Combat & Stats
The Short Version
If you're new, these four things are all you need to know right now. The rest of this page goes deeper — come back to it when you're ready.
- Energy = skills. Fighters start at 50 energy. Normal attack gives +50. At 100, their skill fires automatically.
- Speed = turn order. Faster fighters act first. Put supports faster than damage dealers so buffs land first.
- Multi-hit wins endgame. Each hit has its own damage cap, so a 5-hit skill deals way more than a 1-hit skill.
- ATK raises your ceiling. Other stats help you reach the damage cap, but only ATK raises the cap itself.
How Energy Works
Every fighter starts a battle with 50 energy. A normal attack generates +50 energy. At 100 energy, their active skill fires automatically, then energy resets to 0. Rinse and repeat.
Bonus energy trick: Extra energy above 100 isn't wasted — half of it converts to bonus Skill Damage. A fighter with 150 energy gets +25% Skill Damage on their skill.
Why this matters for team building
Some fighters and dragons can generate extra energy for your team, letting your damage dealers fire skills more often. This is why energy support fighters like Ruby and Dax are so valuable — they help Spekkio fire his multi-hit skill almost every round.
Rule of thumb: Don't put energy-boosting dragons on damage dealers. If they skill on turn 1, they'll waste it on weak minions instead of the boss. Put energy dragons on supports instead.
Turn Order and Speed
Each round, fighters act from fastest to slowest. This order is locked at the start of each round — speed changes during a round don't affect that round's order.
Why it matters: You want your supports (Zura, Laguna) to be faster than your damage dealers (Spekkio, Scythe) so their buffs are active when your DPS hits. Use Naga dragons on supports to boost their speed.
How Damage Works
The basic flow: your ATK determines base damage, which gets boosted by Skill Damage and Crit, then reduced by the enemy's Armor and Damage Reduction, and finally subtracted from their HP.
There's a damage cap per hit: normally 4,000% of ATK (9,000% in Mech Event). This cap is why multi-hit skills are king — each hit caps independently, so a 5-hit skill does 5x the damage of a single-hit skill at cap.
What does this mean for you?
- ATK is the most important stat — it raises both your damage AND your damage cap ceiling
- Skill Damage and Crit Damage help you reach cap but can't exceed it
- Crits do +30% damage by default (not +100% like some games), plus any Crit Damage bonuses
- Fighters with more hits per skill will always outdamage single-hit fighters in endgame
For the full 11-step damage pipeline, damage cap details, and beyond-cap mechanics, see the Game Mechanics reference page.
Status Effects at a Glance
Fighters can inflict status effects that either disable enemies (crowd control) or deal damage over time (DoT). Here's the quick version:
Crowd Control (Skip Turns)
- Stun — skip turn
- Freeze — skip turn, enables Frostbite combo (3x damage!)
- Petrify — skip turn + take 10% more skill damage
- Silence — can't use skill (still attacks normally)
Damage Over Time
- Bleed — DoT + reduces Block by 15%
- Burn — DoT + reduces Armor by 15%
- Poison — DoT + reduces Control Resist by 15%
- Curse — DoT + halves healing received
Key interactions to know: Burn removes Freeze (fire melts ice). Mech bosses are immune to all CC (stun/freeze/petrify) but DoTs like bleed, poison, and curse still work on them.
For the complete status effects reference with all interactions and immunities, see the Status Effects page.
The Stats That Matter Most
There are 14 stats in the game. Here are the ones you should actually care about as a beginner:
Other Stats (Learn These Later)
Skill Damage (SD) — bonus to skill damage
Crit Chance — chance per hit to crit
Crit Damage — extra damage on crits (base +30%)
True Damage — bypasses armor and DR
Damage Reduction — % damage reduced (caps at 85%)
Block Chance — chance to negate an attack entirely
Hit Chance — counters Block Chance
Armor Break — reduces target's armor
Control Precision — increases CC land rate
Control Resist — decreases CC land rate
For the full stat reference and damage formulas, see the Game Mechanics page.
