Combat Codex

Game Mechanics

Status effects, mech bosses, summon rates, and promotion costs

Status Effects & Combat

Debuffs

Bleeding

Bleeding

Bleeding fighters have their Block Chance reduced by 15%.

-15% blockChance

Poisoned

Poisoned

Poisoned fighters have their Control Resist reduced by 15%.

-15% controlResist

Burning

Burning

Burning fighters have their Armor reduced by 15%.

-15% armor

Cursed

Cursed

Cursed fighters have their Heal Effect reduced by 50%.

-50% healEffect

Frozen

Frozen

Frozen fighters receive 20% more damage from basic attacks.

+20% basicDamageTaken

Otto freezeOtto
Petrified

Petrified

Petrified fighters receive 10% more damage from skill attacks.

+10% skillDamageTaken

Scythe petrifyScythe
Taunted

Taunted

Taunted fighters have their Hit Chance reduced by 15%.

-15% hitChance

Stun

Stunned fighters skip their next turn entirely (no normal attack or skill).

Spekkio stunSpekkio
Frostbite

Frostbite

Frostbite inflicts 200% additional damage on frozen enemies.

+200% frostbiteBonusDamage

Buffs & Mechanics

Cloaked

Cloaked

Cloaked fighters have 25% increased Damage Reduction.

Magic Shield

Blocks the next incoming hit completely (one-hit block). The shield is consumed after absorbing one attack.

Paralysis & Control

Formula: baseChance × (1 + CP − CR)

Paralyze Types:

FreezePetrifyStunVine RootSleep

Control Types:

Silence
  • Locke 70% freeze: needs 43% CP for guarantee vs 0 resist
  • Karma 45% stun: needs 122% CP for guarantee
  • Control Precision only affects stun and petrify, NOT silence
  • Safros 40% silence is independent of CP
  • Komodo counter stun: 100% chance, ignores control resist entirely

Combat Keywords

Purify

Removes all debuffs currently applied to the fighter. Does not prevent future debuffs.

Outnumbered

A fighter is outnumbered when the enemy team has more fighters alive than the fighter's own team.

Direct Attack

A single-target attack that specifically targets one fighter (as opposed to AoE or random-target attacks).

Rounds of Damage

When a skill deals 'X rounds of Y% damage', each round is a separate hit resolved in the same turn. For example, '2 rounds of 300% damage' means two separate 300% hits in one turn.

Ring of Fire

A debuff applied by Flint. The affected fighter takes 350% Burn damage from Flint every time they are directly targeted in battle.

Thermal Overdrive

Flint's unique mode activated on revival. Grants a shield equal to 250% of Max HP, increases Attack, Crit Chance, and Crit Damage by 40%, and skill attacks fire 3 rounds. Lasts until the shield is depleted. Can only trigger once per battle.

Electric Circuit

Mech-specific debuff that disrupts energy and skill execution. Only Dax is immune.

Silence

CC type that prevents skill use. Separate from Stun — fighter can still normal attack. Control Precision does NOT affect silence (Safros 40% silence is independent of CP). Applied by: Xeno, Magus, Raja, Safros, Vex. Only Dax is immune (at full energy).

Sleep

Paralyze-category CC applied by Hana mech. Separate from Stun — exact differences unknown. Tomahawk does NOT counter sleep.

Torment

Debuff applied by Zura. Increases damage received from faction-advantaged attackers. Works on mech bosses (debuffs enemy, not ally buff — bypasses buff removal).

Dark Corruption

Necro's debuff: +20% damage from all sources on the target. Counts OUTSIDE the damage cap (debuffs the ENEMY, not your fighters). Example: 1M hit → 1.2M regardless of cap. This is why Necro surpasses Zura endgame: Zura buffs are limited by cap, Necro is not.

Golden Guardian

Karma's buff applied to Support and Tank allies on first skill use. Grants 25% Damage Reduction, 25% Armor, and immunity to Stun. At end of each round, heal self for 25% of max HP. Lasts 4 rounds.

Damage Mechanics

True Damage

True Damage is added on top of normal damage (not a multiplier). The normal portion still has Armor applied; True Damage ignores Armor but NOT Damage Reduction. Note: Cyborg/Leon 'ignores armor' is distinct from standard True Damage.

Damage Cap

Final damage is capped by 4000% of the fighter's Attack. (9000% against Mech bosses)

Energy Overflow

Half of the Energy above 100 is converted into additional Skill Damage during skill attacks.

Damage Reduction

Total Cap: 85%

Equipment Cap: 50% (skills + weapons + dragons)

Mutagen Only: 35% (remaining DR only via Mutagen S perk)

Diminishing Returns: Two separate 25% DR sources = 43.75% total, NOT 50%. Formula: 1 - (1-0.25)*(1-0.25) = 43.75%.

Fighter Finder

Fighter Finder — Click an effect to see who applies it

Faction Advantage

Factions receive +30% Damage and +15% Hit Chance against favored factions.

Kodiak beats Mantis

Mantis beats Howler

Howler beats Crane

Crane beats Kodiak

Griffin beats Cobra

Cobra beats Griffin

+30% Damage, +15% Hit Chance

Mech Bosses

Fighter Priority

1Spekkio
Spekkio

Indispensable, 100% of comps

2Scythe
Scythe

Essential for Kotaro/Karma mechs, works in 3 modes

3
Dax or Ruby

Dax preferred — more complete, 3 modes

4
Zemus, Lily, or Chancer

Zemus first

5
Laguna and Necro

Buffers, pick by resource availability

Team Progression

Early

Front: Zura/Lucius, Ruby, Zemus
Back: Laguna, Spekkio, Scythe/Otto

Zura or Lucius as primary support

Mid

Front: Zura, Zemus, Ruby
Back: Laguna, Spekkio, Otto (or Scythe)

Mid-Late

Front: Zura/Necro, Komodo, Zemus
Back: Laguna, Spekkio, Scythe

Spekkio block build

Late

Front: Teryx, Komodo, Zemus
Back: Laguna, Spekkio, Scythe

Teryx replaces Necro at 280+. Spekkio block build.

Endgame

Front: Teryx, Dax, Zemus
Back: Laguna, Spekkio, Chancer

Chancer block build (Chancer A1+)

Peak

Front: Lily, Teryx/Dax, Zemus
Back: Chancer, Spekkio, Laguna

Lily must be FASTEST fighter (frontline). GM3+ Dax, GM4/A1+ Lily (werty_99 2026-01-06).

Endgame+Dax

Front: Necro/Zura, Ruby/Dax (GM3+), Zemus
Back: Spekkio, Laguna, Otto/Scythe/Teepo

Dax = consistency (stable 7 skills), Ruby = higher ceiling (8-9 skills). Do NOT pair Dax+Ruby.

Counter Framework

Burst damage

Bosses: Kotaro, Safros, Scythe, Rocco

Counter: Komodo + Necro layered damage reduction

Energy-dependent abilities

Bosses: Fenrus, Dax, Pyra, Safros

Counter: Leene + Pyra energy denial

Karma mech (hardest)

Bosses: Karma

Counter: Karma fighter (240+), Leene + Raja

CC-heavy mechs

Bosses: Spike, Talon, Pyra, Laguna

Counter: Karma (general CC), Ruby (freeze), Pyra (petrify)

DoT-heavy mechs

Bosses: Fenrus, Zemus, Rocco

Counter: Leene + Zura, Remove Khopesh from carries, Yinglong S+ dragon

Energy Denial (Pyra+Leene)

PyraPyra
LeeneLeene

Pyra+Leene combo restricts boss to ability on turn 2 and 7 only.

  • Only give energy dragon to Laguna (not other supports)
  • Pyra MUST be faster than Spekkio (apply energy reduction before Spekkio gives boss energy)
  • Leene MUST be slower than Spekkio (steal energy after Spekkio attacks)
  • Leene MUST stay below level 270 (otherwise steals too much energy, uses own ability instead)
  • Do NOT use Ruby with this combo (extra Spekkio abilities = boss fires more abilities)
  • Does NOT work against Kotaro (always fires ability turn 1)
  • Alternative: Pyra+Pocky works as decent Kotaro counter

Boss Database (19 bosses)

Kotaro

Kotaro

BleedingBurning

Threat: Burst + Bleeding + Burning

Counter: Komodo, Spike, Pyra+Pocky

  • Always uses ability turn 1
  • Gains crit chance every time your team heals — Komodo alone not enough at 315
  • Okami NOT effective (Kotaro gains ATK from skills, counteracting reduction)
  • Face (50% hit chance reduction) is viable Komodo alternative — 200-500M → ~2B consistent
  • Swap Pyra→Necro for this boss
Karma

Karma

StunBurning

Threat: Stun + Burning + Healing

Counter: Karma (fighter), Leene + Raja

  • HARDEST mech boss in the game
  • Karma fighter needs 240+ for counter role (200 not enough)
Lucius

Lucius

Stun

Threat: Stun + Shielding minions

Counter: Tomahawk on 2nd damage dealer

  • Lucius minions shield each other — sometimes don't die turn 1
Nova

Nova

Stun

Threat: Stun + Low damage output

  • Very low damage output against Nova mechs — difficult fight
Fenrus

Fenrus

Poison

Threat: Poison + Energy-dependent

Counter: Okami (260 with Mingshe+Toronbo), Komodo

  • Okami counters via attack reduction — no weapons needed
Zemus

Zemus

Curse

Threat: Curse

Counter: Okami (260 with Mingshe+Toronbo), Komodo

  • Same counters as Fenrus mech
Rocco

Rocco

Burning

Threat: Burning + Burst

Counter: Okami, Karma

  • Not as bad as Karma mech
Scythe

Scythe

Curse

Threat: Curse + Burst

Safros

Safros

SilencePetrification

Threat: Silence + Petrification

Counter: No Ruby or Dax, Remove energy dragons

  • Remove energy dragons to prevent Safros using ability turn 1
  • Keep both damage dealers using ability on same turn — Safros only silences when they're already using skills
  • Use Komodo instead of Ruby
  • Don't use Pyra (messes up energy)
Dax

Dax

Threat: Energy disruption

Counter: Zemus attacks first (no energy dragon), Pyra second, Energy reduction

  • Kill all mini Dax → boss gets half energy
  • Then rely on Short Circuit RNG
Hana

Hana

Sleep

Threat: Sleep

Counter: Prevent boss full energy round 1

  • Small Hana death gives big Hana purple shield — hitting shield puts fighters to sleep
  • Wake-up mechanic inconsistent — sometimes boss hit doesn't wake up
  • Strategy: prevent boss from getting full energy round 1 so Scythe can buff control resist round 2
  • Tomahawk does NOT counter sleep
Mogu

Mogu

Threat: Removes ALL stat buffs

Counter: Necro debuff, Zura torment

  • Active skill removes buffs every 2 rounds
  • Laguna ATK buff NOT removed (doesn't show as visible buff icon)
  • Laguna SD buff IS removed
  • Pyra+Leene energy reduction not worth it against Mogu specifically
  • Necro debuff works (debuffs enemy, not ally buff), Zura torment works
Xeno

Xeno

SilenceFreeze

Threat: Silence + Freeze

Vex

Vex

Silence

Threat: Silence + Tanky

  • Can silence fighters occasionally
  • Damage output similar to Teepo mech — not as hard as initially thought
Magus

Magus

Threat: Threatening basic attack

Counter: Dax

  • Dax counter recommended
Spike

Spike

Petrification

Threat: Petrification

Counter: Spike+Matsu on Spekkio for control resist

  • Not losing much damage with 3 skills vs 5 skills with control resist build
Talon

Talon

Petrification

Threat: Petrification

Pyra

Pyra

Petrification

Threat: Petrification

Laguna

Laguna

Various CC

Threat: Random CC

  • All CC effects applied randomly

Minions

Petrify: Zedd, Zen

Stun: Guerra, Kenshi, Troy

Mech Status Immunities

Works: Poisoned, Cursed

Immune: Bleeding, Frozen, Petrified

  • Mechs immune to Bleeding (therealgandhi69 2024-03)
  • Mechs immune to Frozen and Petrified (cannot be CC'd)
  • Burning applies as debuff (armor reduction) but exact DoT behavior unclear
  • Exception: Cyborg mech is immune to Poison (__doby 2023-10-28)

Key Mechanics

Damage Cap: 9000% vs mech bosses (normal: 4000%)

Round Limit: 10 rounds per fight

Starting Energy: 50

Key Principle: Keep all 6 fighters alive — Katar buff, Spekkio hit count, and many support abilities depend on full team survival.

Positioning: 2 rows of 3 fighters (front row + back row)

Front: Positions 1-3: Zura (ALWAYS pos 1 with block build) + 2 supports/counters

Back: Positions 4-6: Laguna + Spekkio + Otto/Scythe

Summon Rates

Progression Chain

Capsules (150) → 5 Orbs
Orbs (100) → 50 Elite Shards (1 summon)
Elite Shards (1,000 = 20 summons) → 1 Select Cartridge (pick 1 of 4 elites)

Summon Methods

Rare Hero Shards

Blue shards earned from events. 20 shards = 1 rare hero summon. Standalone system with no progress bar feeding into other summons.

20 needed per summon

Capsules

Basic summon method. Purchasable directly with gems. ~3% Elite rate.

Cost: 400 gemsx5: 2000 gems150 = 5 Orbs

Orbs

Faction-specific summon. Select which factions to pull from. ~7% Elite rate. Not directly purchasable — only from rotating shop (5 for 4,000 gems) or capsule progress bar.

x5: 4000 gems100 = 50 Elite Hero Shards

Elite Hero Shards

50 shards = 1 random elite hero summon. Earned from orb progress bar (100 orbs = 50 shards).

50 needed per summon1000 = 1 Select Cartridge

Select Cartridge

Presents 4 random elite fighters — you choose 1 to keep. Earned from elite shard progress bar (1,000 shards / 20 summons = 1 cartridge).

Capsule Drop Rates

RarityFactionPer Fighter %
Elitenormal0.053%
Elitespecial0.03%
Rarenormal1.815%
Rarespecial0.99%
Basenormal5.333%

Orb Drop Rates

RarityFactionPer Fighter %
Elitenormal0.123%
Elitespecial0.07%
Rarenormal2.97%
Rarespecial1.62%
Base+normal3.25%

Orb Faction Rules

  • You can select any combination of factions to pull from (1 faction, all factions, or anything in between).
  • Special factions (Cobra, Griffin) CANNOT be selected alone — at least one normal faction must also be selected.
  • Cobra/Griffin fighters have lower acquisition rates from orbs.

Fighters Per Faction

FactionEliteRareBaseTotal
Kodiak114318
Crane44311
Mantis104317
Howler44311
Cobra4206
Griffin3205

Promotion Costs

Rank Progression

EliteElite
Elite+Elite+
UltraUltra
Ultra+Ultra+
MasterMaster
Master+Master+
GrandmasterGM
Grandmaster+ (I)GM+(I)
Grandmaster+ (II)GM+(II)
Grandmaster+ (III)GM+(III)
Grandmaster+ (IV)GM+(IV)
Ascension 1A1
RankLvCopiesGoldElixirPlatCandlesFood
Elite
1001.4M3K
Elite+
120+11.5M2K
Ultra
1402.9M4K2x Elite+
Ultra+
160+26.5M8K
Master
18011.3M12K1x Ultra+
Master+
200+219.5M16K1x Ultra+
Grandmaster
240+4220.0M45K
Grandmaster+ (I)
250+2135.0M25K20K1x Ultra+
Grandmaster+ (II)
260+2135.0M25K40K1x Ultra+
Grandmaster+ (III)
270+2135.0M25K60K1x Ultra+
Grandmaster+ (IV)
280+2135.0M25K80K1x Ultra+
Ascension 1
285+4100.0M35K60K501x Ultra+
Ascension 2
290+4100.0M35K60K1001x Ultra+
Ascension 3
295+4100.0M35K60K2501x Ultra+
Ascension 4
300+4100.0M35K60K5001x Ultra+
Ascension 5
305+4100.0M35K60K1K1x Ultra+
Ascension 6
310+4100.0M35K60K2K1x Ultra+
Ascension 7
315+4100.0M35K60K2K1x Ultra+
Max level boost
316+2100.0M10K50K
Total315461503.0M435K620K5K

Last row (Max level boost) is a repeating per-level cost beyond 315. Totals shown are through Ascension 7.

Fighter Types

filled starfilled starfilled starfilled star

Elite (4 skills)

Elite fighters have 4 skills (1 active + 3 passive). These are the fighters you build, invest in, and use on your teams.

filled starfilled starfilled starempty star

Food (3 skills)

Food fighters (also called 'fodder') have 3 skills. They are promoted then fused into elite fighters to raise their rank. Collect hundreds of copies of food fighters and feed them to your strongest elites.

Critical Mistakes

  • Never use elite (4-skill) fighters as food for another elite — this is irreversible.
  • Never upgrade 2 separate copies of the same elite fighter to Ultra rank or above.

Currency Priority

1
Gold

Found randomly in the City Market, and daily in the Gold shop.

2
Elixir

Found randomly in the City Market, and daily in the Elixir shop.

3
Orbs

~7% Elite drop rate. The x5 pack for 4000 gems is great value.

4
Capsules

~3% Elite drop rate.

5
Building Materials

Will eventually be very helpful for progression.

6
Elite Cartridges

Expensive, but 50 of them give a 60% chance to pull a natural Elite.

7
Loot-O-Matic Coins

At your discretion — can boost you dramatically but requires luck.

8
VHS Tapes

Cheap and with a little luck can pay off.

Tools & More