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How combat works: damage, elements and landing debuffs

4 October 2026 · written for game version 0.61.1516

Match ACC to the enemy’s RES and your debuffs always land. Fight with element advantage and you need 20 less.

  • Element advantage: +30% damage. Disadvantage: -30% damage and half your Crit Rate.
  • Boss RES jumps at stage 10 (174) and again at 11 (275). That’s where debuffs start failing.
  • Buffs, heals and revives on your own team never roll against RES.

Elements

Water beats Fire beats Earth beats Wind beats Water. Same element, Water vs Earth and Fire vs Wind are neutral.

Matchup Damage Debuff chance Crit Rate
Advantage +30% +20%
Disadvantage -30% -50% -50%
Light or Dark attacking the other four +15% +10%
The other four attacking Light or Dark -15% -25% -25%

Light vs Dark counts as advantage both ways in the Arena. Against bosses, only your side gets it.

Relic boss stages cycle Earth, Wind, Water, Fire, so stage 20 is Fire: bring Water. Each boss’s stage list is on its boss guide.

Damage

Damage = ATK × skill multiplier × crit × DEF reduction × element × buffs and debuffs.

  • Crit multiplies by 1 + Crit DMG: 100% Crit DMG doubles the hit.
  • DEF cuts damage on a curve that never flattens:
DEF 500 1,000 1,500 2,000 3,000
Damage cut 8.1% 15.4% 22.0% 28.0% 38.4%

More curves (Skill Speed, Skill Recovery, Mana Gen, Instinct): Stats that stop working.

Landing debuffs: RES minus ACC

The target’s RES minus your ACC sets the resist chance:

RES minus ACC 0 or less 25 50 75 100 110 120+
Resist chance 0% 25% 50% 73.1% 89.6% 95.0% 100%

Then flat modifiers are added: +50% if the target has element advantage over you, -20% if you have it, plus RES Up, ACC Down and Mindfog (add), or ACC Up, RES Down and Atrophy (subtract). ACC Up and RES Down don’t change the stat itself; they only shift this final chance.

Example: bosses on stage 14 have 380 RES. Against 260 ACC that’s 100% resist. If the boss also has element advantage (+50), your RES Down (-70) and ACC Up (-50) still bring it down to 30%.

ACC you need on every boss stage

Every boss uses the same RES and ACC per stage. “Always lands” assumes no modifiers.

Stage Enemy RES ACC: always lands ACC: always lands with element advantage ACC: lands half the time Enemy ACC RES to resist everything
1-3 50 50 30 0 0-5 120-125
5 60 60 40 10 15 135
8 110 110 90 60 25 145
10 174 174 154 124 40 160
11 275 275 255 225 50 170
13 345 345 325 295 70 190
15 440 440 420 390 90 210
17 515 515 495 465 115 235
20 635 635 615 585 175 295

Where ACC comes from: the Accuracy set (+75 at 5 pieces), Chestplate and Flask main stats, Awakening (Sign of Actia +88) and Titans like Myrmadir (+196 ACC in boss fights).

Skills and mana

  • Combo: five hits on a loop, no cooldown, the main source of Ultimate and Titan Mana. Legendaries get a special fifth hit.
  • Active skills: three per Invoker. Effective cooldown = base cooldown ÷ (1 + Skill Recovery %). 100 Skill Recovery rating gives +25%, so a 25s cooldown becomes 20s.
  • Ultimate: mana stops at 100% until you cast it. Upgrading it lowers the cost.
  • Mana Gen raises Ultimate and Titan Mana alike. Taking damage builds mana too.
  • AoE skills hit up to 10 enemies on Legendaries, 9 on Epics and 8 on everyone else.

Every buff, debuff and control effect: Status effects.

Numbers for game version 0.61.1516.