Game Mechanics
Status effects, mech bosses, summon rates, and promotion costs
Status Effects & Combat
Debuffs
Bleeding
Bleeding fighters have their Block Chance reduced by 15%.
-15% blockChance
Poisoned
Poisoned fighters have their Control Resist reduced by 15%.
-15% controlResist
Burning
Burning fighters have their Armor reduced by 15%.
-15% armor
Cursed
Cursed fighters have their Heal Effect reduced by 50%.
-50% healEffect
Frozen
Frozen fighters receive 20% more damage from basic attacks.
+20% basicDamageTaken
Petrified
Petrified fighters receive 10% more damage from skill attacks.
+10% skillDamageTaken
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).
Frostbite
Frostbite inflicts 200% additional damage on frozen enemies.
+200% frostbiteBonusDamage
Buffs & Mechanics
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:
Control Types:
- 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
Indispensable, 100% of comps
Essential for Kotaro/Karma mechs, works in 3 modes
Dax preferred — more complete, 3 modes
Zemus first
Buffers, pick by resource availability
Team Progression
Early
Zura or Lucius as primary support
Mid
Mid-Late
Spekkio block build
Late
Teryx replaces Necro at 280+. Spekkio block build.
Endgame
Chancer block build (Chancer A1+)
Peak
Lily must be FASTEST fighter (frontline). GM3+ Dax, GM4/A1+ Lily (werty_99 2026-01-06).
Endgame+Dax
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)
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
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
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
Threat: Stun + Shielding minions
Counter: Tomahawk on 2nd damage dealer
- Lucius minions shield each other — sometimes don't die turn 1
Nova
Threat: Stun + Low damage output
- Very low damage output against Nova mechs — difficult fight
Fenrus
Threat: Poison + Energy-dependent
Counter: Okami (260 with Mingshe+Toronbo), Komodo
- Okami counters via attack reduction — no weapons needed
Zemus
Threat: Curse
Counter: Okami (260 with Mingshe+Toronbo), Komodo
- Same counters as Fenrus mech
Rocco
Threat: Burning + Burst
Counter: Okami, Karma
- Not as bad as Karma mech
Scythe
Threat: Curse + Burst
Safros
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
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
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
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
Threat: Silence + Freeze
Vex
Threat: Silence + Tanky
- Can silence fighters occasionally
- Damage output similar to Teepo mech — not as hard as initially thought
Magus
Threat: Threatening basic attack
Counter: Dax
- Dax counter recommended
Spike
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
Threat: Petrification
Pyra
Threat: Petrification
Laguna
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
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.
Capsules
Basic summon method. Purchasable directly with gems. ~3% Elite rate.
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.
Elite Hero Shards
50 shards = 1 random elite hero summon. Earned from orb progress bar (100 orbs = 50 shards).
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
| Rarity | Faction | Per Fighter % |
|---|---|---|
| Elite | normal | 0.053% |
| Elite | special | 0.03% |
| Rare | normal | 1.815% |
| Rare | special | 0.99% |
| Base | normal | 5.333% |
Orb Drop Rates
| Rarity | Faction | Per Fighter % |
|---|---|---|
| Elite | normal | 0.123% |
| Elite | special | 0.07% |
| Rare | normal | 2.97% |
| Rare | special | 1.62% |
| Base+ | normal | 3.25% |
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
| Faction | Elite | Rare | Base | Total |
|---|---|---|---|---|
| Kodiak | 11 | 4 | 3 | 18 |
| Crane | 4 | 4 | 3 | 11 |
| Mantis | 10 | 4 | 3 | 17 |
| Howler | 4 | 4 | 3 | 11 |
| Cobra | 4 | 2 | 0 | 6 |
| Griffin | 3 | 2 | 0 | 5 |
Promotion Costs
Rank Progression
| Rank | Lv | Copies | Gold | Elixir | Plat | Candles | Food |
|---|---|---|---|---|---|---|---|
| 100 | — | 1.4M | 3K | — | — | — | |
| 120 | +1 | 1.5M | 2K | — | — | — | |
| 140 | — | 2.9M | 4K | — | — | 2x Elite+ | |
| 160 | +2 | 6.5M | 8K | — | — | — | |
| 180 | — | 11.3M | 12K | — | — | 1x Ultra+ | |
| 200 | +2 | 19.5M | 16K | — | — | 1x Ultra+ | |
| 240 | +4 | 220.0M | 45K | — | — | — | |
| 250 | +2 | 135.0M | 25K | 20K | — | 1x Ultra+ | |
| 260 | +2 | 135.0M | 25K | 40K | — | 1x Ultra+ | |
| 270 | +2 | 135.0M | 25K | 60K | — | 1x Ultra+ | |
| 280 | +2 | 135.0M | 25K | 80K | — | 1x Ultra+ | |
| 285 | +4 | 100.0M | 35K | 60K | 50 | 1x Ultra+ | |
| 290 | +4 | 100.0M | 35K | 60K | 100 | 1x Ultra+ | |
| 295 | +4 | 100.0M | 35K | 60K | 250 | 1x Ultra+ | |
| 300 | +4 | 100.0M | 35K | 60K | 500 | 1x Ultra+ | |
| 305 | +4 | 100.0M | 35K | 60K | 1K | 1x Ultra+ | |
| 310 | +4 | 100.0M | 35K | 60K | 2K | 1x Ultra+ | |
| 315 | +4 | 100.0M | 35K | 60K | 2K | 1x Ultra+ | |
Max level boost | 316 | +2 | 100.0M | 10K | 50K | — | — |
| Total | 315 | 46 | 1503.0M | 435K | 620K | 5K | — |
Last row (Max level boost) is a repeating per-level cost beyond 315. Totals shown are through Ascension 7.
Fighter Types
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.
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
Found randomly in the City Market, and daily in the Gold shop.
Found randomly in the City Market, and daily in the Elixir shop.
~7% Elite drop rate. The x5 pack for 4000 gems is great value.
~3% Elite drop rate.
Will eventually be very helpful for progression.
Expensive, but 50 of them give a 60% chance to pull a natural Elite.
At your discretion — can boost you dramatically but requires luck.
Cheap and with a little luck can pay off.
