Combat mechanics
Four against four on the game's grid. Drag players off the live top-100 leaderboard into either team, place them on their half of the board, then run up to a thousand fights or watch one play out on the turn clock. Every fighter carries the sheet the server reports for that player and the Techniques and Charms they have equipped, each at its own rank and level. Tap any skill on a team card to swap it, clear it, or change its rank and level, and try a setup the player does not run today.
Drag a row onto a team (or tap a row, then a team slot). This week’s Tournament bracket, played on this engine: Tournament projection.
Copy your character, or any player’s Player Info, from the game: the stats list as it prints it, your class, level and rank, the four Techniques and four Charms, and your Fantomon. Fighters you add stay in this browser, at the top of the list, marked yours. How to fill it in.
For a team captain collecting teammates’ templates from chat: paste one or several (each starts
at its Name: line) and press Add. Small typos in skill or stat names are corrected and listed below.
A roster export (JSON) can be pasted here too.
The same seeded run the scene plays. The odds come from up to a thousand of these with fresh rolls.
| t | turn | actor | skill | targets | hits | damage |
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Each fighter's sheet is the stat block the game reports for that player, the same block the Character Stats screen shows. One was checked against the screen stat by stat. That block is the out-of-fight set. In a fight every equipped skill also adds its passive stats, at the skill's rank, its own level and the player's sub-rank, and the recorded block leaves those out. Elexarie's sheet shows 79.6% Block Rate, and her Block Awareness brings it to 166%. So this page adds every Technique's and Charm's passive stats on top of the sheet. Each Technique and Charm keeps the rank and level it is equipped at. The leaderboard is the top 100 by combat rating as the game listed it, with every player whose sheet has been recorded.
Tap any Technique or Charm on a team card to swap it for another from the fighter's class line (or from any class), to clear the slot, or to set the rank and level it is equipped at. A swapped skill changes both what fires during the fight and the passive stats it adds. A changed loadout is marked edited on the card and can be put back with ↻. Edits live in this browser only.
Team Challenge 4v4 fights on a 21 by 20 grid, with rows counted upward. Distance is counted in grid steps (across plus up). Each side deploys inside a box 5 cells wide and 4 deep around its entry cell: columns 9–13, rows 7–10 for Team 1 and rows 11–14 for Team 2. One fighter stands on each cell, and the two boxes touch. The page shows the boxes with two cells of margin. Fighters may wander further during the fight.
Each skill lists the cells, relative to the caster, where its aim point may be placed, from near to far. Every hit lists the cells it covers around that aim point, or around the caster when the hit acts on the caster. A summoning hit's area is the set of cells where its creature may appear. Areas are drawn facing up and turned to face the aim. An exact diagonal counts as sideways, and the area is mirrored when the aim is to the caster's left. A skill aimed at a unit needs a unit on the aim, and a skill aimed at a cell needs a free cell. Heart of Challenge, for instance, has no reach of its own but covers every cell within three of the Paladin. Meteoric Flames reaches five cells away and covers the 3×3 square there.
Whoever comes due next on the SPD clock acts. Equal times keep queue order. The fighter casts every ready Technique in slot order, and each goes onto its own cooldown, counted in that fighter's turns.
For each cast the fighter weighs every free cell within its remaining Movement of where it stands, together with every aim the skill allows from there. The cells it can reach are the diamond of cells within that many steps that it can stand on. Fighters and walls in between do not block, only the destination has to be free. The choices are ranked by the skill's targeting priority list, one criterion at a time: most targets hit, then the shorter walk, then the lowest HP percentage among the targets, then the nearer aim, then an aim that sits on a unit.
Targets are counted with the game's AI weights. A target counts 1, a Decoy Clone 2, the enemy that put Fear on the fighter 0.5, a unit in Shadow Form −0.5, and for a buff an ally that already holds it 0.6, so buffs spread over the team. That the weights add up like this is read from their names, because the game does this sum on its servers. Some hits are marked not to count as targets. "More marked targets" counts units carrying a status the AI treats as a mark, such as the Sigils that "prioritize the inflicted target". "Lowest HP" is the HP percentage, as the cards whose list leads with it say: Starfire Annihilation hits "the enemy with the lowest HP percentage within 1 grid", and Desperate Protection shields "the ally with the lowest HP percentage". A heal "only heals targets with less than 100% HP", so with everyone in reach at full HP it waits.
Skills with no list of their own (137 Techniques) use the order the designers wrote out on the skills that carry one, without its two large-target criteria. The game's real default is not known. That default ends with one tie-break of this page's own, the lower total HP, so a real 4v4 a reader reported comes out as it did. Elexarie's Heart of Challenge took Nlilee, Awry and Wei (Awry has 1.60M HP) over Nlilee, hami and Wei (hami 1.62M). Both were three targets three steps away, and nothing else separates them. The last cast of a turn by a ranged skill uses a second list, which swaps "shorter walk" for "safer cell" (farther from every enemy), unless the skill is marked to stay close.
Movement is a pool per turn, in the game's words: "Usually, characters can move up to 4 grids per turn. Movement from skills is separate and does not count towards this limit." So the walks before a turn's casts share those cells, and a dash or leap costs none. A unit's Movement is its base Movement plus any flat bonus, times (1 + its Movement percentage), which is how Cripple's −25% a stack bites. Summons have their own Movement, which may be 0. There is no basic attack in the game, and the game's Approach note gives the rest of the turn: "Before the caster's turn ends, if a Technique is ready but out of range, spends remaining Movement to approach the nearest target." A fighter with nothing ready stays where it is. One that is taunted closes on its taunter. A fallen fighter keeps its cell, so a body blocks that cell as a destination.
Skills move fighters too: the caster's own dash or leap (Doom Blade), and the victim's pull or knockback (Hunter's Judgment, Lunarwater Threads). When the exact cell is taken, the unit lands on the nearest free cell, searched ring by ring in the game's order. A Frozen, Immobilized or Super Armor unit is not moved. An Immobilized or Restricted caster's own leap does not happen, but the skill still lands. A knockback whose chance depends on stats rolls Effect Hit against Effect RES like a status. A leap skill needs its landing cell free, or for some skills one of the four cells around the aim. Every hit of a cast finds its targets where they stand when it lands, so a pull that drags enemies in front of the caster is followed by strikes on the cells they were dragged to.
Every hit runs the game's damage formula. It takes attack times the skill's coefficient, over the target's per-rank PvP scaler, plus the flat term, times ATK / (ATK + DEF), times the elemental ratio, times the percentage block, over the class scaler, times the skill's PvP scale. The elemental ratio is split. The attacker's Affinity is divided by the target's base Elemental DMG RES and its Mastery by the target's base Elemental RES, while the target's Elemental RES is divided by the attacker's bases. A further stage multiplies by (1 + the attacker's Status DMG Bonus + the target's Status DMG Taken) / (1 + the target's Status DMG RES), which is how Curse Resonance and its kin pay out.
Every hit rolls in the game's order: the attacker's Blind chance, then the target's Dodge, then block, then crit. A blinded or dodged hit deals nothing and applies no status, and a blocked hit cannot crit. The chances add the flat value forms over their per-rank bases (Crit Rate + Crit Rate Value / base, Block Rate + Block Value / base, and the attacker's Accuracy against both). A crit multiplies by at least 1.3, and a block divides by at least 1.5. Blind is a chance, not a certainty. The status grants its holder a 50% Blind chance for one Technique, so half its hits still land.
Heals take max HP, attack or the target's max HP times the skill's cure coefficient, plus the fixed cure, times (1 + Healing Boost + Healing Received + their value forms over their bases), times the final cure scale.
The PvP governor, shown under the odds, scales the skills that grow with skill rank. It cuts their damage, and also their heals and shields, because the game says so in the governor's text (Beauty of Balance II: “all units’ skill DMG, Healing, and Shield effects will be reduced”). Lifesteal and shields sized from damage dealt are not cut twice, and HP that Soul Protection moves into a shield is not cut at all.
A hit that deals no damage of its own still applies its statuses, forced moves and follow-up skills. Wind's Delight's damage is its follow-up skill, seven waves each hitting the plus shape around a random enemy, and Hunter's Judgment's grab is what drags the target. A follow-up skill is cast on every unit its parent hit covered, with its own numbers. Some skills cut each repeat hit on the same target by (1 − p): Wind's Delight decays 35% per repeat, Divine Wrath 40%. Random-target hits draw one cell per pick, with replacement, from the group's pool. Empty cells count unless the skill rules them out, and some skills need a set number of picks to land on a unit.
A Charm fires on the events it names, and its conditions are honoured. Rebound strikes back only on a hit the wearer blocks, and Counter Blade on any damage taken. Some Charms fire every Nth event, and some at most so often per round. On-hit Charms (Radiant Sear, Blade of Judgment) fire per damaging hit under the same conditions. The strike a Charm fires is a skill of its own, and some of those strikes cannot set off further Charms (Radiant Sear's, Rebound's, a Burn tick). This page also stops any chain of Charm triggers at depth four, as a guard of its own. Also run: Linked Misfortune, Shadow Erosion, Curse Resonance and Pursuit of Victory, Resurrection, Reflective Armor, Repelling Wind, Gale Shield, Ripple Impact, Blade of Lament, Soul Splash, Defensive Assault, Eye for an Eye, and the HP-based Charms whose stacks come off again as HP climbs back.
The leaderboard of 12 September brought the fourth-tier classes' Charms, and all of them are run. Tactical Adaptation keeps its damage-up status while three or fewer enemies stand within two cells and swaps to its damage-down status when more do. It checks again at every turn start, move, spawn and death. Soul Breaker adds one unit of its bonus per 15% of the target's max HP missing, five at most. Holy Aegis grows the wearer's DEF-based shields by its percentage. Explosive Spirit stacks its crit-rate status on every Fire Technique cast. Iron Will and Aberrancy add the Charm's reduction to the damage stage when the attacker is taunted, or carries any debuff. Summoner's Frenzy and Soul Spark put their status on the wearer's summons as they appear, and Soul Spark's cuts the summon's lifespan by two turns, to a floor of one. Soul Impact fires its Dark burst around a summon of the wearer's that falls or fades. Soul Pact Resonance holds its attack status while the wearer has a summon on the field.
Waterling Summon, Frenzy Totem and Stonechief Summon are summoning hits. The creature appears on the cell the hit names relative to the caster, or the nearest free one, and acts at once. Its stats follow the game's summon formula: a fixed part on the skill's level curve at the skill's rank (the Waterling's 76% max-HP factor, for instance), plus a share of the caster's own stats times a rank factor at the skill's rank. The Waterling inherits 19% of the caster's max HP, 25% attack, 50% defence, 80% speed and all of the secondary stats. The Totem takes 16% / 0 / 50% / 105%, and the Stonechief 18% / 70% / 80% / 70%. "Summons cannot receive any stat boosts", so the caster's unbuffed sheet is the source.
The creature takes its own turns on the SPD clock and blocks its cell. It is removed when killed and fades after five of its own turns. It never decides the result and never counts toward the round cap. Its skills and passives run by the same rules as a fighter's. The Waterling's Dewdrop and Misty Vapor heal 6.5% and 4.8% of its max HP (cut to a third in PvP) and dispel one debuff. The Totem's Inspiration moves a random ally's next turn 20% closer, and its Fighting Spirit is an aura that gives every ally within four cells an attack buff. Stealth follows the game's words: a stealthed unit is never the main target of an attack or a heal while a visible one can be, but it still sits under areas. A summon's opening cooldowns follow the fighters' rule (this page's assumption), and it picks skills by the same priority lists, which for these skills have no list of their own.
The Dominator's Decoy Clone summons a clone two cells in front of the caster and connects it to the enemy it aimed at. The clone joins that enemy's side. Its stats follow the game's summon formula with the enemy as the source: 16% of the enemy's max HP (times the rank factor, 21.5% at Immortal) plus a fixed part on the skill's level curve, no attack, 60% of its DEF and all of its other listed stats. It never acts or moves, blocks its cell, does not count for the result, and lasts three of the caster's turns. "Whenever the Clone loses HP, the connected target loses the same amount of HP (True DMG)". Here that loss skips DEF, RES, crits and the battlefield's damage cut, but the target's shields still take it first. A lethal hit passes on in full, overflow included. When the clone goes, "any debuffs on it chain to the connected target" with the turns they had left. The AI counts a clone as two targets. The 18 Techniques whose priority list starts with a unit-type check (most of the "large targets" ones, not Divine Wrath) go for it first, and no second clone connects to an enemy that already has one. Three points are this page's readings, since the game decides them on its servers: the shields taking the link, the clone going when its target falls, and the clone's stats coming from the enemy's sheet rather than its buffs.
Lightning Chain is one strike plus eight links. Each link picks a random enemy within the skill's own reach of the last victim, never one already struck and never straight back, and the chain stops when nobody is in reach.
Its status watches a twelve-cell zone around the wearer and rolls 75% when an enemy's move ends inside it from outside. The card says "when an enemy actively enters", so only the enemy's own walk or leap counts, not a knockback or a pull.
A status counts the rounds of one unit, usually its holder and for some statuses its caster. It counts from the round that unit was on when the status landed, and it is checked at the start or the end of that unit's rounds, depending on the status. Turns left = duration − (current round − starting round), and the status is gone at 0. A unit's round number goes up as its round starts, so a buff a fighter casts on itself is not ticked by the end of the round it was cast in. A re-applied status starts counting again from the new round, and some statuses also add the turns that were left.
Shadow Vengeance's Shadow Form makes its holder immune, never below 1 HP, not healed and not the main target of an attack, and cuts every Technique's cooldown by 2. It ends at the end of its holder's next round or after four global rounds, and then the holder dies unless the fight is won. Frost Guard and Holy Recuperation fire at the end of a round in which their wearer cast no Technique. Frenzy and Fear follow the game's words. A frenzied fighter treats "all targets except themselves as enemies" and picks at random among the targets already "within their attack range". A feared one "will not prioritize the inflictor", which the game's AI settings put as half a target (a weight change of −0.5). An action delay is capped at 80% of a turn per turn.
After you run the fights, one plays with the game's characters, Fantomons and forest ground in place of the grid. Every unit stands on the simulator's cell (one ground tile is one grid cell), walks where the simulator moved it and acts in the simulator's order, with the same hits, crits, blocks, heals and statuses. A recorded player wears their own look, read from their profile the way the game reads it: a costume over the base skin, and a weapon by the gear it shows, held in the hand as the game holds it. A typed-in fighter wears its class's outfit. The 👕 on a team card opens the wardrobe: every outfit, hairstyle, accessory and weapon look in the game, with the game's names and icons, to dress any fighter for the battle view. The choice is kept in this browser, with weapons limited to the class's line. A look whose art the site does not carry yet shows the nearest one it has.
Each Technique plays its own animation from the game and its own effects. The game's particle effects, with their textures, are replayed here: on the caster when it casts, along the projectile's path, on the hit cell when the hit lands (as late as the game's distance delay) and on every unit struck. The particle simulation is the page's re-creation of the game engine's, so an effect can differ in small ways from the game. A flat piece the game's numbers would leave edge-on to the camera is turned to face it. A Technique with no effects in the game keeps the page's own strokes, and a summoned creature is drawn as a marker. A status shows the game's look for as long as it lasts (a shield's bubble, an aura, a taunt's mark), and a shield also shows as a pale bar after the HP, as the game draws it. A unit struck flashes in the skill's colour (the game's hit flash). A Technique that carries its caster (a dash, a leap) moves it part way through the swing, at the moment the game does, rather than walking there first. Ground lays the field with another map's ground tiles. Untick Battle view for the grid, and Change formation brings the grid back to move fighters.
Each fighter brings the Fantomon of their current skill plan, at the level, phase and skill ranks of their roster snapshot (the line under their Charms). Its support skill works one of two ways. A passive one is a hook on its owner, like a Charm: Aegiswing’s Radiant Sanctuary “At the start of battle, grants the character Guardian Angel for 3 turns. When this status expires, restores 50% of their lost HP and grants them Power Unsealed for the entire battle.” An active one is cast by the young pet that rides its owner’s cell, when the owner starts a damaging Technique, as often as the pet allows. Nyxarchon’s Requiem Blast “Can trigger only twice every 2 turns”, and Falko’s Golden Flash fires every time. In the one recorded fight the young pet’s stats were an exact copy of its owner’s, so its strike uses its owner’s stats, at the pet’s level and skill rank.
An adult also fills Fantasmia: “Fantomons gain 50 Fantasmia when your turn ends, and 6 Fantasmia for every 1% Max HP as damage you take. Fantasmia does not increase when you take damage from your special effects or when the Fantomons are materialized.” It starts at the pet’s own value (Nyxarchon 990, Aegiswing 825, Falko 600), shown on the fighter’s card while a fight plays. At 1,000 the pet materializes in front of its owner as a unit with its own turns, body and Techniques (Nyxarchon: Shadow Sweep and Nightshade Blast. Aegiswing: Radiant Halo and Divine Retribution). Its stats are a fixed part on the pet’s level curve plus a share of its owner’s (Nyxarchon 42.75% of HP, 67.1% of ATK, 57.95% of DEF, 61% of SPD). So a Nyxarchon comes out after its owner’s first turn and an Aegiswing after four, sooner when the owner is hit. It stays until it falls. Then the young pet is back and the gauge fills again. Beauty of Balance I has no entry for Fantomons, so a materialized one takes full damage while its own hits on characters are cut to a fifth.
The game works all of this out on its servers, so these points are inferences: the adult appears at the end of the action that fills the gauge, the gauge starts again from 0, the young pet rests while the adult is out, the support strike is centred on the owner’s main target, the copied stats include the owner’s buffs, and pets fight under the battlefield’s statuses like everyone else. Which support skill an adult keeps is also read from the game’s pet data (an adult Aegiswing keeps Radiant Sanctuary, which its owners still promote). The pet’s level is the snapshot’s, which can lag the fight’s: a recorded pet fought at 150 while its snapshot said 120. The Fantomon checkbox by the round cap turns pets off for comparison. Tap the Fantomon line on a card to change the pet, its form (Baby or Adult), level or skill quality, or to give a fighter one. The change is kept like a loadout edit, and ↻ restores the recorded pet with the recorded loadout.
Meteoric Flames is a summoning hit. It deals its Fire damage to the 3×3, and every cell of it rolls 60% to catch fire. A burning cell fires the Burn skill at an enemy standing there when the cell appears, at one arriving on it, and at one starting its round on it, for three of the caster's rounds or until the caster falls. The board marks such cells. A walk here is resolved at its destination, so cells crossed mid-path do not fire. The game works out the step-by-step path on its servers.
The fight has a setup phase before round 1, during which the AI acts on a fixed timer. Some skills fire then. Heart of Challenge, Valor Surge, Gale Dance and Void Blessing are "Casts once before battle starts", and self-cast Charm effects such as Rapid Cast also fire at the start. The game's note on this phase reads: "When multiple units on both sides are set to cast skills before battle starts, they cast them from highest to lowest initial SPD. SPD changes during this phase do not affect the order. If a character has multiple skills to cast before battle starts, Charms are cast before Techniques. Skills of the same type are cast in loadout order, from top to bottom. Battle starts after all such skills from both sides have been cast."
This page orders by initial SPD and never re-sorts, as that says. It adds one rule seen in real fights: every pre-battle buff (Valor Surge, Light Sword Array, Gale Dance, Void Blessing) is cast first, by both sides, and only then the taunts, the faster tank first. Heart of Challenge is the only pre-battle Technique aimed at enemies, so the buffs go in one pass and the taunts in a second. Each pass goes fastest fighter first, with each fighter's skills in loadout order. It matters because Valor Surge dispels one ailment or debuff from each ally it reaches, so cast after a taunt it would wipe it. "Charms are cast before Techniques": the eleven Charms marked to cast before battle (Rapid Cast, Iron Fortress, Gale Shield, Soul Protection, Iron Solidarity and the rest) fire their round-start effect in the first pass, just before their wearer's Techniques. Charms that start with a status have it from the first moment: Elemental Harmony one stack per element among the wearer's damaging Techniques, Sacred Blessing one per Light one.
When the phase ends, the turn clock starts over and every fighter's first turn is timed from its stats at that moment, so SPD cast before battle counts. The walk to a before-battle cast is not held to the 4-cell Movement, which the game gives "per turn". In the same reported fight hami walked five cells to taunt Purr, Nocturne and Nai. That is an inference. The shortest walk that reaches the most targets still wins.
A taunt such as Heart of Challenge lands Ridicule on every enemy within three cells. The game states what that does: "Taunted enemies target the caster only, and approach the caster when using damaging Techniques. Summoning Techniques remain available, but ally-targeting Techniques (grant buffs, healing, shields, etc.) are disabled while taunted." So a taunted fighter here aims only at its taunter. A single-target skill must aim at the taunter itself, and an area must cover it. It cannot cast a buff, heal or shield on itself or an ally until the taunt ends or the taunter falls. Six skills stay usable: Light Sword Array, Void Chant, Prism Aegis, Counter Stance, Tempest Call and Merciful Wish, whose card says "Can be cast while in Taunt or Frenzy". A taunted fighter never keeps its distance with a damaging Technique. The taunter is the only target it weighs, so a tank taunted by a faster one does not walk off to the biggest enemy cluster that happens to include its taunter. The Chinese text says it "gets as close as it can to the target" (尽量靠近目标), so closing on the taunter comes first and the skill's own list only breaks ties. An area it casts still strikes everyone standing in it.
Every other skill with a cooldown opens the fight on it unless it is a Zero Initial CD skill. Control follows the game's rules: Stun, Frozen and Phoenix Stasis cancel both move and skill, and Restrict and Immobilize cancel the move only.
Every PvP stage carries four statuses, shown in the battlefield line of the log. Beauty of Balance I is on every unit from the start: the attacker’s damage to a character is ×0.2 and to a summon ×0.6, and control effects (Stun, Freeze, Frenzy, Immobilize) land a third as often. Beauty of Balance II is the governor above. From global round 12, every round adds a stack of Swift Resolution (+10% to that damage scale, up to 99) and of Swift Resolution II (−20% healing and shields, up to 4). So damage is back to full by round 19, and healing and shields are at a fifth from round 15. A global round is one action per fighter (eight in a full 4v4, and summons do not count). The stage’s round cap of 100 global rounds counts those rounds. The game applies these statuses on its servers. The release from round 12 and a new stack each round follow the game’s text (“From turn 12 onward”). That summons join under the same statuses is an inference from “all units on the battlefield”. The checkbox by the round cap turns them off for comparison.
Blast Spirit, a smart grid item that nobody in the top 100 equips. A tournament battle lasts at most 12 minutes, and the game's rule when time runs out is "the team with more remaining members wins; if tied, the team with a higher average remaining HP wins". This page applies it at its round cap, reading average HP as the share of max HP. The AI's scoring is done on the game's servers. The criteria and each skill's order are the game's, but the default order and the AI's wish to stay near teammates (a preferred distance of 2 cells, and a penalty for bunching up) are not modelled.