How damage works

Every hit goes through the same phases — ATK and skill multiplier, then attacker buffs, then defender debuffs, then defence, then RUSH and Final DMG, then crit. Opening a new phase is almost always better than stacking one you already use.

The two rules that matter

  • Phases multiply, sources inside a phase add. Two ATK buffs are additive and push toward the same cap. ATK buff plus DEF-shred plus RUSH plus Final DMG are multiplicative — that's where the big swings come from.
  • Open a new phase before stacking an existing one. A second ATK buffer in your team brings less than a debuffer that opens the defender-side phase, and a debuffer brings less than a RUSH trigger if you don't have one yet.

Phase by phase

  1. 1

    Raw ATK + skill multiplier

    A hit starts from the carrier's ATK, multiplied by the skill being cast. An Ultimate with a high coefficient is worth more than a basic stacked with the same buffs.

  2. 2

    Attacker-side buffs (ATK Up)

    ATK Up stacks from every buff source on the carrier — gear, allies, self-buffs. There is a cap: past a certain point a second ATK buffer brings nothing.

  3. 3

    Defender-side debuffs

    DEF-shred and DMG-Taken Up on the target push the same hit harder. These are some of the biggest team-wide damage multipliers in the game.

  4. 4

    Defence and damage reduction

    The target's Defence and Damage Reduction each cut a percentage off the hit. They live in separate slots so they multiply — penetration / DEF-shred is what opens the floor again.

  5. 5

    Ranged distance bonus

    Ranged Type only. Extra damage per tile of distance to the target — back-line snipers reward keeping a gap.

  6. 6

    RUSH window

    Three Ultimates from three different fighting styles unlock RUSH: +25% Final DMG and a slight Energy refund to every ally for 10 seconds. Triggering RUSH on your big swing is usually the highest-leverage decision in team building.

  7. 7

    Final DMG modifiers

    A late-stage multiplicative slot that stacks with everything above. Unique passives that read "Final DMG +X%" land here.

  8. 8

    Hamon rider

    A Hamon user attacking a Vampire or Zombie target gets a small bonus on the hit — only matters in those matchups, but it stacks on top of every other layer.

  9. 9

    Crit

    On a crit, the hit is multiplied by the carrier's Crit Factor. Crit Rate decides how often crits trigger; Crit Resistance on the target cuts into that rate before the dice roll.

Boss ATK doesn't tell you anything

When a boss hits you, the damage comes from a coefficient on its skill — not its ATK stat. So the ATK column on a boss page is not a threat indicator. What matters on a boss page is its Defence, Damage Reduction, and Crit Resistance.

Where to push first

Get to RUSH composition first — three different fighting styles in your team beats everything else you can do at low investment. Then push the skill coefficient up (Ultimate level), then defender-side debuffs, then attacker-side buffs, and crit stats last once the rest of the kit is rolling.