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  We will focus on heroes battles only. Titans battles are pretty easy to understand.

Numbers used in hero details are maxed numbers for particular hero stats or skills. All other numbers from the game's' battles (power..) are real data at that moment. Accordingly, all suggestions and plans that the application offers to players are based on the maximum stats for individual heroes.

The goal of this application is not precise numbers, but to indicate the synergy, power and skills of the heroes.

Damage type (and the most powerfull damage dealers):
  • Physical damage (will be always shown in this color)            
  • Magic damage (will be always shown in this color)        
  • Pure damage (will be always shown in this color)      
  You should have at least 1 hero of every damage type and if you choose first hero from each list you won't go wrong. So:      
  Each hero deals Physical damage  as his basic attack, except:     - they deal Magic damage doing basic attack
  Synergy  - some heroes will benefit from other heroes skills (4 base skills + 2 ascension skills when available)  +   
  Synergy  - in later stage of the game synergy between heroes and choosing the best heroes are the most important to win in battles!
  Energy  - very important to gain Energy as soon as possible to max value to activate hero's 1st (white) skill - Energy value is 0 (min) - 1000 (max).
All the ways Heroes can gain Energy:
  • Auto Attack (Basic Attack) = +10% (100)
  • ANY Skill Use = +10% (100)
  • Damage Taken = +1% per 1% Damage Taken
  • Killing an Enemy Hero = +30% (300)
  • Dodging = +1% per 1% of Damage Dodged
  You should keep on mind that you can also speed up enemy heroes energy gain if you deal a lot of damage and it is not always the best way to win - depending what heroes enemy has.
  You should focus your team to kill the most powerful damage dealers first.

Examples

Attack Type Attacker Defender Damage
Basic Attack
  Physical attack  83,000
  Armor penetration  37,000
  Energy +  100
  Health  1,075,000
  Armor  49,000
  Energy +  10
10,000 (1%)
1st (white) skill
  Physical attack  83,000
  Armor penetration  37,000
  Energy +  100
  Health  500,000
  Armor  32,000
  Energy +  400
203,000 (40%)
  Dante will deal a lot of damage, and if he kill 3 enemies with lower armor using 1st skill he will gain 3 x 300 energy + 100 for using 1st skill. It is enough to use 1st skill again.. so, it is an example how your hero can gain energy very fast and repeat 1st skill again and again.. but also will speed up enemy heroes to gain energy faster.
To survive battle and dont let enemy to win, you should use the most solutions you have according your team power. Keep on mind that you don't know who will attack your team and using which heroes.
Reduce Damage:
Magic damage
Defender   Magic defense  - Attacker   Magic penetration  = Defensive power
Physical damage
Defender   Armor  - Attacker   Armor penetration  = Defensive power
Pure damage
Can not be reduced. Hero will take full damage.
Damage Reduction = 1 – 1 / (1 + Defensive Power / 3000 ) * 100%
  Defensive Power will never go below 0. Formula is the same for both Magic and Physical Damage.
Attack type Attacker Defender Damage Reduction Damage
Basic Attack
  Physical attack  83,000
  Armor penetration  37,000
  Armor  49,000
80% 16,600
Basic Attack
  Physical attack  83,000
  Armor penetration  37,000
  Armor  32,000
0% 83,000
You can see now how important is to level up 1st artifact of heroes which can give buff to all heroes in your team (Armor, Magic Defense, Armor Penetration, Magic Penetration).

Defense Teams - Examples (not easy to win)

= chance(%) that hero deals Physical damage x 2. Other damage types will not be affected with this stats.
Chance (%) that hero deals double damage will be: heros / ( + Defender's main stat) * 100%
Example:
Attacker Defender Critical Hit Chance
  Critical Hit Chance  11,500
  Physical attack  87,000
  Strength  16,600
41%
Corvus main stat is Strength, so: 11,500 / (11,500 + 16,000) * 100% = 41% chance that Ishmael will attack using 174,000 physical attack, and not 87,000. More critical hit chance stat hero has, the more chance he has to deal double damage to enemy. (Ishmael Ascension skill now gives him even more power: to deal 4x physical damage when his attack is critical - almost 350,000).
Heroes with Critical Hit Chance stats:                
Heroes - 1st artifact (buff to all team for 9 sec + 8900 Critical Hit Chance stat):          
Special:   - while he is alive gives all heroes in his team bonus Critical Hit Chance stat (3000) - even if hero doesn't have this stat.
Heroes that don't have Critical Hit Chance stat but can benefit from it a lot (if Jet in team):                                    
= chance(%) to completely ignore Physical Damage. Other damage types will not be affected with this stats.
Successful dodges grant the Energy the heroes would have gotten if they had received the damage (1% per 1% of Damage Dodged).
Chance (%) that hero ignore Physical Damage will be: heros / ( + Attacker's main stat) * 100%
Example:
Attacker Defender Dodge
  Physical attack  87,000 x 2(crit hit) = 174,000
  Agility  15,700
  Dodge  12,400 + 3,000 (pet Cain) = 15,400
  Health  420,000
Energy  410 + pet Cain 35% (350) = 760
49.5%
If Dante dodges Ishmael's attack (damage would be 174,000 without dodge), he will receive 41% energy (health he would lose without dodge - (174,000 / 420,000) * 100). So, damage will be 0, and energy + 410 (41% of 1000) + pet Cain grants 35% (350) for each succesfull dodge = 760. In this example we can see the power of Dante: he must have Cain as pet patron, to increase chance to dodge as many physical attacks as possible and gain energy very fast to use his 1st skill to attack 4 opponents using even around 200,000 attack power against each target.
Heroes with Dodge stats:                  
Heroes - 1st artifact (buff to all team for 9 sec + 8900 Dodge stat):      
Special:   - using 2nd skill and new Ascension skill, Ishmael can now dodge Physical and Magic attacks for 6 sec.
All heroes can benefit from Dodge buff when take Physical damage (35% and higher chance to ignore Physical Damage)!
Vampirism = Hero heals himself the given percentage of damage dealt
Example:
Attacker Defender Health(+)
  Physical attack  60,000
  Vampirism  45%
Damage  25,000
+11,250
Galahad will do 25,000 damage and heal himself (45% vampirism of 25,000 damage = 11,250 added health).
Heroes with Dodge stats:      
  - increases vampirism of nearby allies (Vampirism Aura) by 115%
  - increases vampirism to himself by 110%
  - increases vampirism to himself by 75%
Buff = positive effect that hero provides for himself or for his allies. INFO: Artifact Team Buffs (activated using 1st skill and granted to all heroes in team) are NOT listed here! Only skill's benefits!
 - used by self     - used by his ally or allies or patron (if pet)      -used by self and his ally/allies/patron
Buff Heroes Provide Buff
Block attack       
Block displacement and knock-up
Bonus Energy                                                 
NOTE: Every hero uses this buff will be hard countered by   - heroes marked with will provide buff but will not use it, so they will not be countered! For example, if Cain's patron will be or   - they will be countered!
Chance to blind
Health regen       
Immortality       
+ Physical Damage       
+ Pure Damage                     
+ Healing       
+ Speed                                                        
+ Armor penetration       
+ Armor              
+ Physical Attack                                                        
+ Magic attack              
+ Magic defense                            
+ Crit hit chance                            
+ Dodge                                   
+ Vampirism                     
Invulnerability       
Damage Decrease/Protection                                                                                    
Debuff = negative effect that hero apply to enemies (or enemy)
Control effects - definition:
 Blind   - a blinded hero misses any physical damage, either attacks or abilities.
 Stun   - a hero that is stunned cannot move or attack. There are two ways to stun an opponent:
  • Deal damage higher than 20% of the opponent's maximum health in one attack.
  • Cast a skill that applies stun.
 Silence   - a silenced hero cannot use any magic abilities, i.e., they can deal only physical damage.
 Slow   - a slowed hero has reduced basic attack speed and increased abilities cooldowns.
 Charm   - a charmed hero cannot attack or cast abilities. This effect can be removed if a hero is damaged by any other character except for the one who inflicted this effect.
 Mind control   - a hero who is under the effect of mind control fights on their opponent's side and can use basic attacks and skills, except for the first ability.
 Paralyse   - a hero that is paralysed cannot move or attack.
Remove/Block Debuffs:
  - can removes ALL debuffs from 2 nearby allies (or herself if she is the last 1-2 heroes in battle)
  - can clears and blocks all negative effects afflicting the ally with the least health left
  - when White skill (1) is active no debuffs can be applied to her
  - enables each ally to block the next control effects: stun, blinding, silence, mind control and charm
  - can removes and blocks the most of debuffs (marked with in table below) using his White skill (1). Debuffs that he can't remove are marked with
Debuff Heroes Apply Debuff  
Blind                        
Stun                                    
Silence            
Slow                        
Charm    
Mind control        
Paralyse        
Entanglement    
Assassin's Mark    
Other Marks                
Curses        
Energy loss                
Block Energy gain    
Blocked healing                
Blood Mark    
Reductions - Stats and Skill Level                      
Tracker's Mark    
DoT (damage over time) - Poison, Burn and Curse                    

2023 © Mazer

Crafted with by Saugi

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