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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.
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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.
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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.
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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.
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5
Ranged distance bonus
Ranged Type only. Extra damage per tile of distance to the target — back-line snipers reward keeping a gap.
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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.
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7
Final DMG modifiers
A late-stage multiplicative slot that stacks with everything above. Unique passives that read "Final DMG +X%" land here.
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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.
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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.