Combat

Combat is fully automatic turn-based simulation. You pick the squad; the engine resolves the fight (max 100 turns safety limit). The same core powers campaign, tower, and — via a team-vs-team variant — the Arena.

battle-types).


Turn order

Units act in speed order each round. Speed = effective SPD + gear/Famion bonuses + class speed bonus (Striker +10, Reaper +5, Esper/Enforcer 0, Healer −10). Status effects like haste / slow shift it. Famions are slow (scale with affection) and generally act last.


The damage formula

Each normal attack runs this pipeline (calculateDamage):

  1. Stun → skip turn. Blind → 30% chance to miss.
  2. Attack type: Espers and Healers deal special damage (use SP.ATK vs SP.DEF); everyone else deals physical (ATK vs DEF).
  3. Base + variance: attackStat × (0.8–1.2) — ±20% random spread.
  4. Attacker passives/actives (see below) multiply damage.
  5. Crit: base 15% chance, ×1.5 damage. (Reaper passive adds +10% chance / +25% crit damage.)
  6. Element advantage: ×1.25 strong / ×0.75 weak / ×1.25 rival / ×1.15 mirror.
  7. Attack buffs: attack_up ×1.25, attack_down ×0.75.
  8. Defense mitigation — the target's effective DEF (or SP.DEF) is modified by:
    • Enforcer Iron Will: +30% DEF when below 50% HP
    • Healer Blessed Aura: +15% DEF to all allies (incl. the healer)
    • Esper Arcane Mastery: attacker ignores 30% of DEF
    • defense_up ×1.3 / defense_down ×0.7
    • Reduction applied as DEF / (DEF + 100) (diminishing returns)
  9. Element damage-taken reduction (the 0.85 / 1.15 side of the matchup).
  10. Shield absorbs remaining damage before HP.
  11. Damage floored to a minimum of 1.

Class passives & actives

Class Ability Effect
Striker Bloodlust (passive) +15% damage per kill this battle (stacks)
Striker Execute (active) +50% damage vs targets below 25% HP
Reaper Precision (passive) +10% crit chance, +25% crit damage
Reaper Assassinate (active) Special hit every 3rd attack
Esper Arcane Mastery (passive) Ignores 30% of the target's DEF
Esper Mind Blast (active) AoE hit every 4th ability (replaces normal attack)
Enforcer Iron Will (passive) +30% DEF below 50% HP
Enforcer Taunt (active) Forces enemies to target it when below 50% HP
Healer Blessed Aura (passive) +15% DEF to the whole team
Healer Restoration (active) Heals the lowest-HP ally

Rage & Ultimates

Every unit builds Rage (0–100) and fires its Ultimate at 100.

Event Rage gained
Deal damage +5
Land a crit +5 (bonus)
Take damage +10
Score a kill +15
Starting rage 10
  • Rage caps at 100.
  • Bosses gain 50% less rage — their ultimates come out slower.
  • Ultimates are data-driven per hero (hero.ultimate): a type (damage/heal/buff/debuff/ utility), a target (single / all_enemies / all_allies / self / lowest_hp_ally / lowest_hp_enemy), and a list of effects (damage, heal, apply_buff, apply_debuff, cleanse, dispel). Enemies use class-archetype ultimates (getEnemyUltimate), stronger for bosses.

Status effects

Effect Type Behaviour
poison debuff 5% max HP damage/turn
burn debuff 8% max HP damage/turn
regen buff Heals 5% max HP/turn
curse debuff Blocks all healing
shield buff Absorbs incoming damage (value-based)
stun debuff Skip turn
blind debuff 30% miss chance
haste / slow buff/debuff Shift turn order
attack_up/down, defense_up/down buff/debuff ±25% damage / ±30% DEF
immunity buff Blocks new debuffs

Effects stack by extending duration, not intensity. Bosses resist debuff duration by 50% (rounded up).


Famions in battle

Bonded Famions join the fight as targetable units beside their hero (front = targeted first, behind = last). They attack for low power, carry their own element, and — critically — if a Famion dies, its stat buff is stripped from the bonded hero. Protecting your Famion keeps the buff alive.