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% Block Chance

Poisoned

Poisoned

Poisoned fighters have their Control Resist reduced by 15%.

-15% Control Resist

Burning

Burning

Burning fighters have their Armor reduced by 15%.

-15% Armor

Cursed

Cursed

Cursed fighters have their Heal Effect reduced by 50%.

-50% Heal Effect

Frozen

Frozen

Frozen fighters receive 20% more damage from basic attacks.

+20% Basic Attack Damage Taken

Otto freezeOtto
Petrified

Petrified

Petrified fighters receive 10% more damage from skill attacks.

+10% Skill Damage Taken

Scythe petrifyScythe
Taunted

Taunted

Taunted fighters have their Hit Chance reduced by 15%.

-15% Hit Chance

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% Frostbite Bonus Damage

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: Dax, Teryx, Zemus
Back: Lily, Chancer, Spekkio

Lily must be the FASTEST fighter. GM3+ Dax, GM4/A1+ Lily (Pantanplan, 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
Kodiak134320
Crane134320
Mantis134320
Howler134320
Cobra6208
Griffin6208

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
100-1.4M3K---
Elite+
120+11.5M2K---
Ultra
140-2.9M4K--2x Elite+
Ultra+
160+26.5M8K---
Master
180-11.3M12K--1x Ultra+
Master+
200+219.5M16K--1x Ultra+
Grandmaster
240+4220.0M45K---
Grandmaster+ (I)
250+2135.0M25K20K-1x Ultra+
Grandmaster+ (II)
260+2135.0M25K40K-1x Ultra+
Grandmaster+ (III)
270+2135.0M25K60K-1x Ultra+
Grandmaster+ (IV)
280+2135.0M25K80K-1x 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