Combat Deep-Dive
“Nothing, nothing, everything.” — The Seamkeeper’s Codex, The Ten (Maraval)
Combat Basics gives the readable version. This page gives the numbers, for players who want to predict the preview rather than just trust it.
The engine’s constants
Section titled “The engine’s constants”| Constant | Value | Meaning |
|---|---|---|
| Round cap | 8 | Battle ends by decision after 8 rounds |
| Rout threshold | 0.15 | Break below 15% starting strength → immediate rout |
| Triangle bonus | +30% | Attacking into elemental advantage |
| Triangle penalty | −20% | Attacking into disadvantage |
| Synergy | +8% | Per matching-element Guardian, on that troop stack |
| Special cadence | 3 | Rear-line specials fire on rounds 3 and 6 |
| Per-troop HP | 5.0 | Base, scaled by tier |
| Per-troop attack | 3.0 | Base, scaled by tier |
| Wounded (win) | 85% | Of your losses |
| Wounded (loss) | 55% | Of your losses |
Per-round damage
Section titled “Per-round damage”Each round, both sides deal simultaneously:
troop stack damage = count × 3.0 × tier × (1 + 0.08 × matching Guardians) × triangleguardian damage = ATK × triangle (every round)rear special burst = SPECIAL stat (rounds 3, 6, ...)The triangle term resolves against the defender’s dominant element: ×1.30 if you counter it, ×0.80 if it counters you, ×1.00 otherwise.
Damage removes HP from the opposing Force pool (troops at 5.0 × tier HP each; Guardians with their sheet HP but they never die — they simply stop absorbing at zero and rejoin next battle unharmed).
A worked example (illustrative)
Section titled “A worked example (illustrative)”300 × T1 Biolume Sprites (Water), with Tidecaller front and Nerida + Maraval rear (three Water Guardians = +24% synergy), attacking a Tier 1 snarl (80 × T1 Sylvan Stalkers — Fire-dominant, so Water attacks into advantage):
troop damage/round = 300 × 3.0 × 1 × 1.24 × 1.30 ≈ 1,451enemy pool = 80 × 5.0 × 1 = 400 HP (+ nothing; T1 has no champions)The stack alone ends it in round 1 — which is the real lesson: at equal tiers, count dominates, and snarl-appropriate marches shouldn’t be close fights. Reverse the elements (send Sylvan Stalkers into that same snarl at ×0.80) and you give away ~38% of your damage for free — the difference between a round-1 rout and taking two extra rounds of return fire, which is where wounded counts come from.
Strength, routs, and why round count = casualties
Section titled “Strength, routs, and why round count = casualties”Your casualties accumulate per round of enemy return fire. Total wounded+dead is therefore roughly proportional to how many rounds the enemy survives. Everything that shortens the fight — triangle advantage, synergy, higher tier, more count — pays twice: once in winning, once in healing costs.
The rout check (15% of starting strength) is evaluated on remaining strength each round; overwhelming attacks trigger it in round 1–2, which is why the monster-node ladder advice is to move down a tier the moment fights run past round 5.
Specials and cadence timing
Section titled “Specials and cadence timing”Rear-line specials land on rounds 3 and 6. Consequence: a fight that ends in round 2 never used your Mystics’ best numbers — against snarls you overwhelm, Vanguard-heavy attack compositions waste nothing. Save your special-heavy Mystics (Cinder, Maraval, Oracle) for fights you expect to reach round 3+: deep snarls with champion pairs, and the Devourer, where the fight always runs long and cadence damage is a large slice of your total.
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