Power is only the beginning
A skill description gives you its power, duration and special effects. These numbers describe what the card contributes, rather than a guaranteed amount of health removed from every enemy. Your ATK, the target’s DEF, elemental matchup and hit outcome also influence the result.
A multi-hit attack needs additional care. A beam, returning projectile or lingering field distributes damage through its own attack rules. Comparing only the largest printed percentage can miss extra hits, missed ticks, travel time or the benefit of keeping an enemy inside a field.
The base damage calculation
For a normal base hit, damage follows this relationship: card power × ATK × the global damage constant × elemental multiplier × defense reduction × hit multiplier. Card power uses a decimal, so 300% becomes 3. The current global damage constant is 0.4.
Defense reduction is K ÷ (K + DEF), where K depends on the attacker’s combat level. More DEF reduces incoming damage, but each additional point works within that fraction. The core result is rounded down with a minimum of 1 damage.
This is the foundation of damage, not a complete prediction of every live attack. Element variants, traits, relics, status effects, special attack rules and some multi-hit rounding behavior are applied elsewhere. Use a base-hit calculator to compare controlled scenarios, then read the complete card and enemy effects.
| Outcome | Base rule |
|---|---|
| Normal | No additional hit multiplier |
| Glancing | 75% of the normal base result before final rounding |
| Critical | Normal damage multiplied by 1 + critical-damage bonus |
| Element advantage | Usually 1.15× where the matchup chart specifies it |
| Element resistance | 0.85× in the four authored reverse matchups |
Affinity and reactions
The common-element advantage loop is Hydro over Pyro, Pyro over Geo, Geo over Aero, and Aero over Hydro. The reverse matchups are resisted. Phumi and Kali each have advantage against the other. Cosmic has advantage against the six other Primary Elements; unspecified pairings are neutral.
Reactions are a separate system. Applying a different element to a target already carrying one can trigger an additional effect. Hydro and Pyro can produce Scald; Hydro and Geo can root through Entangle; Pyro and Kali can weaken defense through Irradiate. Crafting those elements together produces a Super Element instead. The recipe, reaction and slotted trait are three different results.
Understand the status before responding
Burn deals damage over time. Poison instead punishes the afflicted target when its attacks land. Drenched slows several parts of an action, including movement and attack pacing. Weaken reduces damage dealt, while Vulnerable increases damage received.
Root prevents normal movement but does not stop the enemy from attacking. Stun prevents actions and movement. Freeze has its own break and timing rules. This matters when choosing your follow-up: rooting a ranged enemy does not make it safe to stand directly in front of its next shot.
Some skills ignore defense or gain stronger guard-breaking rules. These are valuable against the correct problem, but they do not automatically make every ordinary attack or supporting card redundant.
Build a repeatable combat plan
Open with setup when the enemy gives you room, apply the debuff or buff your next skill needs, and spend your strongest attack while its benefit is active. Leave yourself a defensive response rather than casting every card the instant it becomes ready.
If your damage feels low, check whether attacks actually connect, whether the target is guarding, and whether the card’s trigger is active. A smaller attack that lands throughout a favorable window can outperform a larger attack cast into a poor position.