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Game data mined and analyzed by 101Leafy, and tested against real gameplay by 101Leafy since 2015.

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Damage Formulas & Calculations

Damage of one hit

Power = the move's power, Hits = number of hits, Def = target Defense.

MoveNormal hitCritical hit
AttackX/2 − Def/4X/1.5 − Def/10
TechniqueElement × (X/10 + X/3 − Def/7)Element × (X/5 + X/2.5 − Def/14)
  • X = Power × Hits + Strength (Attack) or Spirit (Technique). The result is divided by Hits: it is the damage of one hit.
  • Element = the target's resistance to the element (see Weak & Strong Elements). Fire, Water, Lightning, Earth, Ice, and Wind Play raise it ×1.2 (×1.4 with two sources). Penetrate ignores resistances below ×1.
  • Critical hits use the target's critical defense instead of Defense. Extreme Critical multiplies critical damage by 1.5.
  • Not guarded: the damage varies at random by up to ±(damage/10 + 1).
  • Guarding cuts the damage; see Guarding.
  • Damage is always between 1 and 999.
  • Some moves deal fixed damage or a percentage of the target's HP instead.

Damage per hit

MoveDamage per hit
Attack(X/1.8 − Def/2.9) / Hits
TechniqueElement × X/2.3 / Hits (Defense is not used)
  • X = Power × Hits + Strength (Attack) or Spirit (Technique).
  • Critical hits: ×1.5 and the target's critical defense is used.
  • Grid position of the attacker: tiles in the first row give Attacks ×1.1 and Techniques ×0.9; tiles in the last row give Attacks ×0.9 and Techniques ×1.1.
  • Damage is always at most 999.

Known values

  • Critical hits deal ×1.3.
  • The game's battle settings have a 10% random spread on damage.
  • Weak and own elements: ×1.2 and ×0.8 (see Weak & Strong Elements).
  • The damage formula itself has not been traced yet.