
Combat basics
Elements, Speed, Combat Readiness, Effectiveness: what decides who acts first, who hits and who resists.
Updated 28 October 2026
The answer in 30 seconds
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Elements
Ice beats Fire, Fire beats Earth, Earth beats Ice; Light and Dark beat each other.
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Speed
It fills Combat Readiness; at 100%, the hero acts.
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Debuffs
They land with 100% + Effectiveness − Effect Resistance, never above 85%.
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Hits
A miss loses 25% damage; a strong hit adds 30%.
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Buffs and debuffs
Blue for buffs, red for debuffs; a dispel takes the bottom-left one first.
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Dual Attack
A basic skill can bring in another ally, never above 30%.
Elements
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 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.
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 %
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.
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.
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.
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
- +50 %Attack
- +75 %Attack (greater)
- +60 %Defense
- +30 %Speed
- +50 %Critical hit chance
- +70 %Critical hit damage
- +50 %Effectiveness
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 and Soul Burn · Cooldown · Dual Attack
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
- 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
- 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.