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Combat basics


Elements, Speed, Combat Readiness, Effectiveness: what decides who acts first, who hits and who resists.

Updated 28 October 2026

6 rules

The answer in 30 seconds

Combat basics
  1. Elements

    Ice beats Fire, Fire beats Earth, Earth beats Ice; Light and Dark beat each other.

  2. Speed

    It fills Combat Readiness; at 100%, the hero acts.

  3. Debuffs

    They land with 100% + Effectiveness − Effect Resistance, never above 85%.

  4. Hits

    A miss loses 25% damage; a strong hit adds 30%.

  5. Buffs and debuffs

    Blue for buffs, red for debuffs; a dispel takes the bottom-left one first.

  6. Dual Attack

    A basic skill can bring in another ally, never above 30%.

Elements · the wheel

Elements

Fire, Ice, Earth, Light, Dark

Ice beats Fire, Fire beats Earth, Earth beats Ice. Light and Dark each beat the other.

With the advantage

  • +10 %damage dealt
  • +50 %strong hit chance
  • +15 %critical hit chance

With the disadvantage

  • −50 %hit chance

A Fire hero attacking an Ice hero, for example.

Speed · 6 rules

Speed and Combat Readiness

Speed and Combat Readiness
  • Everyone has Combat Readiness and takes a turn once it reaches 100%.
  • Each battle starts everyone at a random 0 to 5%.
  • At the start of the battle and at the end of each turn, it rises with each one's Speed.
  • Skills can push it up or pull it down.
  • Two or more at 100%? The one furthest past 100% acts first.
  • It drops back to 0% at the end of the turn.
Debuffs · the formula

Will the debuff land?

Will the debuff land?
  • First, the skill's effect chance decides whether a debuff is tried at all. If not, nothing shows.
  • If it is tried, it lands with this chance, never above 85%. If it fails, « Resistance » shows.

100 % + attacker's Effectiveness − target's Effect Resistance ≤ 85 %

Hits · 3 cases

Miss, critical hit, strong hit

Miss, critical hit, strong hit
−25 %Miss
Hit chance against evasion decides it. A miss deals 25% less damage and can never crit.
Critical hit
Crit chance minus the target's crit resistance. Damage grows with Crit Damage; the number shows in red.
+30 %Strong hit
A 30% chance when the hit is not critical: 30% more damage, in bigger numbers.
Stats · 9 + 5

The stats

  • Attack Skill damage grows with it.
  • Defense Damage taken shrinks with it.
  • Health At 0, the hero falls.
  • Speed Fills Combat Readiness faster.
  • Critical Hit Chance The odds of a critical hit.
  • Critical Hit Damage How hard a critical hit lands.
  • Effectiveness The odds your debuffs land.
  • Effect Resistance The odds to shrug off a debuff.
  • Dual Attack Chance When another ally uses a basic skill, the odds to join in.
The stats

Special stats

Hit chance
Fewer misses on attack skills.
Evasion
More chances to dodge a hit.
Penetration
Ignores part of the target's Defense.
Crit resistance
Fewer critical hits taken.
Injury
Cuts max Health, stacking up to 50%. Heroes only; hit chance and Effect Resistance do nothing against it.
Effects · 4 rules

Buffs and debuffs

  • Buffs show in blue, debuffs in red. On an effect that cannot be dispelled, the colours swap.
  • An effect that cannot be dispelled can be lengthened, never shortened, copied, stolen or moved.
  • Effects in yellow belong to the hero or monster itself.
  • Buff and debuff effects, hit chance and Effect Resistance do not touch them.
  • Buffs line up by time left, the longest first; debuffs in the order they landed.
  • A dispel removes the bottom-left one first.

Common buffs

Common buffs
  • +50 %Attack
  • +75 %Attack (greater)
  • +60 %Defense
  • +30 %Speed
  • +50 %Critical hit chance
  • +70 %Critical hit damage
  • +50 %Effectiveness

Common debuffs

Common debuffs
  • −50 %Attack
  • −70 %Defense
  • −30 %Speed
  • −50 %Hit chance
  • Stun: cannot act
  • Sleep: cannot act, woken by a hit
  • Unhealable: cannot be healed
Souls · cooldown · dual

Souls and Soul Burn · Cooldown · Dual Attack

Souls and Soul Burn

Souls and Soul Burn

  • Souls come from the Goddess of Souls or from using skills in battle, and they stay until the end of the stage.
  • They pay for Soul Burn (the Burn button) or for calling a Guardian.
  • Calling a Guardian uses up the active hero's turn.
Cooldown

Cooldown

  • Most skills other than the basic one have a cooldown, and wait for it before they can be used again.
  • It goes down by one turn at the end of the turn. Effects can lengthen or shorten it, never on passives.
Dual Attack

Dual Attack

  • A basic skill can call in a Dual Attack from another hero, on that hero's Dual Attack Chance.
  • Never above 30%, and never from a hero who is stunned or paralysed.