Battle Mechanics
Attributes
Every savior has one of five attributes. Advantage gives bonuses to damage and debuff accuracy; disadvantage penalizes both.
Element Wheel
The three basic elements form a cycle:
Sun →
Star →
Moon →
Sun Order and Chaos are strong against each other:
Order ↔
Chaos Advantage effects:
- +30% Effect Hit bonus (debuff accuracy)
- Per-attribute damage bonus stat applies (e.g.
DamageUp vs Sun) - Target's Attribute Guaranteed Effect RES applies
- +1 base Super Armor damage
Disadvantage effects:
- -30% Effect Hit penalty (debuff accuracy)
- 0 base Super Armor damage (can't break without bonus)
Debuff Accuracy
When a skill applies a debuff, two sequential checks determine whether it lands: the Activation Rate roll and the Effect Hit check.
Quick Guide
Landing a debuff is two coin flips back to back. Both must succeed.
Flip 1 — Does the skill even try?
Check the skill's activation chance (shown on the tooltip). A skill that says "75% chance to stun" simply rolls 75% here. If it fails, nothing happens — Effect Hit doesn't matter.
Flip 2 — Does the target resist?
Your Effect Hit minus their Effect RES = your chance to land. Element advantage adds 30%; disadvantage subtracts 30%.
Everyone starts with 100% Effect Hit and 0% Effect RES, so against a base target you have 100% to land. But the built-in 20% Guaranteed Effect RES caps your maximum at 80% — unless you have Guaranteed Effect Hit to push past it.
Worked Example
Your caster has 120% Effect Hit. The target has 45% Effect RES. You have element advantage. The skill has a 100% activation chance.
- Flip 1: 100% activation — auto-pass
- Flip 2: 120% - 45% + 30% = 105%
- But the target has 20% Guaranteed Effect RES, capping you at 80%
- Final chance to land: 80%
Another Example
Same caster (120% Effect Hit), but now you're at element disadvantage against a target with 60% Effect RES. Skill activation is 75%.
- Flip 1: 75% activation — must pass first
- Flip 2: 120% - 60% - 30% = 30%
- 30% is under the 80% cap, so no cap applies
- Overall chance: 75% × 30% = 22.5%
Detailed Formula
1 Activation Rate
Each skill effect has a base activation chance (ActiveRate), shown on skill tooltips. This is rolled first.
success = random < ActiveRate
// where 10000 = 100%
A skill with 75% activation chance has ActiveRate = 7500.
2 Effect Hit Check
If the activation roll passes, the game checks whether the target resists using the caster's Effect Hit against the target's Effect RES.
Attribute Advantage
attributeBonus = 0
if caster has attribute advantage: attributeBonus = +3000 (+30%)
if caster has attribute disadvantage: attributeBonus = -3000 (-30%)
Base Effect Rate
Default EffectHit = 10000 (100%), default EffectRES = 0.
Guaranteed Effect Hit / RES
A separate "guaranteed" layer can override the base rate. If the target has attribute advantage over the caster, their Attribute Guaranteed Effect RES also applies.
attrGuaranteedRES = 0
if target has attribute advantage over caster:
attrGuaranteedRES = target.AttributeGuaranteedEffectRES
// Net guaranteed value
guaranteedNet = caster.GuaranteedEffectHit
- (target.GuaranteedEffectRES + attrGuaranteedRES)
Guaranteed Override Logic
The guaranteed value acts as a floor or ceiling that can modify the final rate.
OR (baseRate < 0 AND guaranteedNet > 0):
finalRate = guaranteedNet // guaranteed raises the rate
else if baseRate > 0 AND guaranteedNet < 0:
cap = 10000 - |guaranteedNet| // guaranteed caps maximum
if baseRate > cap:
finalRate = cap
else:
finalRate = baseRate
else:
finalRate = baseRate
Final Roll
Default Stat Values
| Stat | Base Value |
|---|---|
| Effect Hit | 100.0% |
| Effect RES | 0.0% |
| Guaranteed Effect Hit | 0.0% |
| Guaranteed Effect RES | 20.0% |
| Attribute Guaranteed Effect RES | 0.0% |
The 20% base Guaranteed Effect RES means even with massive Effect Hit advantage, the target always has a minimum ~20% chance to resist (via the cap mechanic), unless the attacker has Guaranteed Effect Hit to counteract it.
Critical Hits
Critical hit chance follows the same subtraction pattern as Effect Hit. Crit damage is then applied as a multiplier.
Crit Rate
Works the same way as Effect Hit — it's the attacker's crit chance minus the defender's crit evasion, then a dice roll.
critRate = attacker.CRITRate - defender.CRITEvade
isCrit = random(0, 10000) < critRate
Crit Rate is capped at 100% (10000). CRIT Evade is not a common stat but some buffs/passives grant it.
Crit Damage
When a hit crits, the damage is multiplied by 1 + critDmgBonus. The bonus can be reduced by the defender's CRIT Damage Reduce stat.
critDamage = baseDamage * (1 + critDmgBonus)
CRIT Damage is capped at 300% (30000).
Example
Your attacker has 65% CRIT Rate and 180% CRIT Damage. The defender has 0% CRIT Evade and 20% CRIT Damage Reduce. A non-crit hit would deal 5,000 damage.
- Crit chance: 65% - 0% = 65%
- If it crits: bonus = 180% - 20% = 160%
- Crit damage: 5,000 × (1 + 1.6) = 5,000 × 2.6 = 13,000
On average across many hits: 5,000 × (0.35 + 0.65 × 2.6) = 10,200 expected damage per hit.
Damage
Damage calculation uses ATK, DEF, skill scaling, and several multiplicative layers.
Constants
| Constant | Value | What It Does |
|---|---|---|
| Defence Constant | 3000 (PvE) 300 (PvP) | Used in the DEF formula: DEF/(DEF+Const). Lower constant = DEF is more effective. PvP's 300 makes tanks much tankier. |
| Damage Reduce Cap | 50% | Total Damage Reduce from all sources (buffs, role bonuses, etc.) cannot exceed 50%. Prevents full damage immunity stacking. |
| CRIT Rate Cap | 100% | CRIT Rate cannot exceed 100%. |
| CRIT Damage Cap | 300% | CRIT Damage bonus cannot exceed 300% (for a max 4x multiplier on crit hits). |
Damage Pipeline
Damage is calculated through several multiplicative stages:
- Base Damage — Each skill has a scaling factor (e.g., a normal attack might scale at 65% ATK, a hyper skill at 265% ATK). Some skills also scale off DEF or HP. The scaling percentage is the skill's "multiplier" you see on tooltips
- Defence Reduction — DEF mitigates damage using the defence constant (higher constant = DEF matters less)
- Damage Share — Some units can redirect a portion of incoming damage to themselves
- Damage Up / Reduce — Additive bonuses from buffs, including role-specific and attribute-specific modifiers (see below). Capped at 50% total reduction
- Break Bonus — While target's super armor is broken, attacker gets additional
DamageUp (Break) - Critical — If crit: multiply by
1 + (CRITDmg - CRITDmgReduce) - Life Steal — Attacker heals for
damage * DamageVampirism%, modified by target's Heal Receive stat
Damage Up/Reduce Breakdown
The Damage Up/Reduce stage combines several sources additively:
+ DamageUp vs [Role] // e.g. DamageUp vs Striker
+ DamageUp vs [Attribute] // e.g. DamageUp vs Sun
totalDmgReduce = general DamageReduce
+ DamageReduce vs [Role]
modifier = totalDmgUp - totalDmgReduce
Defence Formula
The defence constant determines how quickly DEF reduces damage. A higher constant means DEF matters less (you need more to see results). In PvP, the much lower constant (300 vs 3000) makes DEF significantly more powerful.
reduction = DEF / (DEF + DefenceConst)
damage = baseDamage * (1 - reduction)
Example
An attacker with 2,500 ATK uses a skill with 200% scaling against a target with 1,500 DEF. The attacker has 25% Damage Up from buffs, no other modifiers. Non-crit hit in PvE.
- Base damage: 2,500 × 2.0 = 5,000
- Defence reduction: 1,500 / (1,500 + 3,000) = 33.3%
- After DEF: 5,000 × (1 - 0.333) = 3,335
- Damage Up: 3,335 × (1 + 0.25) = 4,169
Same scenario but in PvP (DefenceConst = 300):
- Defence reduction: 1,500 / (1,500 + 300) = 83.3%
- After DEF: 5,000 × (1 - 0.833) = 835
- Damage Up: 835 × (1 + 0.25) = 1,044
The same 1,500 DEF blocks 33% in PvE but 83% in PvP — DEF is far more valuable in PvP.
Healing
Heal skills scale off a stat (usually the caster's ATK or the target's Max HP) multiplied by the skill's heal rate, then modified by two stats.
Heal Formula
Each heal skill specifies which stat it scales from (usually the caster's ATK or the target's Max HP) and a heal rate multiplier. Two stats then modify the final amount:
- Heal Give — on the caster, increases all healing they provide
- Heal Receive — on the target, increases all healing they receive
modifier = 1.0 + caster.HealGive + target.HealReceive
finalHeal = baseHeal * modifier
Both stats are additive with each other — stacking Heal Give on the healer and Heal Receive on the tank compounds. Life steal from Damage Vampirism also uses this same Heal Receive modifier on the target being healed (the attacker).
Example
A healer with 3,000 ATK and 20% Heal Give uses a skill that heals for 50% of their ATK. The target has 15% Heal Receive.
- Base heal: 3,000 × 0.5 = 1,500
- Modifier: 1.0 + 0.20 + 0.15 = 1.35
- Final heal: 1,500 × 1.35 = 2,025
Super Armor
Bosses (and some saviors) have a Super Armor gauge. When broken, the target takes increased damage and may trigger break-specific effects.
How It Works
Each damaging hit chips away at the Super Armor gauge. When it reaches 0, the target enters Break state:
- The broken target takes extra damage from the attacker's Damage Up (Break) stat
- Break-specific skill effects can trigger (some skills have effects that only activate on broken targets)
- The super armor gauge refills after the break state ends
Only hits that actually deal damage (Normal or Critical) chip the gauge — misses, nullified hits, and non-damaging skills don't count.
Super Armor Damage Per Hit
Each hit's contribution to breaking the gauge is calculated from attribute matchup and bonus stats:
if attacker has attribute advantage:
baseSA = 1
else:
baseSA = 0 // neutral or disadvantage
// Add bonus stats
saDamage = baseSA
+ attacker.SuperArmorDamage
+ attacker.SuperArmorTrueDamage
- defender.SuperArmorDamageReduce
Super Armor True Damage bypasses the defender's reduction stat. If the total is 0 or negative, no gauge damage is dealt that hit.
Example
A boss has Super Armor = 8 and 2 SA Damage Reduce. Your Sun attacker hits a Star boss (advantage). Attacker has 1 Super Armor Damage from gear.
- Base: 1 (advantage)
- + SA Damage: 1
- - SA Reduce: 2
- Per hit: 1 + 1 - 2 = 0 — not enough to chip!
But if the attacker also has 1 Super Armor True Damage (bypasses reduce):
- Per hit: 1 + 1 + 1 - 2 = 1 per hit
- Needs 8 hits to break the boss
Turn Order
Turn order is determined by each unit's Turn Speed stat. Higher speed means the unit acts sooner.
Speed Gauge
Each unit has a speed gauge that fills over time. When it reaches 10000, the unit takes its turn. The rate it fills depends on Turn Speed — higher speed = fills faster = acts sooner.
timeToAct = (10000 - currentGauge) / TurnSpeed
// Lower timeToAct = acts first
If a unit's gauge is already at or above 10000, they get an instant turn.
Leader Position
The savior in the Leader slot (first team position) gets +10 Turn Speed in PvE. This is a flat bonus added to their base speed before any other calculations.
Turn 1 Randomization
On the very first turn only, a random multiplier is applied to each unit's Turn Speed to break ties and add variance:
jitter = random(9500, 10500) / 10000 // 0.95x to 1.05x
effectiveSpeed = TurnSpeed * jitter
This is a +/- 5% jitter. After the first turn, speed is used as-is with no randomization — turn order becomes fully deterministic.
Example
Three units start a battle. All gauges begin at 0.
| Unit | Speed | T1 Jitter | Effective | Time to Act |
|---|---|---|---|---|
| A | 500 | ×1.03 | 515 | 10000/515 = 19.4 |
| B | 500 | ×0.97 | 485 | 10000/485 = 20.6 |
| C | 400 | ×1.01 | 404 | 10000/404 = 24.8 |
Turn order: A → B → C. Units A and B have the same base speed but the jitter broke the tie — A got lucky with a 1.03x roll while B got 0.97x. On subsequent turns, their actual speed (500) is used with no jitter.
Counter
When you prepare a skill of the same kind (Attack, Special, or Hyper) as the enemy's most recently used skill, the COUNTER mark appears on that enemy. Hitting a target in a COUNTER state deals bonus damage.
How It Works
- The game tracks the last skill type each enemy used (Attack, Special, or Hyper)
- When you select a skill of the same type, the COUNTER mark appears on matching enemies
- Attacking a target in the COUNTER state grants +10% Damage Up
Example
An enemy just used their Attack skill. On your turn, you prepare your savior's Attack skill.
- The COUNTER mark appears on that enemy
- Your attack deals +10% bonus damage against them
- If you had used a Special or Hyper skill instead, no COUNTER mark would appear (type mismatch)
Preemptive Defense
Some units have a chance to counter-attack when targeted. This is checked before the attacker's skill resolves.
How It Works
When an attacker targets a unit, the game checks if the defender can counter before the attack resolves. If the counter triggers:
- The defender attacks first with their counter skill
- Counter attacks get a built-in +10% Damage Up bonus (added to their Damage Up stat for the counter hit)
- The original attacker's skill still resolves afterward (the counter doesn't cancel it)
Dead, stunned, or otherwise incapacitated units cannot counter.
Counter Rate
counterRate = max(0, counterRate)
isCounter = random(1, 10000) <= counterRate
If the attacker has enough Preemptive Defend Reduce, they can completely shut down the defender's counter chance.
Example
A defender has 30% Preemptive Defend. The attacker has 10% Preemptive Defend Reduce.
- Counter rate: 30% - 10% = 20%
- 20% chance the defender strikes first with a +10% damage bonus
- The attacker's skill still happens regardless of whether the counter triggers
Stat Scaling
Final stats are computed using a 3-stage multiplicative pipeline. All percentage stats use a base of 10000 = 100%.
Quick Explanation
A savior's final stats come from stacking several layers on top of their base stats. The key thing to understand is the order — percentage bonuses multiply the pool after flat bonuses are added, so flat bonuses get amplified by percentage bonuses that come later.
In practice: the higher your base stat, the more value you get from percentage bonuses. A 15% ATK buff on a unit with 2,000 ATK gives +300, but on a unit with 3,000 ATK it gives +450.
Stat Calculation Pipeline
Stats are built up in stages. Each stage adds to the running total, and percentage multipliers apply to everything accumulated so far:
pool = baseStat + growthStat + journeyStat
// Stage B: Add per-level growth, then apply first % multiplier
pool = pool + growthPerLevel
pool = pool + pool * (percentBonus0)
// Stage C: Add flat bonuses (equipment, etc), then apply second % multiplier
pool = pool + flatBonus
pool = pool + pool * (percentBonus1)
// Stage D: Round down
finalStat = floor(pool)
Stat Sources (in order of application)
- Flat additions — Equipment main stats, set bonuses, resonance bonuses
- Percentage multipliers — Percentage-of-base bonuses (e.g., "ATK +15%") — these multiply the entire pool, so they amplify flat additions too
- Rate additions — Flat percentage point additions for rate stats (e.g., "CRIT Rate +5%") — added directly, not multiplied
Example
A savior has 1,000 base ATK and 200 ATK from growth. They equip a weapon with +500 ATK (flat) and a set bonus giving +15% ATK.
- Stage A: 1,000 + 200 = 1,200
- Stage B (no per-level growth in this example): 1,200
- Stage C flat: 1,200 + 500 = 1,700
- Stage C percent: 1,700 + 1,700 × 0.15 = 1,700 + 255 = 1,955
Note: the 15% bonus multiplied 1,700 (including the +500 weapon), not just the 1,200 base.
Battle Power Weights
| Stat | Weight |
|---|---|
| ATK | 10 |
| HP | 55 |
| DEF | 5 |
| Turn Speed | 5 |
| Overall Scale | 12 |
BP = (ATK×10 + HP×55 + DEF×5 + Speed×5) / 12. HP dominates BP by design — it has 5.5x the weight of ATK.
Example
A savior with 2,500 ATK, 25,000 HP, 1,200 DEF, and 450 Speed:
BP = (2,500×10 + 25,000×55 + 1,200×5 + 450×5) / 12 = (25,000 + 1,375,000 + 6,000 + 2,250) / 12 = 117,354
Targeting
When an enemy selects a target, the skill's targeting conditions are checked in order. Each condition is an independent dice roll that can narrow the candidate list.
How It Works
A skill can have multiple targeting preferences (e.g. front row +
Defender). Each preference is processed sequentially:
- The game rolls a dice against the preference's rate (out of 10000). If the roll fails, the preference is skipped entirely — the candidate list is unchanged.
- If the roll passes, the candidate list is filtered to only units matching that preference (e.g. front row units only, or Defenders only).
- If the filter would result in an empty list (no matching units), the filter is not applied — the candidate list stays as it was.
- The next preference then operates on whatever list remains.
After all preferences are processed, a target is randomly selected from the final candidate list.
Common Targeting Patterns
Enemy skills use these row and role preferences:
- 80% front row — the most common pattern
- 100% front row — always targets the front row
- 100% back row — always targets the back row
- 80%
Defender — the most common role preference, often paired with front row - 100%
Defender — always targets a Defender if one exists
Example
An enemy skill has 80% front row and 80% Defender preference. Your team has a Defender in front, a Striker in front, and a Supporter in back.
- Step 1 — Front row roll (80%):
- Roll passes → candidate list narrows to the 2 front row units (Defender, Striker)
- Step 2 — Defender roll (80%):
- Roll passes → candidate list narrows to just the Defender
- Final target: Defender
But if the front row roll fails:
- Step 1 — Front row roll (80%):
- Roll fails → candidate list stays as all 3 units
- Step 2 — Defender roll (80%):
- Roll passes → candidate list narrows to just the Defender
- Final target: Defender (Defender preference still caught it)
PvP Contents
Star Savior has two PvP modes: Async Arena (attack AI-controlled defense teams) and Ranked Arena (real-time matches with a draft phase). Both share a tier ladder and seasonal structure.
Game Modes
Async Arena
- Attack AI-controlled defense teams
- Both attack and defense earn/lose score
- 6 battle tickets max, recharges 1 per 4 hours
- Weekly rewards based on current tier
- Weekly tier reset at high ranks
- Named seasons: Thales, Kepler, Laplace, Gauss
Ranked Arena
- Real-time matches against other players
- Draft mode from Gold tier onwards
- 20 sec turn timer (+5 sec delay)
- Fixed level 200, resonance 10
- Season rewards based on peak tier
- Weekly score decay at Diamond+
- Requires minimum 16 saviors for private matches
Stat Scaling
PvP modes apply different scaling factors to stat sources. All values are out of 1000 (100%).
| Mode | Base Stats | Tactics | Star Link | Stellar Archive | Equipment |
|---|---|---|---|---|---|
| Async Arena | 100% | 50% | 50% | 100% | 100% |
| Ranked Arena | 100% | 0% | 0% | 100% | 100% |
Ranked Arena completely ignores Tactics and Star Link bonuses, making it a pure gear/stat comparison. Async Arena halves them.
Async Arena Tiers
Score changes per battle are: base amount + tier bonus. The base amount is determined server-side. The bonuses below make climbing easier at lower tiers and taper off at higher ranks. Bronze and Silver have demotion protection (can't drop below tier floor).
| Tier | Score | Win Bonus | Loss Bonus | Def Win Bonus | Def Loss Bonus | Weekly Reset To | |
|---|---|---|---|---|---|---|---|
| Bronze 6 | 0 | +15 | +32 | +8 | +13 | - | |
| Bronze 5 | 25 | +15 | +32 | +8 | +13 | - | |
| Bronze 4 | 50 | +15 | +32 | +8 | +13 | - | |
| Bronze 3 | 100 | +15 | +32 | +8 | +13 | - | |
| Bronze 2 | 200 | +15 | +32 | +8 | +13 | - | |
| Bronze 1 | 300 | +15 | +32 | +8 | +13 | - | |
| Silver 5 | 400 | +12 | +31 | +6 | +12 | - | |
| Silver 4 | 500 | +12 | +31 | +6 | +12 | - | |
| Silver 3 | 600 | +12 | +31 | +6 | +12 | - | |
| Silver 2 | 700 | +12 | +31 | +6 | +12 | - | |
| Silver 1 | 800 | +12 | +31 | +6 | +12 | - | |
| Gold 5 | 1000 | +9 | +9 | +5 | +10 | Gold 5 | |
| Gold 4 | 1200 | +9 | +9 | +5 | +10 | Gold 4 | |
| Gold 3 | 1400 | +9 | +9 | +5 | +10 | Gold 3 | |
| Gold 2 | 1600 | +9 | +9 | +5 | +10 | Gold 2 | |
| Gold 1 | 1800 | +9 | +9 | +5 | +10 | Gold 1 | |
| Platinum 5 | 2000 | +9 | +6 | +5 | +7 | Gold 1 | |
| Platinum 4 | 2200 | +9 | +6 | +5 | +7 | Platinum 5 | |
| Platinum 3 | 2400 | +9 | +6 | +5 | +7 | Platinum 4 | |
| Platinum 2 | 2600 | +9 | +6 | +5 | +7 | Platinum 3 | |
| Platinum 1 | 2800 | +9 | +6 | +5 | +7 | Platinum 2 | |
| Diamond 5 | 3000 | +9 | +3 | +5 | +2 | Platinum 1 | |
| Diamond 4 | 3200 | +9 | +3 | +5 | +2 | Diamond 5 | |
| Diamond 3 | 3400 | +9 | +3 | +5 | +2 | Diamond 4 | |
| Diamond 2 | 3600 | +9 | +3 | +5 | +2 | Diamond 3 | |
| Diamond 1 | 3800 | +9 | +3 | +5 | +2 | Diamond 2 | |
| Master 5 | 4000 | +6 | - | +3 | - | Diamond 1 | |
| Master 4 | 4200 | +6 | - | +3 | - | - | Master 5 |
| Master 3 | 4400 | +6 | - | +3 | - | - | Master 4 |
| Master 2 | 4600 | +6 | - | +3 | - | - | Master 3 |
| Master 1 | 4800 | +6 | - | +3 | - | - | Master 2 |
| Grandmaster 5 | 5000 | +3 | - | +2 | - | - | Master 1 |
| Grandmaster 4 | 5200 | +3 | - | +2 | - | - | Grandmaster 5 |
| Grandmaster 3 | 5400 | +3 | - | +2 | - | - | Grandmaster 5 |
| Grandmaster 2 | 5600 | +3 | - | +2 | - | - | Grandmaster 5 |
| Grandmaster 1 | 5800 | +3 | - | +2 | - | - | Grandmaster 5 |
| Eternium | 6000 | - | - | - | - | - | Grandmaster 5 |
Bonuses are added to a server-determined base score change. At Bronze/Silver, the large loss bonuses offset the base loss (demotion protection). At Gold, bonuses are equal for wins and losses. From Master onwards, no loss bonus — you take the full base penalty. Weekly Reset To = your score is floored to that tier's minimum each week (e.g. Gold 3 resets to Gold 3's minimum). - = no bonus (base only). Master+ hides opponent info.
Ranked Arena Tiers
Same bonus system as Async. From Gold onwards, Draft mode is enabled. Only attack bonuses apply (no async defense). Score decay at Diamond+ reduces your score weekly if inactive.
| Tier | Score | Win Bonus | Loss Bonus | Draft | Score Decay | Season Reset |
|---|---|---|---|---|---|---|
| Bronze 6 | 0 | +22 | +38 | - | - | - |
| Bronze 5 | 25 | +22 | +38 | - | - | - |
| Bronze 4 | 50 | +22 | +38 | - | - | - |
| Bronze 3 | 100 | +22 | +38 | - | - | - |
| Bronze 2 | 150 | +22 | +38 | - | - | - |
| Bronze 1 | 200 | +22 | +38 | - | - | - |
| Silver 5 | 250 | +2 | +23 | - | - | - |
| Silver 4 | 300 | +2 | +23 | - | - | - |
| Silver 3 | 350 | +2 | +23 | - | - | - |
| Silver 2 | 400 | +2 | +23 | - | - | - |
| Silver 1 | 450 | +2 | +23 | - | - | - |
| Gold 5 | 500 | - | +15 | Yes | - | Gold 5 |
| Gold 4 | 600 | - | +15 | Yes | - | Gold 5 |
| Gold 3 | 700 | - | +12 | Yes | - | Gold 5 |
| Gold 2 | 800 | - | +12 | Yes | - | Gold 5 |
| Gold 1 | 900 | - | +9 | Yes | - | Gold 5 |
| Platinum 5 | 1000 | - | +9 | Yes | - | Gold 3 |
| Platinum 4 | 1100 | - | +6 | Yes | - | Gold 3 |
| Platinum 3 | 1200 | - | +6 | Yes | - | Gold 3 |
| Platinum 2 | 1300 | - | +3 | Yes | - | Gold 3 |
| Platinum 1 | 1400 | - | +3 | Yes | - | Gold 3 |
| Diamond 5 | 1500 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 4 | 1700 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 3 | 1900 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 2 | 2100 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 1 | 2300 | - | +3 | Yes | Yes | Platinum 5 |
| Master 5 | 2500 | - | +2 | Yes | Yes | Platinum 3 |
| Master 4 | 2700 | - | +2 | Yes | Yes | Platinum 3 |
| Master 3 | 2900 | - | +2 | Yes | Yes | Platinum 3 |
| Master 2 | 3100 | - | +2 | Yes | Yes | Platinum 3 |
| Master 1 | 3300 | - | +2 | Yes | Yes | Platinum 3 |
| Grandmaster 5 | 3500 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 4 | 3700 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 3 | 3900 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 2 | 4100 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 1 | 4300 | - | +1 | Yes | Yes | Platinum 1 |
| Eternium | 4500 | - | - | Yes | Yes | Platinum 1 |
Same bonus system as Async — bonuses are added to a base score change. At Bronze/Silver, large loss bonuses offset the base loss (protection). From Gold onwards, no win bonus — only the loss bonus reduces the penalty, and it shrinks each tier. - = no bonus (base only). Master+ hides opponent info.
Win Streak Bonus
Consecutive wins grant bonus score (and in Async, bonus currency) on top of the normal win amount.
Async Arena
Grants both bonus score and bonus currency
- 6+ wins: +1 score, +1 currency
- 11+ wins: +2 score, +2 currency
Ranked Arena
Grants bonus score only
- 4+ wins: +1 score
- 7+ wins: +2 score
- 10+ wins: +3 score
Async AI Difficulty
You can choose the difficulty of AI opponents. Higher difficulty grants bonus reward currency per win.
| Difficulty | Win Reward Bonus |
|---|---|
| Beginner | - |
| Expert | +2 |
| Veteran | +4 |
Opponent Refresh Cost
Refreshing your async arena opponent list costs gold, escalating with each refresh.
| Refresh # | Gold Cost |
|---|---|
| 1st | 1,000 |
| 2nd | 2,000 |
| 3rd | 4,000 |
| 4th | 6,000 |
| 5th | 8,000 |
| 6th | 10,000 |
| 7th | 15,000 |
| 8th | 20,000 |
| 9th | 50,000 |
| 10th | 100,000 |
Sudden Death
PvP battles have a sudden death mechanic that prevents matches from going on indefinitely. The two modes handle this differently.
Async: Elves' Bolt Strike
Deals flat true damage to the attacker's team. Fires once per level, escalating rapidly.
| Level | Turn | True Damage |
|---|---|---|
| 1 | 13 | 1,000 |
| 2 | 24 | 1,500 |
| 3 | 33 | 2,000 |
| 4 | 40 | 2,500 |
| 5 | 46 | 3,000 |
| 6 | 51 | 6,000 |
| 7 | 55 | 12,000 |
| 8 | 58 | 24,000 |
| 9 | 61 | 48,000 |
Ranked: Roche Limit
Progressive stat shifts applied to both teams. Each level replaces the previous. Level 1 is the start marker with no effects.
| Level | Turn | Damage Up | Effect Hit | HP | DEF | Heal |
|---|---|---|---|---|---|---|
| 1 | 13 | - | - | - | - | - |
| 2 | 22 | +10% | +10% | -10% | -10% | -10% |
| 3 | 30 | +20% | +25% | -20% | -20% | -20% |
| 4 | 37 | +40% | +50% | -40% | -30% | -40% |
| 5 | 43 | +80% | +75% | -60% | -40% | -60% |
| 6 | permanent | +160% | +100% | -80% | -50% | -80% |
PvP Battle Constants
| Constant | Value |
|---|---|
| PvP Defence Constant | 300 |
| Turn Timer | 20 sec (+5 sec delay) |
| Async Tickets (max) | 6 |
| Ticket Recharge | 4 hours |
| Private Match Min Saviors | 16 |
| Ranked Delay Time Max | 4 sec |
Keybinds
Keyboard shortcuts available on the PC (Steam) version. Keybinds are context-sensitive — they only work on screens where the action is available.
Battle
| Action | Key |
|---|---|
| Attack Skill | Q |
| Special Skill | W |
| Hyper Skill | E |
| Use Skill / Confirm | Space / Enter |
| Nova Burst | V |
| Orbital Array | R |
| Previous Unit | A / ← |
| Next Unit | D / → |
| Show Turn Order | C |
| Auto Battle | Z |
| 2x Speed | X |
| Skip | Tab |
UI / Menus
| Action | Key |
|---|---|
| Confirm | Enter |
| Back / Close | Esc |
| Navigate | WASD / Arrow Keys |
| Select Item (1-9) | 1 - 9 |
| Deck | P |
| Inventory | I |
| Unit Info | C |
| Potentials | S |
| Options | O |
| Calendar | Q |
| Auto (Journey) | Z |
| Journey Options | X |
| Skip | Tab |
| Retry | R |
| Battle Log | ` |
| Mute | M |
All percentage values use basis points where 10000 = 100%.