Content guides

What are you building for?

Pick a guide and enter the number shown in game. The page will explain the enemy's shared offensive and defensive hurdles.

Coordinated damage race

Guild Boss

Piximon and Leomon share one scaling profile. Build around rising Defense and boss-wide damage instead of guessing that one attack type is always best.

Best offenseCore Attack plus two clean multipliers

Defense rises every boss level, so keep enough Attack and Attack Bonus to preserve the starting hit. Matching Damage UP and Boss Damage then multiply non-Support damage without first clearing the large plain-Damage hurdle.

Best defensePremier defense: Boss Damage DOWN

Both enemies are Boss attackers, so Boss Damage DOWN divides every confirmed damage path after Defense. Their base/level rows add no Normal or Skill Damage bonus, so ordinary Damage DOWN cannot reduce the baseline hit. Build Defense and HP next; reserve Critical Damage DOWN for rare crit spikes.

No verified Normal-versus-Skill advantage: both critical paths scale equally, and the client does not establish one fixed damage share for the two actions.

Same built-in defenses for every attack type

Normal, Skill, Combo, Counter, and Support all face the same Damage hurdle, while this enemy's confirmed base/level rows give all five paths 0% Damage UP resistance. Normal and Skill extra crit damage also face the same resistance, so switching attack names would only repeat these numbers.

Plain Damage hurdle47.4%the same hurdle applies to every attack-type Damage stat
Crit-damage hurdle39.5%normal and Skill extra crit damage face the same resistance here
Effective Defense8,900raw Defense 8,900 with 0% Defense Bonus
Built-in Damage UP resist0%same value on all five paths in this enemy's base/level profile

Offense

How to build damage

This is a decision order, not a universal stat ranking. The best next roll depends on what your current build already has.

The important distinction

Your hit's matching plain Damage stat must first clear 47.4% of combined resistance. Its matching Damage UP stat is a separate multiplier facing 0% resistance. Support hits also receive the separate Normal Attack Damage multiplier called out above.

FoundationReliable

Attack and Attack Bonus

Every damaging hit begins from already-computed Attack before Defense and the later damage multipliers. More starting damage also helps against the Defense curve. The full account-wide recipe that creates your displayed Attack is still unresolved, so use the in-game total when testing exact hits.

Separate multiplierReliable

Damage UP that matches the hit

Normal, Skill, Combo, Counterattack, and Support Damage UP each strengthen only their matching hit type. This layer does not share the plain Damage subtraction pool, and all five face 0% resistance in this profile.

Boss multiplierBoss specialist

Boss Damage

The target is a Boss, so Boss Damage multiplies Normal, Skill, Combo, and Counter hits after the typed path. Support attackers skip this confirmed multiplier.

Threshold statReliable

Plain Damage that matches the hit

At enemy level 80, matching Damage DOWN plus universal Damage DOWN totals 47.4% for every attack path. Up to that amount, the matching plain Damage stat adds no extra multiplier; above it, only the excess contributes. This layer cannot reduce the base hit below 1×.

Chance firstCheck first

Use the matching critical stats

Skills use Skill Critical Rate and Skill Critical Damage; the other displayed paths use Critical Rate and Critical Damage. Resistance does not lower crit chance. A successful crit keeps its confirmed 1.5× base, while the extra crit-damage stat is canceled up to 39.5% here.

Build identityCheck first

Combo, Counter, and Attack Speed

Invest when your actual rotation uses them. Counter hits skip the evade check, but a successful Evasion on defense prevents the later Counter roll. Attack Speed changes live attack timing; it should be judged with your animation and skill cadence, not as a guaranteed one-for-one damage increase.

High-level trap

Do not read “300% Damage” as an automatic 4× layer here. At this selected level, the first 47.4% of the matching plain Damage stat is canceled. Extra crit damage also must exceed 39.5% before adding more, although the confirmed 1.5× crit base remains.

Survival

How to stay alive

Survival stats act at different layers. Build for the part of the run that actually kills you.

First boss check

Boss Damage DOWN

Because the attacker is a Boss, this is the most direct proven specialist defense: after Defense, damage is divided by 1 + Boss Damage DOWN.

25% → 0.80×50% → 0.667×100% → 0.50×
Every non-evaded hit

Defense, Defense Bonus, and HP

Defense softens the hit before Boss Damage DOWN and typed layers. HP gives room for large spikes. The selected profile's effective enemy Attack from confirmed base/level rows is 689,216 before individual skill coefficients and later damage layers.

Avoid the hit

Evasion Rate

The checked enemy base/level rows add no Evasion Rate DOWN, so they do not erase your sheet Evasion through level growth. Evasion only applies to eligible non-Counter hits, and a successful evade prevents your later Counter roll for that swing.

Digimon UP Data Lab

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