In the following guide, you can find a comprehensive list of key terminology used in combat, along with their definitions and effects.

User team – a team composed by up to 6 fighters controlled by the player.

Enemy team – a team composed by up to 5 fighters or any number of walkers controlled by AI (artificial intelligence).

Turn – period which all members of a team has opportunity to perform an action.

Action – action is an action a fighter can perform, as of version 9.0, actions are: Attack, Defend, Adrenaline Rush, and Active Skill.

Understanding Turn Granularity

  • Start Turn Activation
  • Mid Turn
  • End Turn Activation

A combat flow follows this sequence:

  • User Start Turn Activation
  • User Mid Turn
  • User End Turn Activation
  • Enemy Start Turn Activation
  • Enemy Mid Turn
  • Enemy End Turn Activation

. . . repeat until any Victory/Defeat is satisfied.

Mid Turn lasts until all fighters of the current turn have acted. Stunned fighters are accounted as having acted.

Attack
Deal damage to the specified target calculated from the relevant characters’ Attack and Defense stats

Damage
Deal damage to the specified set of targets with a multiplier on the damage calculated from the relevant characters’ Attack and Defense stats. A character that would normally do 150 damage to their target performing a 300% damage action would deal 450 damage.

Critical Damage
Critical Damage increases the damage given on critical attacks. This is summed on top of the regular 150% damage multiplier of critical hits.

Defend
Use the character’s Defend action, by swiping right, to grant the fighter a +50% Defense status for one turn. That status will stack with any other existing defense statuses. Some Specialist skills activate with the use of the Defend action.

Disarm
A character affected by Disarm will not be able to use/trigger their special weapon effects (usually the third slot effect).

  • Permanent stat increases from weapons still apply, however.
  • 4th Slot effects on weapons cannot be disarmed.

Heal
Recover HP on a character up to a specified % of their max HP. Heal 40% on a character with 1000 HP will recover up to 400. If they are currently at 800/1000 HP, they will only recover 200.

Revive
Bring a dead character back to life with a specified % of their max HP. They may then act if they did not already act that turn.

Recover
Remove the specified status type from the target character. This wording is used for removing negative effects from allies.

Remove
Remove the specified status type from the target character This wording is used for removing positive effects from enemies

AP Generation (Mechanic)
Characters gain AP when they deal damage from a basic attack and when they take damage. Weapons that add a bonus to AP when attacking add a flat amount of AP generation to the base AP generation of 20. When a character takes damage the formula is kind of complex, but in simple terms, the higher a percentage of their max HP they take in damage, the more AP they will gain. Weapons that improve this effect lower the percent thresholds per AP point. Dealing 0 damage will result in no AP gain for either side. The AI gets a multiplicative increase to AP generation as a balance offset for going second in combat.

AP Gain (ability)
Grant a relative amount of the character’s maximum AP to the target Character

AP Drain
Remove a flat amount of AP from the target character

Multi Attack
Multi Attack is an Adrenaline Rush effect that allows a character to instead of dealing damage with a single attack, to instead make multiple basic attacks. These attacks allow for the character’s weapon effects to activate, unlike a normal AR’s damage.

Status effects are displayed on top of characters. Characters can have multiple status effects simultaneously and can last multiple turns.

Attack Boost/Penalty
These Statuses Modify a character’s current Attack stat. They stack with modifications from Leader and Weapon Effects. A character can have both a buff and a penalty status applied at the same time. If a second buff or penalty is attempted to be applied, the stronger one will take priority.

A character with 1000 base attack, a +30% Attack Leader Skill, a + 20% Attack Weapon, a +30% Attack Status, and a -20% Attack Status would reach their final value as such
1000 * 1.3 = 1300
1300 * 1.2 = 1560

1560 * 1.3 = 2028

2028 * 0.8 = 1622

Attack Up Block
A character affected by Attack Up Block is unable to receive any Attack Up status and any temporary Attack Up already applied is inactive as long as this effect is active.

  • Attack Ups from Specialist Skills such as Berserker and Hold The Line are inactive as well.

Bleed
A character under the effect of Bleed will take that exact amount of damage to their HP at the end of their team’s turn.

  • Multiple Bleeds can stack with one another on the same character.
  • Hemorrhage is a special variant of Bleed explained in the Specialist Skills section.

Bonus HP
A character granted Bonus HP will gain extra HP that is stored and displayed in a separate blue bar than their normal HP red bar of health.

  • Bonus HP maxes out at an equal amount to the affected character’s max HP, and is granted in relative values.
  • A character with 1000 max HP granted 25% bonus HP would gain 250 HP.
  • Bleed, Burn, and Maim damage ignore bonus HP and affect the character’s actual HP directly. All other sources of damage will subtract from bonus HP before affecting actual HP.

Burn
A character under the effect of Burn will take that exact amount of damage to their HP at the end of their team’s turn.

  • Differently from the Bleed effect, Burn cannot stack with one another on the same character.
  • When dying, if there are any turns remaining of the Burn effect and any adjacent fighter, Burn will pass on to a random adjacent target.
  • In the case that a character is afflicted with both Bleed and Burn, Bleed damage resolves before the Burn damage.

Camouflage
A character under the effect of Camouflage takes no damage from attacks or abilities when they are not the primary target (status effects are still applied). They will also become invisible to Walker enemies and will not be attacked or seen as a target to move towards while the Camouflage is active.

Confuse
A character under the effect of Confuse automatically performs a regular attack to a random target, with a 50:50 chance to attack an enemy or a teammate.

  • If the enemy team is protected by a Human Shield effect, the odds are 50:50 to attack the human shield specialist or a teammate.
  • The confused attack will always act before regular teammate actions.
  • Weapon effects that trigger when attacking can still activate when attacking while confused.

Critical Up
This status increases a character’s odds that they will perform a critical hit when making an Attack.

  • Adrenaline Rushes cannot become a critical hit.
  • This number is not a % value. A score of +100 Crit does not mean the character will crit 100% of the time.

Crosshairs
If a character dies while they have this effect active, that character is decapitated and cannot be revived.

Daze
A character under the effect of Daze can no longer perform an Active Skill action while the Daze is active. Debilitating status.

Decapitate
A character under the effect of Decapitate cannot be revived by any means.

Defense Boost/Penalty
These Statuses Modify a character’s current Defense stat. The math and the rules are the same as the attack status above.

Defense Down Block
A character under the effect of Defense Down Block will have any active Defense Down statuses suppressed and be prevented from receiving new Defense Down statuses while the block is active.

Disarm
A character affected by Disarm will not be able to use/trigger their special weapon effects (usually the third slot effect).

  • Permanent stat increases from weapons still apply, however.

Elusive
A character under the effect of Elusive won’t cause enemies to receive any AP from the damage it causes when attacking, and any enemy attacking a character under the Elusive effect won’t earn AP from their attack either.

Exhaust
A character under the effect of exhaust receives a specified amount of Maim Damage for every 10% of AP gained from a rush, active, specialist skill, or weapon skill. This damage is not blocked by Guardian Shields.

  • AP Gained from normal attacks does not count towards triggering Exhaust.
  • Weapons which give extra AP for normal attacks or taking damage does not trigger Exhaust.
  • Maim damage is dealt instantly upon the affected character receiving the AP amount.
  • For every interval of 10% gain, rounded down, Exhaust will deal its damage.
    • Example:
      Exhaust = 100 Maim Damage
      AP Gained = 25%
      Damage Dealt = 200
  • If the amount of AP gained is less than 10%, then no Maim Damage is dealt.
  • Maim damage dealt from Exhaust can be resisted.
  • Exhaust does not prevent the afflicted character from receiving the generated AP; it only deals Damage when AP is gained.
  • Exhaust only deals damage for “actual” AP received.
    • Example:
      A character is at 95% AP and receives 50% AP from a rush – they do not get Exhaust damage because they only received 5% AP.

Focus
A character under the effect of Focus cannot be forced to auto attack if under Taunt or Confuse, and they are able to target any fighter under a Human shield’s shield.

  • Player controlled focused characters will display a blue ring glow around their character portrait.

Heal Over Time
A character with a Heal Over Time effect will recover the specified amount of health at the beginning of their team’s turn.

  • The initial healing happens immediately.
  • For example, a character whose rush is “Heal one Teammate for 30% of their max HP for 2 turns” will immediately heal that ally for 30% and apply a Heal Over Time status. At the start of that character’s next turn, the affected character will receive another 30% heal, and the status will end.

Heal Reduction
A character under the effect of Heal Reduction will have any healing provided to them reduced by that amount.

  • For example, a character with 1000 max HP receiving a 40% Heal would regularly get up to 400 Health recovered. With a reduction of 40%, they would only receive 240 HP in healing.
  • This applies to both Revival health and regular healing.
  • A Heal Reduction of 100% will result in no healing received and also block revival while it is active.

Impair
A character under the effect of Impair can no longer gain AP or perform an Adrenaline Rush action while the Impair is active.

Infection
After a specified amount of turns, the afflicted character is automatically killed unless healed for a specified total of %HP prior to the duration expiring.

Maim
Maim damage is a specific type of damage that deals a flat amount of damage rather than being calculated with Attack and Defense stats.

  • A character afflicted by Maim damage will have their max HP reduced by the same amount as the amount of Maim damage received.
  • This affects the % calculations for how much healing they receive.
  • Maim damage can be stacked, reducing max HP every time a new instance of Maim happens.

Normalize
A Character under the effect of Normalize receives no benefits or triggered effects from their Specialist Skill.

  • Any Preexisting effect or Specialist Skill (such as protective shields) are not affected by Normalize

Pain Split
A character that uses Pain Split will apply a status to their highest HP ally and themselves.

  • A character can only have one Pain Split status applied at a time.
  • For example, if Ally A has the highest HP, if Ally B uses Pain Split they will join with A. If Ally C then also uses Pain Split, then B’s status will be removed, and A+C will be given the status.
  • While the status is active, if either character takes damage, the damage they would normally receive is split evenly across both linked characters.

Slow
A Character under the effect of slow has the AP Cost of their rush increased by a percentage value while the status is active.

Stun
A character under the effect of Stun can no longer perform any actions during their team’s turn while the Stun is active.

  • If a character starts their turn stunned and is recovered of Stun by an ally, then they can make their action for that turn.
  • If they were stunned as a result of taking their action, recovering the stun will not give them a new action that turn.
  • 3rd Slot effects from weapons get disarmed when stunned.

Taunt
A character under the effect of Taunt automatically performs a regular attack against the character that gave them the taunt status.

  • The taunted attack will always act before regular teammate actions.
  • Weapon effects that trigger when attacking can still activate when attacking while taunted.
  • Taunt provides additional AP to the taunting character when that character is attacked by the taunted enemies.
  • If the origin target of the Taunt dies, the Taunt status is removed.

Trauma
A character under the effect of Trauma receives a specified amount of unmitigatable damage each time another negative status effect is resisted by that character or recovered from that character.

  • Whenever you remove a debuff the enemy will take a specified amount of damage. This stacks for every instance of a debuff removed.
  • Trauma itself is not counted towards the debuff removed.
  • Trauma damage is not mitigated and does the full amount of damage.
  • If Trauma were to be recovered (e.g. – recover all penalties), it is recovered last.

Critical Damage
Critical Damage increases the damage given on critical attacks. This is summed on top of the regular 150% damage multiplier of critical hits.

Graze
Graze has a chance of reducing incoming damage from any kind of source: regular, rush, Maim.

Trait Boost
Trait Boost adds 1.5 damage when attacking directly or indirectly (Area of Effect and splash damage rushes) a target of that trait.

Trait Resistance
Trait Resistance decreases incoming damage from an attacker of that specific trait. If an attacker triggers an attack with a stronger trait weapon effect, the trait checked for resistance is the attack trait rather the attacker’s trait.

Status Effect Resistance
Offers a flat percentage chance to resist a specific Status Effect. Status Effect Resistance received from multiple sources will stack with each other.

Life Steal
When performing an attack, gain a flat amount of HP back.

Reflect
Offers a chance to reflect a percentage of Damage received back to the Enemy. Note: The main percentage number shown in the mod info tab is the amount of damage reflected and not the chance to reflect the damage received.

Armor
A walker under Armor status always prevents any incoming attacks from being Critical Hits.

Beheader
A walker under Beheader status will immediately decapitate any opponent that it kills.

Cover
A walker under the Cover status will split any incoming damage with their Cover pair akin to Pain Split. However, while Pain Split is always evenly divided, Cover may have different division rates.

Hidden
A walker under the effect of this status cannot be actively targeted by opponents that do not have an active Focus status.

Ignited
A walker under Ignite status will Burn opponents that are adjacent to it after finishing a movement action.

KeenSense
A walker under Keen Sense status is immune to Camouflage status on the opponent team.

Move Up
A walker under Move Up buff will move farther on its movement action.

Move Down
A walker under Move Down nerf will move less on its movement action.

Walker Shield
A walker under the effect of this status will have 70% of incoming damage absorbed by the adjacent walker providing the status.

Beheading
Beheading is the union of two Specialist Skills, Execution and Decapitate. Thus, when this character kills an enemy, that character cannot be revived by any means. Moreover, if this character attacks an enemy with less than 20% HP remaining, the attack will do enough damage to kill it.

  • This specialist skill is overridden by Tenacity, if relevant
  • This specialist skill can be blocked by a Guardian Shield or Absolute Defense weapon
  • The Decapitate portion of this skill applies to Adrenaline Rush and Active Skill attacks as well

Berserker
Whenever this character takes damage, they gain +20% Attack until the end of their next turn, in addition to any existing Attack increases, including prior activations of this skill.

  • This bonus stacks multiplicatively with any other Attack altering statuses
  • Any source of damage (Bleed, Reflect damage Weapons, Confused teammates, Battle Items, Attacks, and Damaging Adrenaline Rushes), may all trigger this effect

Bide
This character stores the damage it takes from attacks, active abilities, and rushes. After reaching 2000 stored damage (or if the Defend action is used), deal 150% of the stored damage to 1 enemy immediately. Stored damage is reset to 0 after use. Bide does not trigger if this character is killed.

  • Bide damage cannot be mitigated (same as “Payback damage”).
  • Damage Over Time effects (e.g. – Bleed, Burn) do not contribute towards Bide.
  • Stun (or other control effects) does not prevent Bide from automatically triggering.
  • When using the Defend Action prior to Bide automatically triggering, the currently stored damage (+150%) is released. In other words, Bide can be used before reaching the 2000 threshold, but will deal whatever damage is stored (+150%) at the time of release.
  • When controlled by the AI, the AI will trigger Bide manually (i.e. – via the Defend Action) if the stored Bide damage is enough to kill an enemy.
  • When used on an attack team, and Bide is manually triggered (via the Defend Action), the Bide damage will be directed at the currently selected / targeted enemy.
  • If an enemy causes Bide to trigger automatically, then that enemy will receive the Bide damage.

Bide II
Functions the same as Bide, but instead stores damage equal to 30% of the character’s Max HP.

Bloodthirst
Whenever this character attacks a character suffering from Bleeding, the damage of that Bleeding effect is doubled. Target can be doubled once per turn. If this character performs a crititcal hit on an enemy, the enemy gets corsshairs for 3 turns.

Collateral Damage
When this character performs a critical attack on an enemy, they will deal splash damage (50% damage) to up to two adjacent enemies. The adjacent enemies do not gain AP from the damage.

  • This splash damage is equivalent to 50% of an attack the fighter would make against the adjacent target, not 50% of the damage dealt to the primary target.

Collateral Damage II
When this character performs a critical attack on an enemy, they will deal splash damage (100% damage) to up to three adjacent enemies. The adjacent enemies do not gain AP from the damage.

  • This splash damage is equivalent to 100% of an attack the fighter would make against the adjacent target, not 100% of the damage dealt to the primary target.

Command
When this character defends, the previous ally to take an action this turn will receive a bonus action. That ally will be unable to act the next turn.

  • The specialist will get the extra defense status bonus from a normal defend action as well as triggering Command’s effect
  • The same character may not be given multiple extra Command actions on the same turn.

Confounding
When this character performs a critical attack on an enemy, they will confuse them for 1 turn. Confused characters will not use rushes or active skills and have a chance to attack a random teammate.

Cutthroat
When this character performs an attack or damaging rush on an enemy, if the enemy is afflicted by any of the following statuses: stun, daze, normalize, impair, taunt or confuse, their damage is increased by 50%.

Cutthroat II
When this character performs an attack or damaging rush on an enemy, if the enemy is afflicted by any of the following statuses: stun, daze, normalize, impair, taunt or confuse, their damage is increased by 100%.

Disarming
This character will never trigger a special or epic weapon effect that activates when an enemy character is defending.
When this character lands a critical hit on an opponent, they trigger 2 turns of the Disarm status for the target.
Disarmed characters lose any slot 3 Special Effects granted by their weapons.

Decapitate
When this character kills an enemy, they will put the decapitate status on the enemy, which prevents that enemy from being revived.

Dexterity
Dexterity is the union of two Specialist Skills, Tenacity and Evasion. If this specialist takes damage, the amount taken is reduced based on their current AP. The more AP the specialist has the less damage they take. If this specialist’s health is above 20% and they take damage that would kill them, their health is reduced to 19% of their max health instead.

  • This reduction can not take the damage below 0 to result in a healing effect.
  • It will not trigger in the case of damage being Maim type.

Execution
When this character attacks an enemy that has 20% HP or less, the enemy will be immediately defeated.

  • This specialist skill is overridden by Tenacity and Dexterity (which combines evasion and tenacity), if relevant
  • This specialist skill can be blocked by a Guardian Shield or Absolute Defense weapon
  • This skill does not apply to Adrenaline Rush attacks.
  • Adrenaline Rush attacks that are multi-hit basic attacks can execute.

Evasion
Whenever this character takes damage, they will reduce the amount based on their current AP multiplied by 1.2

  • This reduction can not take the damage below 0 to result in a healing effect.

Firestarter
Whenever this character attacks a character suffering from Burning, an adjacent target will be affected with a copy of that Burning effect. This burn copy doesn’t stack with any other burn instance nor can it replace any other burn instance on the adjacent target.

Follow Up
When a character with Follow Up performs its first kill of the turn with an attack or adrenaline rush, they will receive a bonus action. Any following kill in that same turn will not grant a new action.

Guardian
When this character performs a critical attack on an enemy, they will apply a damage negating Shield on an ally with the lowest HP. The Shield will remain active until it negates 1 incoming attack against that ally.

  • A maximum of one Guardian shield can be applied to a team per turn with this skill.
  • The shield will block and be consumed by incoming damage attacks / ARs.
  • The shield does not block incoming effects that are statuses only.
  • The shield will block and be consumed by incoming effects that are damage alongside a status.
  • The shield is applied at the time of the Critical hit occurring.
  • The Guardian specialists may give a shield to themselves if they are the lowest HP on their team.

Guardian II
Functions the same as Guardian, but applies shields to the two lowest HP allies.

  • A maximum of two Guardian shields can be applied to a team per turn with this skill.

Headhunter
If this character performs a critical hit on an enemy, the enemy gets “Crosshairs” for 3 turns.

Hemorrhage
When this specialist lands a Critical Hit on an enemy, that enemy suffers extreme bleeding that worsens every turn. (+150 bleed damage per turn)

  • This special bleed can stack alongside normal bleeds.
  • This can be recovered with Bleed Recover abilities.

Hold The Line
For every dead teammate, this specialist receives +25% Defense and +25% Attack.

  • This status should refresh and update when a new turn begins or a teammate either dies or is revived
  • If the teammate is killed by an AoE damage that also hits the specialist, this buff is applied after damage is taken and the teammate’s death is processed
  • These bonuses stack with any existing buffs, including prior activations of this skill.
  • If you dispel the HTL Buff from the Specialist, it will be given back in the next skill update.

Human Shield
While this character is defending, all attacks from human enemies may only target them

  • This restriction can be bypassed by characters under the effect of Focus.
  • When defending, a character also gains a +50% defense bonus.

Indomitable
While not Stunned, whenever this character takes damage, they gain +30% Defense until the start of their next turn, in addition to any existing Defense increases, including prior activations of this skill.

  • This bonus stacks multiplicatively with any other Defense altering statuses
  • Any source of damage (Bleed, Reflect damage Weapons, Confused teammates, Battle Items, Attacks, and Damaging Adrenaline Rushes), may all trigger this effect
  • Stunning the specialist will not remove current stacks, but simply prevent more from being generated.
  • When the defense bonus is removed by an active skill effect (like remove positive status effects) the Indomitable defense bonus will be reset to 0.

Lacerator
Whenever this character attacks a character suffering from Bleeding (hemorrhage included), double the damage of that bleeding effect. The Lacerator can only trigger this effect once per turn.

  • The Lacerator can only trigger this effect once per turn on a target, but can, if commanded, lacerate 2 separate targets on the same turn.

Life Steal
When this character lands a critical hit, they will regain 15% of their max health.

  • If killing a character who has the Parting Shot specialist skill, the Lifesteal effect should occur before Parting Shot’s effect is resolved.
  • This ability can heal Infection even if the character is at 100% HP.

Lightning Reflexes
When this character is not stunned, and is targeted by an opponent’s Adrenaline Rush that causes damage, they will immediately counterattack.

  • This attack will occur before the opponent activates their Rush’s effect. If the target of the counterattack is killed, their rush will not get to actually take effect.
  • If the target of the counterattack is killed and has Parting Shot, their Parting shot will follow the counterattack.
  • This attack will never trigger weapon effects from either character.

Manic
Every turn, if this character’s HP is at or below 75% of their Health (excludes Bonus HP), this character gains 50% additional AP at the start of that turn.

  • The specialist cannot get the additional AP if impaired.

Neutralize
When this character attacks an enemy that has 80% Adrenaline or more, the enemy will be Impaired for 1 turn. Impaired characters cannot gain AP or use Adrenaline Rushes.

  • The AP generated by the Neutralize specialist damage is not taken into account to the 80% threshold. For example, a character has a max AP of 76. 76 * 80% = 61 ap, therefore if the character has 61 or more ap, they can be neutralized.

On A Roll
This character’s attack increases by +20% at the start of each turn after the first, up to a max of 120% after 6 turns. Bonus resets if killed, stunned, or impaired.

  • It can stack with other Attack boosts.
  • Stacking is multiplicative.

Outlast
When this specialist is defeated, their death is delayed for 1 turn and they may still act, and gain 100% AP.

  • For the purposes of win/lose conditions and revives, the character is treated as living.
  • The character should be ignored in healing targeting
  • The character will actually die when the status wears out
  • The fighter may not be targeted by enemy attacks, however they can be affected by statuses.
  • AP will not be granted if Outlast specialist is under Impair status.

Overheal
If this character were to be healed over 100% HP, this character gains Bonus HP equal to 50% of the amount healed over 100%. For example, character is at 80% HP, and receives 50% Heal, it will fill their HP, and the 30% remaining (80% – 50%) will be converted into 15% Bonus HP (50% of 30%).

  • The character cannot receive Bonus HP so that it goes over its max HP (Maim cap applied).

Parting Shot
If this character is killed by a direct enemy attack (damage over time effects do not count), they will immediately perform a guaranteed critical attack against the enemy.

  • This skill will not trigger when being killed by another Parting Shot
  • If the damage from Parting Shot kills the enemy, the enemy’s death is counted as occurring before the specialist’s death.
  • If this skill kills the last enemy during a PvP match or the final wave of a PvE stage, resulting in all characters being dead, the specialist’s team will be the winner.
  • If before the fatal attack the Parting Shot specialist is stunned, it will not trigger parting shot.

Payback
If this character were to take more than 30% of their max HP (Maim cap applied) from a single Rush, or Active Skill, deal that same damage back to the attacker and up to 2 additional enemies.

Resilient
This character has a 50% resistance against all status effects. This stacks with all other resistances.

  • Stacks additively – if the character has a 50% or more resistance mod, the Resilient specialist becomes immune to said status effect.

Retribution
When this character is defeated, all of the character’s surviving teammates will immediately receive up to 25% of their max AP.

  • If teammate has full AP, it may not receive any AP.
  • If a teammate is impaired they will not receive any AP.

Retribution II
Same as standard retribution, but teammates gain 50% of their max HP

Tenacity
If this character’s health is above 20% and they take damage that would kill them, their health will be reduced to 19% of their max HP instead.

  • It will not trigger in case of damage being Maim type.

Vitality
At the beginning of each turn, this specialist regains health based on the amount of unspent adrenaline it has. Full AP gives them 20% of their max HP healing, anything below that is a linear interpolation. So, half AP full provides 10% max HP healing.

Waste Not
When this specialist kills an enemy with an Attack or Adrenaline Rush, any excess damage is dealt to one adjacent target.

  • This calculation occurs after any reductions from Evasion, Weapon Effects, etc
  • The difference between damage and HP is dealt as a new instance of flat damage to a random adjacent ally of the Target
  • This damage is flat and thusly does not need to account for the attack or defense stats of the involved fighters
  • This logic does not apply again if the overflow damage kills the secondary target

Understanding Weapon Effects and their triggers:

  • When an effect states “When attacking…”, that effect has chance to trigger when the fighter performs a regular attack (Multi Attack ARs are considered as consecutive regular attacks).
  • When an effect states “When defending…”, that effect has chance to trigger when the fighter is not stunned, and is being targeted (must be the primary target, Collateral Damage or Splash Damage extra targets do not trigger defensive weapon effects) by a regular attack (Multi Attack ARs are considered regular attack as consecutive regular attacks)…
  • When an effect states “When killing…”, that effect has chance to trigger when the fighter kills the target (must be primary targeted, Collateral Damage or Splash Damage extra targets do not trigger killing weapon effects) .

Keep in mind that during an attack routine both ‘when attacking’ and ‘when defending’, effects are calculated immediately. That being said, if an on attack stun gun stuns the target, the target still has a chance to trigger its own defending effects for that attack. Same story for on killing and defending stun gun. If the attacker kills the target and the target stuns the attacker, it still can trigger its on killing effect.

Weapon Effects … and some survival road walkers effects.

Generic +x(%) [ATK/DEF/HP/CRIT]
Increases the equipped character’s relevant stat. This stacks with leader skills. (Multiplicative for %, Additive for non % [Crit])

Bonus AP when Attacking
Add a flat amount of AP to AP gained when making a successful attack.
The amount of the bonus depends on the Prefix used in the Skill description:

  • Minor bonus: +3
  • Small bonus: +4
  • Medium bonus: +5
  • Large bonus: +7
  • Very Large bonus: +8
  • Huge bonus: +10

Bonus AP when taking damage
Increases the ratio of AP gained per % of Max HP taken as damage

Conditional (Attack/Defense/Crit) Bonus
A wide variety of weapon effects fall under this umbrella (ex. “35% Def when taking damage from enemies with more than 60% of their HP”), and simply grant their described bonus to stats for the relevant attack instance. Once the attack is resolved, the relevant fighters’ stats go back as they were before the effect.

Conditional Status/Action
A wide variety of weapon effects fall under this umbrella. (ex. “When killing an enemy, a better chance to revive a teammate with 40% HP and +100% Def for 1 turn”, “When attacking, a better chance to impair the enemy for 3 turns”, “Receive +20% AP at the beginning of each wave”) These effects simply wait for the trigger condition, do a check against their odds to activate (if relevant), and then resolve the described action much as an Adrenaline Rush or Active Skill that applied the same effect would. The trigger chance is defined by the prefix used in the Skill description:

  • Better: 35% chance it will happen
  • Great : 50% chance it will happen

Absolute Defense
While not stunned, whenever this character is targeted by a regular attack, there is a chance of reducing that damage to 0. The odds is a flat percentage chance not affected by defense, attack, statuses, or anything else. It doesn’t prevent Execution.

Double Attack
When performing a regular attack, there is a chance of making a second attack causing 150% of regular damage. This second attack doesn’t generate AP. The odds is a flat percentage chance not affected by defense, attack, statuses or anything else. It may cause the Indomitable skill to trigger twice.

AP at start wave
At the start of a wave, before the activation of the user’s team, the relevant character may receive some AP if not impaired.

AP generation on Defense:
Defending teams receive a bonuse to AP generation, compared to Attacking teams. The defending team gets a bonus 40% AP when attacking and a bonus 100% AP when taking damage.

Splash Damage
When performing a regular attack, there is a chance of giving additional damage to the target’s adjacent allies causing 80% of the damage a regular attack against those adjacent characters would do.

Stronger Trait
When performing a regular attack, there is a chance the damage will be modified to the trait type advantageous over the opponent’s trait. Can still technically trigger if there is already advantage, but doesn’t give double effectiveness.

Reflect Damage
While not stunned, whenever this character is targeted by a regular attack, there is a chance of dealing 80% of the incoming damage back to the attacker. The odds is a flat percentage chance not affected by defense, attack, statuses or anything else. In the case that a Parting Shot attacker dies from the reflect damage, it won’t trigger Parting Shot on the target.