Attack begins from final ATK
The hit carries one type: Normal, Skill, Combo, Counter, or Support.
Reference / combat
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
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
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.
Sheet percentages become combat fractions: 80 becomes 0.80, and a displayed 25% Evasion Rate becomes 0.25 internally before the attacker's Evasion Rate DOWN is subtracted.
The hit carries one type: Normal, Skill, Combo, Counter, or Support.
Effective Evasion = Evasion Rate − enemy Evasion Rate DOWNThe game rolls once for each eligible hit. You evade when its random decimal falls below Effective Evasion—so 99% means about a 99% evade chance, not 50/50.
D² ÷ (D + Defense)D is the damage entering this step.
Each Damage and Damage UP multiplier stops at 1×; resistance cannot turn either layer into a penalty.
1.5 + max(0, Skill Critical Damage − Skill Critical Damage DOWN)(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.
On the standard live path, a nonzero sub-one hit becomes 1. Positive damage is floored; shield absorbs first, then the remainder reaches HP.
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. The Damage Calculator therefore imports the final Combined ATK you can observe on My Stats and applies only verified downstream layers. Its Advanced formula lab can still begin from a known pre-Defense value when testing one layer in isolation.
Boss fights
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.
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.
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
Quick comparison
Start from 10,000 after Defense, and assume the boss's attack-type damage bonus is already fully cancelled:
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
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 Attack Damage UP vs Normal Attack 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 (clients before 1.3.1 mislabeled that one as Support Damage UP).
Universal. Subtracted for every attack type (normal, skill, combo, counter, support). It only cancels their matching Damage % — it does not replace Boss 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
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.
Worked example — normal crit
Normal-attack follow-ups
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.
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.
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.
Direct Partner or Attack - Combo path
Direct Partners resolve the original packet as Normal and the added packet as Combo. The Attack - Combo path forces this same result for projectile Partners as well.
Projectile Partner outside Attack - Combo
On Attack - Critical or another non-Combo path, a successful projectile Combo resolves both packets through Combo Damage and Combo Damage UP. Each packet still rolls evade and critical independently.
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 or Attack - Combo path: Normal hit + c × Combo hit Projectile outside Attack - Combo: (1 − c) × Normal hit + c × (2 × Combo hit)
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: the Normal and Combo channels can have different bonuses, reductions, amplify layers, and critical results.
Indirectly. Attack Speed does not raise the chance shown by Combo Rate, but more normal attacks over time create more opportunities to roll it.
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
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.
Picture the enemy swinging at you. Counter only comes up if that swing lands.
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.
No. Once a counterattack fires, it skips the evade check. You cannot dodge a counter the way you dodge a normal swing.
No. Evade ends that hit early. No damage path, and no Counterattack Rate roll for you on that swing.
No. Counter does not act like Defense or Damage DOWN. The incoming hit still deals its damage; Counter only adds your retaliate afterward.
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)
Effective Evasion = your Evasion Rate − their Evasion Rate DOWN Evade when random decimal (0.00–1.00) < Effective Evasion
The random decimal turns your percentage into a yes-or-no result for each eligible hit. 99% Effective Evasion passes about 99% of those rolls; the game is not choosing between only 0 and 1.
Counter chance (only after a non-evaded, non-counter hit lands on you)
Effective Counter chance = your Counterattack Rate − their Counterattack Chance DOWN Counter when random decimal (0.00–1.00) < Effective Counter chance
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
| Hit | Attack-type / amplify stats | If it crits |
|---|---|---|
| Normal auto | Normal Attack Damage · Normal Attack Damage UP | Critical Rate / Damage / UP |
| Combo | Combo Damage · Combo Damage UP | Critical Rate / Damage / UP (unless also a skill attack) |
| Counter | Counterattack Damage · Counterattack Damage UP | Critical Rate / Damage / UP (unless also a skill attack) |
| Skill | Skill Damage · Skill Damage UP | Skill 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 bonuses | Skill vs normal crit rules as above |
| Boss hitting you | Boss Damage DOWN first, then Normal/Skill/… DOWN for the attack type | Same crit rules after those steps |
Profile sheet
Browse every stat with in-game namesTechnical formula archiveTest a hit in Damage Calculator