Every hit in this game carries a list of tags, and most damage bonuses you own apply to one tag. A skill that reacts to hits watches either a tag, so anything carrying it counts, or one exact attack, so nothing else does, and its card rarely tells you which. This page says what each tag, status effect and stat means. Each entry links to the full reference, which lists everything that carries it, fires on it, boosts it and reduces it.
Also useful: Damage Formula for the order a hit is worked out in, Damage Types for every attack and its tags, and Status Effects for every buff and debuff.
How a hit was delivered.
An attack made with your weapon.
A battler's ordinary attack.
An extra attack. Combo Rate is the stat that gives a chance of one.
An attack made in reply. Counter Rate is the stat that gives a chance of one.
Your Ultimate. It charges on Rage, the gauge skill text calls Ultimate Charge.
The tag skill hits carry, as opposed to your weapon's own attacks. Kitsura only counts hits that carry it.
The two damage schools.
One of the two damage schools.
How it works. Every Physical DMG bonus multiplies Physical hits, one factor per source, and every Physical resistance divides them.
The other damage school.
How it works. Every Magical DMG bonus multiplies Magical hits, one factor per source, and every Magical resistance divides them.
Fire, Ice and Lightning.
The fire element.
How it works. A Burn tick is not Fire damage. It carries Magical, Burn and Status Effect, so Fire DMG bonuses do not raise it and Fire resistance does not reduce it.
The ice element. Chill and Freeze are status effects, not this tag.
The lightning element.
The tags status effect ticks carry.
The tag on the ticks of damaging status effects. The game names it Status Effect, which is what skill text means by Status Effect DMG.
How it works. When an enemy's status ticks on you, the tick skips your DEF and all of your Damage Reduction. Tag resistance, Parry, Final DMG Reduction and your Shield still apply. In Arena and Guild Conquest the other side counts as a player, not an enemy, so its ticks pay your DEF and Damage Reduction like any hit. Each stack is worked out as its own small hit, and damage over time never crits.
The poison tag, on Poison ticks and on attacks that deal poison damage.
The wound tag, on Wound ticks and on attacks that deal it.
The burn tag.
The miasma tag.
The Eternal Flame tag.
Tags that belong to one family of attacks, the ones item synergies count.
The Bolt family.
How it works. Some skills watch this tag and some watch exact attacks. A skill watching the tag counts every hit that carries it, Divine Bolts included, but not an attack that is only called a bolt: Volt Band's Bolt All Enemies carries no Bolts tag. A skill watching exact attacks counts only the ones it names, and when Tempest Wrath turns a Bolt into a Divine Bolt, a skill watching Bolt stops counting it.
A stronger bolt.
How it works. Every skill watching the Bolts tag counts a Divine Bolt. A Divine Bolt is never the attack named Bolt, so skills watching that attack do not.
The Shuriken family.
The Icicle family.
The Cleave family.
The Steel Cyclone tag.
The Soul Harvest tag.
The Rampant Rage tag.
The Tides of Blood tag.
The Death Mark tag.
The Glacidrake tag.
The thorns tag.
The Spirit Sword tag.
The Orb tag.
Which companion dealt the hit.
The tag on pet attacks.
The tag on mount attacks.
The tag on sentinel attacks.
Tags that change what happens to a hit rather than how big it is.
Damage that skips DEF, every Damage Reduction and the rest of the defence side of a hit.
How it works. A True hit keeps its attacker's ATK and tag multipliers and still pays the target's tag resistance. Everything after that is skipped: DEF, every Damage Reduction, the per attacker cuts, Parry, DMG Boost, the situational bonuses such as DMG vs Boss, Final DMG Boost and Final DMG Reduction. What still stops it: a Shield, unless the hit also carries Ignore Shield; an active mount, unless it carries Ignore Mount; and invincibility. An attack that only ignores DEF is different: it still pays Parry, the boosts and Final DMG Reduction.
A hit that goes past shields.
How it works. A Shield normally absorbs a hit before HP. A hit carrying this skips the Shield.
A hit that goes past a mount.
How it works. An active mount takes a hit meant for its rider unless the hit carries this tag.
What this tag changes is not known yet.
Heals and shield grants, not damage.
The tag on heals.
How it works. A heal is multiplied by its receiver's healing received bonuses, one factor per source, where the same kind of bonus on a damage tag would divide the hit.
The tag on shield grants.
How it works. What a shield grant fills is the Shield stat, which absorbs damage before HP. A grant is multiplied by its receiver's Shield gained bonuses, one factor per source.
The tag on lifesteal heals.
How it works. A lifesteal heal is multiplied by its receiver's lifesteal healing bonuses, one factor per source.
The effects skill text names, with the game's own description. Status Effects lists every one.
A Status Effect that deals damage to the afflicted battler every turn. Can stack infinitely.
Taking damage over time.
How it works. Poison has no duration, so a stack stays until the fight ends. Its stack cap is a real cap: at the cap, a new stack is simply not added.
Taking damage over time.
The game gives it no description.
A Status Effect that lowers the ATK of the battler by 5% per stack. Max 5.
A Status Effect that prevents the battler from attacking for 1 turn.
A Status Effect that prevents the battler from attacking for 1 turn.
A Status Effect that prevents the battler and its pets, mounts, and sentinels from acting.
Encased in ice.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
Frost residue clinging to a frozen enemy.
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
Combo Rate and Counter Rate +3% per stack
The game gives it no description.
The game gives it no description.
Holy Justice's Ultimate bonus deals +1% of your current HP as DMG per stack.
The game gives it no description.
The game gives it no description.
+5% Fire Crit Rate per stack.
The game gives it no description.
The game gives it no description.
Bolt DMG +10% per stack
The game gives it no description.
The game gives it no description.
The game gives it no description.
The game gives it no description.
Each stack unleashes a follow-up strike after the Ultimate.
The game gives it no description.
The rows of Stats Details, under the game's own names. Damage Formula works through how they combine on one hit.
Your attack, and the two percentage stats that grow it. Most attacks deal a share of ATK.
How it works. Final ATK is ATK times (1 + ATK %) times (1 + Global ATK %). Every ATK % source adds into one pool and every Global ATK % source into another, so a new bonus is worth less the more of that pool you already have.
Your health, and the two percentage stats that grow it.
How it works. Final HP is HP times Max HP % times Global HP %. Each of the two starts at 100%, every source adds to it, and neither can drop below 10%. Two penalties add together; they never compound.
Your defence, and the two percentage stats that grow it.
How it works. DEF is subtracted from a hit, but never takes more than 90% of it.
Your current HP, as opposed to your maximum.
The chance for a hit to be a critical hit.
How it works. Which bonuses join Crit Rate for a given hit is not known yet.
How hard a critical hit lands.
How it works. Shown as the whole multiplier: 150% means a crit hits for 1.5 times. A tag's own Crit DMG adds to the part above 100% on hits carrying that tag.
Two multipliers on every hit you deal.
How it works. Each is shown as the whole multiplier: 125% is 1.25 times on every hit. Every source adds its percent to it.
Bonus damage against bosses, targets above 70% HP, targets below 40% HP, and shielded targets.
How it works. All four share one pool, so they add rather than multiply. DMG vs Boss counts true bosses only, never elites. The HP rows read the target's current HP against its maximum, and DMG to Shielded needs the target's Shield above zero.
A chance for a Skill hit to cut through Damage Reduction.
How it works. On a success, the target's raw Damage Reduction total is halved before its curve.
A share taken off every hit you receive, plus two versions that only count while mounted or when a boss hits you.
How it works. Every source is summed into one raw number, then a curve runs on the total: effective = min(raw, 100 x raw / (raw + 100) + 10). Stats Details shows the raw total, so 90% there is 57.4% effective. The mounted and vs Boss rows join the total only while you ride, or when a boss is the one hitting you.
A second, separate cut late in the hit.
How it works. It sums its own sources and runs the same curve as Damage Reduction, on its own.
Final DMG Reduction against one kind of attacker.
How it works. What these change is not known yet.
Protection against critical hits.
How it works. It shrinks only the part of a crit above 100%: 50% turns a 1.5 times crit into 1.25 times.
A chance to parry a hit, and how much a parry removes.
How it works. A parry is rolled per hit against Parry Rate and takes Parry % off what is left. Shields Up! grants both: a 50% chance, and 20% off.
A layer of protection on top of HP.
How it works. It absorbs damage before HP does, true damage included, unless the hit carries Ignore Shield.
Your chance of a Combo Attack, of a Counter Attack, and of dodging.
How it works. When each one is rolled is not known yet.
Lowers an enemy's chance of those.
How it works. How it is subtracted is not known yet.
A chance to resist Stun and Freeze.
Rage is the gauge skill text calls Ultimate Charge. Max Rage and Rage Gain % are the game's names for its size and how fast it fills.
How it works. The exact rules are not known yet.
Speed.
How it works. What Speed changes is not known yet.
Your mount's HP.
Extra EXP from battles.
A damage bonus for hits carrying one tag, such as Lightning DMG.
How it works. These multiply, one factor per source: five +30% Lightning sources are 1.30 to the 5th power, 3.71 times, not +150%.
A resistance to hits carrying one tag, such as Fire DMG Reduction.
How it works. A resistance divides the hit instead of taking a share off it: you take 1 / (1 + resistance). 100% means half damage, and it never reaches immunity. Resistances multiply, and a hit pays the resistance for every tag it carries.
Crit Rate or Crit DMG for hits carrying one tag, such as Magical Crit DMG.
Stats that only exist in Arena and Guild Conquest.
How it works. They come from the Specialization Skill Tree. PvP DMG Reduction is a straight cut, not curved.
Words skill text uses that are not a tag, a status or a stat.
The gauge that charges your Ultimate. Its stat is Rage, and some effects add to it or drain an enemy's.
What an attack can scale from instead of ATK. Most attacks deal a share of ATK; some deal a share of Max HP, current HP or Missing HP, and a few deal a flat amount.
How it works. An attack written against Missing HP grows as HP is lost, and stacking ATK does nothing for it.
How many copies of a status effect a battler carries. Many effects work per stack.
How it works. Every status has a stack cap, and the cap is real: at the cap a new stack is simply not added, even at 999.
The three levels an enemy can have. A minion is an ordinary enemy.
How it works. DMG vs Boss only counts against a Boss, never an Elite. Some bosses of an event are Elites.
A status effect that helps whoever carries it, and one that hurts them.
A state some effects grant.
How it works. An invincible battler takes zero from a hit, true damage included.
One of your other heroes equipped onto the hero you play, lending its companion skill.
A flag some attacks carry. It is not the True tag.
How it works. An attack that ignores DEF skips DEF and Damage Reduction, but still pays Parry, the damage boosts and Final DMG Reduction. A True hit skips those too.