Reference / combat

Combat guide

How Digimon UP turns your sheet stats into real damage — and how bosses hurt you back. Written for players. Every rule here is checked against preserved combat code. Anything we have not fully recovered is called out as unknown.

Three rules worth knowing first

Boss fightsBoss Damage DOWN checks who attacked you.

It reduces hits from a Boss attacker after Defense, whether the hit is a normal or a skill.

Damage layersDamage DOWN checks what kind of hit it was.

It cancels the matching attack-type Damage bonus and is separate from Boss Damage DOWN.

Hit reactionsEvade prevents the hit; Counter answers it.

Evade is checked before damage. Counter is a separate retaliation after a non-evaded hit lands.

Order of operations

What happens when a hit lands

Follow the arrows from the shared opening into the lane matching the hit type, then back into the shared finishing steps. A successful evade exits before any damage math begins.

Before the flow starts

Sheet percentages become combat fractions: 80 becomes 0.80, and a displayed 25% Evasion Rate becomes a 0.25 rollbefore the attacker's Evasion Rate DOWN is subtracted.

Verified damage path
Arrows show code order
Start

Attack begins from final ATK

The hit carries one type: Normal, Skill, Combo, Counter, or Support.

First branch

Does the hit evade?

Evasion Rate − Evasion Rate DOWN > random 0–1
Counter hitSkip the evade roll
Other hit · not evadedContinue to Defense
Evaded0 damage · stop this hit
Shared step

Defense reduces the hit

D² ÷ (D + Defense)

D is the damage entering this step.

Attacker check

Is the attacker a Boss?

Yes · exact Boss typeDivide by 1 + Boss Damage DOWN
NoSkip this layer and rejoin
Five separate paths

Use only the lane matching the hit

Each Damage and Damage UP multiplier stops at 1×; resistance cannot turn either layer into a penalty.

01

Normal

Damage layerNormal Attack Damagereduced by Normal Attack Damage DOWN and Damage DOWN
Damage UP layerNormal Damage Amplifyreduced by Normal Damage RESIST
ContinueNo type-only extra step.
02

Skill

Damage layerSkill Damagereduced by Skill Damage DOWN and Damage DOWN
Damage UP layerSkill Damage UPreduced by Skill Damage RESIST
Skill coefficientMultiply by the carried positive skill coefficient.
03

Combo

Damage layerCombo Damagereduced by Combo Damage DOWN and Damage DOWN
Damage UP layerCombo Damage UPreduced by Combo Damage RESIST
ContinueNo type-only extra step.
04

Counter

Damage layerCounterattack Damagereduced by Counterattack Damage DOWN and Damage DOWN
Damage UP layerCounterattack Damage UPreduced by Counterattack Damage RESIST
ContinueNo type-only extra step.
05

Support

Damage layerSupport Damagereduced by Support Damage DOWN and Damage DOWN
Damage UP layerSupport Damage UPreduced by Supporter Damage RESIST
Support extraMultiply by 1 + Normal Attack Damage, then skip outgoing Boss Damage.
All five paths rejoin here
Target check

Does outgoing Boss Damage apply?

Boss or EpicMonster target · non-Support hitMultiply by 1 + Boss Damage
Other targetSkip and rejoin
Support hitAlways skips this layer
Critical branch

Which critical route rolls?

SkillAttack attribute is setRoll Skill Critical Rate1.5 + max(0, Skill Critical Damage − Skill Critical Damage DOWN)
No SkillAttack attributeRoll Critical Rate(1.5 + remaining Critical Damage) × (1 + remaining Critical Damage UP)This is the ordinary route for Normal, Combo, Counter, and Support hits.

Either roll can fail. A failed roll skips critical damage and rejoins the flow unchanged.

Apply the result

Minimum check → floor → shield → HP

On the standard live path, a nonzero sub-one hit becomes 1. Positive damage is floored; shield absorbs first, then the remainder reaches HP.

Separate checks after damage

Post-hit outcomes

ControlStun rolls first. Airborne rolls only if Stun fails.
CounterA non-counter hit may start a new retaliating hit.
HP Recovery RateThe attacker may heal because their hit connected.
Decision or condition Damage calculation Exit from this hit

A hit starting from the attacker's already-computed final ATK and the Skill coefficient formula are now verified. What remains unknown is the complete account-wide formula that builds final ATK from every level, gear, collection, and buff source. Damage Lab therefore starts from a value you can observe and applies only verified downstream layers.

Boss fights

Boss Damage DOWN — who hits you, not which attack

Boss Damage DOWN doesreduce a boss's normal attacks and skills. After Defense, if the attacker is a Boss, every hit through that path is multiplied by:

Boss Damage DOWN

final = damage ÷ (1 + Boss Damage DOWN)

Example: 100% Boss Damage DOWN → divide by 2 → half damage. 160% → divide by 2.6 → about 38.5% of the post-Defense hit.

Boss Damage DOWN

Triggers when the attacker is a Boss. Applies to that boss's normals, skills, combos, and counters the same way. Separate from Normal / Skill Damage DOWN.

Damage DOWN (and Normal / Skill… DOWN)

Care about the attack type. They cancel the boss's matching bonus — Normal Attack Damage, Skill Damage, and so on — but cannot push that bonus layer below a clean 1.0× once it is wiped.

Boss fights — both layers can matter

  • Boss normal → Boss Damage DOWN always shrinks the post-Defense hit, then Normal Attack Damage DOWN / Damage DOWN can cancel their Normal Attack Damage bonus.
  • Boss skill → same Boss Damage DOWN multiply, then Skill Damage DOWN / Damage DOWN cancel their Skill Damage bonus.
  • These are not either/or. Boss DOWN always applies vs Boss attackers. Normal / Skill Damage DOWN only cancel the bonus for that attack kind.

Quick comparison

Start from 10,000 after Defense, and assume the boss's attack-type damage bonus is already fully cancelled:

  • 100% Damage DOWN → that bonus layer stays 1.0× → still 10,000 from that step.
  • 100% Boss Damage DOWN → 0.5× → 5,000, then attack-type rules still run.

Client character data currently lists 31 Boss units and 0 Epic Monster character types. Boss Damage DOWN only uses the Boss attacker type. Hitting a boss target still uses your outgoing Boss Damage: multiply by (1 + Boss Damage).

Mitigation

Damage DOWN and attack-type bonuses

After Defense (and Boss Damage DOWN, if it applied), the game looks at the attack type. Two separate multipliers run here:

Attack-type multiplier

1 + max(0, their type Damage − your type Damage DOWN − your Damage DOWN)

"Type Damage" means Normal Attack Damage, Skill Damage, Combo Damage, Counterattack Damage, or Support Damage — whichever matches the hit.

Amplify multiplier (separate)

1 + max(0, their Damage UP − your Damage RESIST)

Matching pairs: Normal Damage Amplify vs Normal Damage RESIST, Skill Damage UP vs Skill Damage RESIST, and so on. Support Damage UP is the real support/pet amplify line — not the Blue TM "normal amplify" set bonus (the English sheet mislabels that one as Support).

Damage DOWN

Universal. Subtracted for every attack type (normal, skill, combo, counter, support). It only cancels their matching Damage % — it does not replace Boss Damage DOWN.

Normal / Skill / Combo… Damage DOWN

Same math as Damage DOWN, but only for that hit type. Prefer the matching line when a piece rolls a bigger number for the attacks you actually take — same formula, different coverage.

Wiping an attack-type bonus

Enemy has +50% Skill Damage. You bring 30% Skill Damage DOWN and 40% Damage DOWN. Net = 50 − 30 − 40 = −20 → floors to 0 → multiplier is 1.0×. Extra DOWN past a full wipe does nothing on this layer.

Critical hits

Critical Damage vs Critical Damage UP

A successful crit always starts at 150% damage. After that, normal crits and skill crits diverge.

Normal crit (autos, most combos, counters, most support hits)

(1.5 + max(0, Critical Damage − Critical Damage DOWN))
× (1 + max(0, Critical Damage UP − Critical Damage RESIST))

Skill crit

1.5 + max(0, Skill Critical Damage − Skill Critical Damage DOWN)

No Critical Damage UP on skill crits.

  • Every successful crit includes the free +50%.
  • Their Critical Damage DOWN cancels your Critical Damage one-for-one (bonus cannot go below 0).
  • If their DOWN is at least as high as your Crit Damage, you still crit for at least 150%.
  • Critical Damage UP only multiplies the normal crit path.
  • Combos use Combo Damage / Combo Damage UP for their attack-type bonus, but if they crit as a non-skill hit they still use the normal Critical Damage / UP stats.

Worked example — normal crit

Your Critical Damage
80% → 0.80
Enemy Critical Damage DOWN
20% → 0.20
Your Critical Damage UP
25% → 0.25
Enemy Critical Damage RESIST
5% → 0.05
  1. Net Crit Damage = 0.80 − 0.20 = 0.60
  2. First part = 1.5 + 0.60 = 2.10
  3. Amplify = 1 + (0.25 − 0.05) = 1.20
  4. Final = 2.10 × 1.20 = 2.52 → 252%

Normal-attack follow-ups

How Combo actually works

A Combo is a second hit after an eligible normal attack. Combo Rate decides whether that follow-up appears. Combo Damage and Combo Damage UP decide how hard the follow-up hits. They do not make the first normal hit stronger.

Combo Rate = how often

The game compares your Combo Rate directly with a fresh random number from 0 to 1. A 40% Combo Rate therefore produces about 40 follow-up attempts per 100 eligible normal attacks over a large sample.

Combo Damage = how hard

The follow-up uses the Combo damage family—not Normal Attack Damage. Combo Damage is its typed bonus; Combo Damage UP is its separate amplify multiplier.

Combo chance

Combo Rate > random 0–1

The confirmed normal-attack roll reads Combo Rate only. It does not subtract Combo Chance DOWN at this call site.

  1. You make a positive-damage normal attack. Skills, counterattacks, and an existing Combo do not enter this roll.
  2. The attack is started, then Combo Rate rolls once. Passing the roll starts a second hit and marks the shared attack information as Combo. The second hit cannot create another Combo.
  3. Both hit attempts begin from the same pre-Defense damage value. There is no confirmed hidden half-damage penalty. What type the first hit uses depends on whether it resolves immediately or travels as a projectile.
  4. Each visible hit resolves separately. Each receives its own evade and critical processing, so one can connect or crit while the other does not.

Immediate / direct attack

One Normal hit, then one Combo hit

The first hit finishes before the Combo attribute is added. It uses the Normal damage layers; the second uses the Combo layers.

Projectile attack

Both visible hits use Combo damage

The first projectile has not landed when Combo changes the shared attack information. Both projectiles therefore resolve with Combo Damage and Combo Damage UP—not the Normal typed layers.

Any hit that resolves as Combo

after DEF = D² ÷ (D + Defense)

Combo type = 1 + max(0,
  Combo Damage − enemy Combo Damage DOWN − enemy Damage DOWN)

Combo amplify = 1 + max(0,
  Combo Damage UP − enemy Combo Damage RESIST)

result = after DEF × Combo type × Combo amplify
  × applicable Boss layer
  × normal crit multiplier, if that hit crits

Dis that hit's known pre-Defense damage. Against a boss target, the applicable outgoing Boss layer is 1 + Boss Damage. If the attacker is a Boss, the defender's Boss Damage DOWN division also applies. A Combo is a non-skill hit, so it uses Critical Rate, Critical Damage, and Critical Damage UP.

Planning shortcut — derived from the verified roll

Let c be Combo Rate capped between 0 and 1. Before evasion and critical randomness:

expected Combo attempts = eligible normal attacks × c
expected hit attempts = eligible normal attacks × (1 + c)

direct attack:
  expected damage = normal hit + c × Combo hit

projectile attack:
  expected damage = (1 − c) × normal hit
                  + c × (Combo hit 1 + Combo hit 2)

At 40% Combo Rate, 100 eligible normals produce about 40 Combo attempts, or about 140 total hit attempts. That does notautomatically mean 40% more damage. Projectile users can also convert the first visible hit to the Combo typed layers when the proc succeeds.

Does Attack Speed help Combo?

Indirectly. Attack Speed does not raise the chance shown by Combo Rate, but more normal attacks over time create more opportunities to roll it.

Can a Combo trigger on-hit effects?

Yes. A non-evaded follow-up is a connected hit, so it reaches the normal post-hit checks, including the attacker's HP Recovery Rate roll and the defender's possible Counter roll.

Unresolved opposing stat: Combo Chance DOWN exists in the stat list, but neither the preserved 1.0.4 proc nor the checked 1.1.1 proc reads it. Until another verified application site is found, it should not be subtracted from Combo Rate in exact calculations.

Avoidance & retaliation

Evade vs Counter

These are two different systems. Evade tries to make an incoming hit miss entirely. Counter does not block or shrink that hit — it is a chance to fire a separate retaliate attack after you actually got hit.

How Counter works (step by step)

Picture the enemy swinging at you. Counter only comes up if that swing lands.

  1. Their attack comes in. First the game checks evade (unless this hit is already a counter — those skip dodge).
  2. If you evade: their hit does no normal damage, and Counter never rolls. Dodging successfully means you do not retaliate on that swing.
  3. If you do not evade: you take their hit through the normal damage path (Defense, Damage DOWN, crits, and so on). Getting hit is what unlocks the Counter chance.
  4. Then you roll Counterattack Rate (minus their Counterattack Chance DOWN). Pass the roll → you launch a new attack back at them.
  5. That retaliate is its own hit. It uses Counterattack Damage / Counterattack Damage UP (and can crit). It cannot be evaded. Because it is already tagged as a Counter, they do not get a Counter roll off your retaliate — no infinite counter ping-pong from that exchange.

Short version: Counter is “I got hit, so maybe I hit back,” not “I blocked their damage.” You still take the original hit when a Counter procs.

Can their counter be evaded?

No. Once a counterattack fires, it skips the evade check. You cannot dodge a counter the way you dodge a normal swing.

If I evade, can I still counter?

No. Evade ends that hit early. No damage path, and no Counterattack Rate roll for you on that swing.

Does Counter reduce the damage I take?

No. Counter does not act like Defense or Damage DOWN. The incoming hit still deals its damage; Counter only adds your retaliate afterward.

Can my counter crit?

Yes. It uses Critical Rate / Critical Damage / Critical Damage UP, unless that retaliate is also tagged as a skill attack (then skill crit stats apply instead).

Evade (skipped when the hit is already a counter)

(your Evasion Rate − their Evasion Rate DOWN) > random 0–1

Counter chance (only after a non-evaded, non-counter hit lands on you)

(your Counterattack Rate − their Counterattack Chance DOWN) > random 0–1

HP Recovery Rate — who heals, and when?

HP Recovery Rate heals the person who landed the hit, not the person who got hit. Think “lifesteal when your attack connects,” not “heal when you take damage.”

If you evade their hit: their attack never connected, so they do not get an HP Recovery Rate roll from that swing.

If you counter: your counter is a new attack from you. Counters cannot be evaded, so that retaliate connects — you can roll your HP Recovery Rate on it. Their original swing only heals them if it landed in the first place (which it did, if you got to Counter).

Do not mix the three lines together. HP Recovery is the separate timed heal. HP Recovery Rate is the on-hit trigger chance, and HP Recovery Amount is the maximum-HP fraction restored when that on-hit trigger succeeds.

Damage classes

Which stats apply to which hits

HitAttack-type / amplify statsIf it crits
Normal autoNormal Attack Damage · Normal Damage AmplifyCritical Rate / Damage / UP
ComboCombo Damage · Combo Damage UPCritical Rate / Damage / UP (unless also a skill attack)
CounterCounterattack Damage · Counterattack Damage UPCritical Rate / Damage / UP (unless also a skill attack)
SkillSkill Damage · Skill Damage UPSkill Critical Rate / Damage (no Crit Damage UP)
Support (pet attacker)Support Damage · Support Damage UP, then also ×(1 + Normal Attack Damage)Normal crit path unless it is a skill attack
You hitting a boss×(1 + Boss Damage) after attack-type bonusesSkill vs normal crit rules as above
Boss hitting youBoss Damage DOWN first, then Normal/Skill/… DOWN for the attack typeSame crit rules after those steps

Profile sheet

How to read DOWN / RESIST / UP on you

  • … Damage (no suffix) — your outgoing bonus for that attack type.
  • … Damage DOWN — mitigation when you are hit that way (cancels their matching Damage %).
  • Boss Damage DOWN — separate. If the attacker is a Boss, multiplies after Defense on every attack type.
  • … Damage UP — your outgoing amplify for that attack type.
  • … Damage RESIST — cuts their amplify when they hit you.
  • Critical Damage DOWN — reduces how hard their crits hit you. It does not make your own crits weaker.
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