped at 3.
Every hit is one of three types:
Variance. Every hit is randomized by plus or minus 5% (minimum spread of 1), so repeated identical attacks land in a small range.
Shields. Shields absorb damage before it reaches HP, and breaking one can trigger on-shield-break passives. Any damage left after a shield pops carries through to HP.
Revival. A hero downed at 0 HP is not gone for good: they revive on the spot, healing 4% of max HP per second until back on their feet.
PVP. Arena fights apply an extra bracket-based damage reduction on top of everything above, so the same hero deals less in PVP than in the campaign.
A skill lands a 1,000 Physical hit on an enemy with 150 DEF and 20% Damage Reduction, with no Penetration and no shield:
The same 1,000 hit as True damage would skip the DEF step and land for 1,000 x 0.80 = 800 after Damage Reduction, showing how much the 150 DEF was doing.
| Stat | Effect |
|---|---|
| ATK | Base damage of attacks and skills. Skill values are a percentage of ATK. |
| HP | Health. A hero is downed at 0 HP, then revives in place over time. |
| DEF | Reduces incoming Physical damage along a diminishing-returns curve. |
| RES | Same curve as DEF, but reduces incoming Magic damage. |
| Penetrate DEF / RES | Attacker stat: subtracted from the target's DEF / RES before mitigation. Excess penetration even amplifies damage. |
| Evasion | Percent chance to fully avoid an incoming hit (shows MISS, zero damage). |
| Damage Reduction | Flat percentage cut to all incoming damage. Capped at 50%. |
| Crit Chance | Chance to land a critical hit. Can exceed 100% (see Critical Hits). |
| Crit Power | Bonus damage on a crit. Crit damage = base x (1 + Crit Power). |
| Lifesteal (Vamp) | Heals the attacker for a percentage of damage dealt. |
| Heal Received | Scales how much healing this unit gains from all sources. |
| Attack Speed | How frequently the unit attacks. |
| Knockback Resist | Chance and strength to resist being knocked back by hits. |
Heroes carry ATK, HP, DEF, RES, Penetration, Crit Chance, and Crit Power as base stats that grow with level. Evasion, Damage Reduction, and Lifesteal come from traits, weapons, and forge rolls.