How the ranking engine uses this vocabulary

The methodology page explains how combos are scored; this glossary is the layer underneath it. A few of the mappings that matter most:

Criticals are priced at their real defaults. Fatal Blow is a +100% multiplier on normal and Additional Attacks; Destructive Strike is a 200% multiplier on Direct Skill Damage. Crit-chance and crit-damage buffs enter each hero's expected damage at those rates.

Control is a family, not one word. Silence stops Combat Skills, Disarm stops normal attacks, Suppression is both at once, Confusion randomises targeting, and Interruption, Timid and Hesitation make actions fail. All of them count toward a lineup's disruption score — and "Sober" or "immune to" wording counts as protection, never as applied control.

Statuses build trigger chains. Burning, On Fire and Flammable are one fire condition family: a hero who sets enemies alight is a producer, and a hero whose skill says "if the target is burning…" is a consumer — that pair scores real chain points. The same producer/consumer logic covers marks (Firearm Mark + Dark Crossbow Mark), the Bleeding/Poisoned/Panicked damage-over-time trio, dodges, heals, extra normal attacks, prep-skips and cast-chance boosts.

Dodging and Evade are different things. Dodging guarantees the next eligible instance of damage misses; Evade is a chance. The engine keeps them separate, exactly as the game indexes them.

Reactions are punish value. Counterattack and Reflecting turn being attacked into damage; Taunt and Share Damage steer damage onto squads built to take it. Kits like these are preferred in the front row, where their triggers actually fire.

Skill and Action Types

These terms describe how actions are generated, timed or targeted. They are not all status effects.

Normal AttackAction type
The squad’s standard attack action. It normally deals Physical Damage and may trigger Fatal Blow or effects tied to normal attacks.
Additional AttackSkill / action type
An extra attack launched outside the squad’s standard normal attack. It normally deals Physical Damage unless the skill states otherwise.
Combat SkillSkill type
An active hero skill that may be cast during battle, usually according to a stated activation chance, range and target rule.
Status SkillSkill type
A skill that activates automatically when its stated timing or condition is met rather than being selected as a normal attack.
Pre-Battle SkillsSkill type
A skill that takes effect before normal battle actions begin. Its effects may be harder or impossible to remove unless the skill text permits it.
Preparation / PrepSkill timing
A preparation period required before an eligible skill resolves. “Skip Prep” removes this delay for the affected cast.
CooldownSkill timing
The waiting period before an eligible skill can activate again. Reduction or skipping effects shorten or remove it.
Pursuit SkillSkill subtype
A translated skill or follow-up attack category referenced by some buff labels. The exact trigger must be taken from the relevant hero skill.
RangeTargeting rule
The maximum valid distance between the acting squad and the target. Range +1 extends that valid distance by one position.

Core Attributes and Damage Concepts

These are calculation terms and attributes used by skills and battle reports.

MightCore attribute
The main offensive attribute associated with normal attacks and other Physical Damage. Higher Might generally increases physical output.
Tactical MightCore attribute
The main offensive attribute associated with Skill Damage. Higher Tactical Might generally increases skill-based output.
ResistanceCore attribute
The principal defensive attribute against Physical Damage.
Tactical ResistanceCore attribute
The principal defensive attribute against Skill Damage.
Combat SpeedCore attribute
Determines normal action order. Higher Combat Speed usually lets a squad act earlier unless a priority effect overrides it.
HPCore attribute
The squad’s health capacity. Some effects trigger when HP or Troop Power falls below a specified percentage.
Troop PowerBattle resource
The squad’s remaining battle strength. Recovery restores it; reaching zero normally defeats the squad unless a revive-type effect applies.
DamageDamage modifier
A broad final-output modifier that may affect more than one damage type when the skill does not restrict it.
Physical DamageDamage type
Damage dealt through normal attacks, Additional Attacks and other effects explicitly identified as Physical Damage.
Skill DamageDamage type
Damage dealt through Combat Skills, Status Skills or Pre-Battle Skills.
Direct Skill DamageDamage type
Skill Damage applied immediately when a skill hits, excluding delayed or recurring status damage such as Bleeding, Poisoned or Panicked.
Additional DamageDamage component
A separate damage amount added by a skill or effect beyond the original attack’s damage.
Damage MitigationDefensive modifier
Reduces incoming damage at the final mitigation stage according to the percentage stated by the effect.
Physical Damage ReductionDefensive modifier
Reduces only incoming Physical Damage.
Skill Damage ReductionDefensive modifier
Reduces only incoming Skill Damage.
Physical Damage BoostRare attribute
A rare specialization attribute that increases Physical Damage output.
Physical ImmunityRare attribute
A rare defensive attribute that reduces or resists Physical Damage according to the game’s attribute calculation.
Skill ImmunityRare attribute
A rare defensive attribute that reduces or resists Skill Damage according to the game’s attribute calculation.
Physical Immunity PenetrationPenetration attribute
Offsets part of an enemy’s Physical Immunity.
Skill Immunity PenetrationPenetration attribute
Offsets part of an enemy’s Skill Immunity.
Base ResistanceCalculation term
The target’s underlying Resistance before temporary buffs, debuffs or ignore effects are applied.
Influenced by ResistanceCalculation term
When the hero’s squad outruns the enemy squad in Resistance, the skill’s effects are improved; when the hero’s squad is inferior to the enemy squad in Resistance, the skill’s effects are decreased.
Troop Power RecoveryRecovery mechanic
Restores lost Troop Power during battle. This is the game’s principal battle-healing mechanic.

Critical, Priority and Signature Mechanics

Fatal Blow and Destructive Strike are critical-style mechanics. Divine Strategy and Thick Wall of Troy are named effect packages.

Fatal BlowCritical physical mechanic
When Physical Damage is dealt through a normal attack or Additional Attack, it may trigger a higher damage multiplier. The default increase stated in the supplied definition is +100%.
Destructive StrikeCritical skill mechanic
When Direct Skill Damage is dealt, it may trigger an extra multiplier. The supplied definition gives a basic multiplier of 200%.
Divine StrategyNamed effect package
Raises Fatal Blow and Destructive Strike trigger chance by 10% and grants priority action, based on the supplied game description.
Thick Wall of TroyNamed defensive package
Grants Resistance +300% and reduces Physical Damage taken by 60%, based on the supplied game description.
First to AttackPriority effect
Gives the squad action priority over squads without an equivalent priority effect, overriding normal Combat Speed order where applicable.
Target AttackAccuracy / bypass effect
Allows an eligible attack to ignore or bypass the target’s Dodging effect.

Control, Cleanse and Immunity Effects

Control effects restrict actions or targeting; immunity and cleansing effects prevent or remove those restrictions.

SilenceControl effect
Prevents the affected squad from casting Combat Skills while the status lasts.
DisarmControl effect
Prevents the affected squad from launching normal attacks while the status lasts.
SuppressionControl effect
Prevents both normal attacks and Combat Skills. It combines the main restrictions of Disarm and Silence.
ConfusionControl effect
Causes eligible attacks or skills to select random targets and may cause the affected squad to target friendly squads.
TauntTarget-control effect
Forces affected enemy squads to target the squad that applied the Taunt when launching eligible attacks.
TauntingTarget-control state
The active Taunt state or a separately indexed Taunt-related effect. Keep it as a distinct game label only when mirroring the source database.
InterruptionAction-control effect
Cancels or prevents completion of an eligible skill, preparation or action.
TimidFailure effect
Causes an applicable skill attempt to have a chance to fail and may punish the affected squad with damage defined by the applying skill.
HesitationFailure effect
Causes eligible Additional Attacks to have a chance to fail; any penalty damage and probability are defined by the applying skill.
SoberControl immunity
Makes the squad immune to common control effects such as Silence, Disarm, Suppression and Confusion while active. It does not automatically cleanse an existing effect unless stated.
ClarityCleanse / protection
A cleanse or protection state that removes or prevents specified negative effects. Its exact coverage is defined by the applying skill.
Remove debuffCleanse effect
Removes eligible negative effects. Some Pre-Battle or expressly non-dispellable effects may remain.
Immune Control DebuffImmunity modifier
Prevents eligible control debuffs from being applied during the stated duration.
Immune ConfusedSpecific immunity
Prevents the Confusion status from being applied.
Immune DisarmedSpecific immunity
Prevents the Disarm status from being applied.
Control Debuff ExtenderDuration modifier
Extends the duration of eligible control effects applied to the target.

Recurring Damage and Fire Effects

Recurring statuses may share a general pattern but must retain their own trigger timing, multiplier, duration and interactions.

BleedingRecurring damage
Each round, the affected squad takes recurring Combat Skill Damage defined by the applying skill.
PoisonedRecurring damage
Each round, the affected squad takes recurring Combat Skill Damage defined by the applying skill.
PanickedRecurring damage
Each round, the affected squad takes recurring Combat Skill Damage defined by the applying skill.
BurningRecurring fire damage
Applies recurring fire-related Skill Damage at the timing stated by the skill. Some abilities can immediately settle or trigger accumulated Burning damage.
On FireFire condition
Marks the squad as affected by a fire condition. Other skills may gain extra effects against a squad that is On Fire.
FlammableFire vulnerability
Increases Burning Damage received. It may stack when the applying skill permits it.
BlackflameHero-specific fire debuff
A hero-specific stacking debuff associated with Helsingen. It reduces damage dealt and may additionally apply Flammable, depending on the skill.
RedflameHero-specific fire debuff
A hero-specific stacking debuff associated with Seraphina. It increases damage received and may additionally apply Burning, depending on the skill.
SputteringHero-specific fire state
A hero-specific fire-related state. Its trigger, damage, duration and interactions must be taken from the source skill.

Attack Patterns, Reactions and Damage Modifiers

These mechanics change attack frequency, target count, reaction behavior or damage relationships.

ComboRepeated-attack effect
Allows an additional normal attack or a repeated eligible attack. Trigger conditions and probability are defined by the applying skill.
CounterattackReactive attack
Launches an attack in response to receiving an eligible enemy attack.
Immune CounterattacksCounter protection
Prevents the squad’s eligible attacks from triggering enemy Counterattacks.
SplashMulti-target damage
Deals secondary damage to one or more squads beyond the primary target.
Mass AttackMulti-target attack
Makes an eligible attack or effect hit multiple enemy squads directly rather than only one target.
ChainLinked effect
Links squads so that damage or another effect is shared, transferred or repeated between them according to the applying skill.
ReflectingReactive damage
Returns a stated percentage or amount of received damage to the attacker.
Life StealDamage-to-recovery
Restores Troop Power based on a portion of damage dealt by the squad.
Counter effectTroop-counter modifier
Modifies troop-type advantage or disadvantage. A positive modifier strengthens counter advantage; a reduction weakens it.
Pierced ArmorDefence debuff
Reduces the target’s protection against Physical Damage, usually through Resistance reduction or increased Physical Damage taken.
VulnerableDamage-taken debuff
Increases the damage received by the affected squad.
WeakenedDamage-dealt debuff
Reduces the damage dealt by the affected squad.

Defence, Avoidance and Recovery

These terms govern damage avoidance, shielding, recovery, damage sharing and revival.

DodgingAvoidance effect
Guarantees avoidance of the next eligible instance of enemy damage, based on the supplied description.
EvadeAvoidance chance
Provides a chance to avoid incoming damage. Keep it separate from Dodging because both are indexed as distinct effects.
ShieldDamage absorption
Absorbs incoming damage according to the value, duration and conditions stated by the applying skill.
Damage Mitigation ShieldDamage protection
A temporary shield-like effect that reduces or absorbs a specified amount or percentage of incoming damage.
GuardDefensive state
Places a squad or allied squads in a defensive state. The exact reduction, protection or retaliation behavior is skill-specific.
First-aidTriggered recovery
Restores Troop Power when the stated trigger occurs.
RecoveryRecovery effect
Restores lost Troop Power during battle.
Recovery BlockedAnti-recovery
Prevents the affected squad from recovering Troop Power.
Reduced RecoveryAnti-recovery
Reduces the amount of Troop Power restored by recovery effects.
Magnified HealingRecovery amplification
Increases the amount of Troop Power restored by recovery effects.
RevivedRevival effect
Returns a defeated squad to battle with the Troop Power specified by the skill.
Share DamageDamage distribution
Redirects or distributes part of incoming damage between linked friendly squads according to the skill.
Avoid DamageDamage avoidance
Prevents an eligible instance of incoming damage under the stated trigger or chance.
Less DamageDefensive modifier
A translated label for reducing incoming damage. Store it under the normalized term “Damage Taken Reduction.”

Hero-Specific Named States and Marks

These labels exist, but their exact behavior belongs to the hero skill that creates them. The engine reads them from the source hero’s skill text.

BerserkNamed empowered state
A hero-specific empowered phase activated by the skill’s stated condition. The granted bonuses are not universal and must be stored from that hero’s skill.
Blunt bladeNamed debuff
A hero-specific attack-weakening state. The exact affected damage type and reduction depend on the skill.
BoldNamed buff
A hero-specific positive state. Its offensive or defensive bonuses depend on the skill.
CursedNamed debuff
A hero-specific persistent debuff family. It may affect damage, recovery or other attributes depending on the source skill.
Dark Bolt MarksMark / stack
Hero-specific marks accumulated or consumed by a relevant skill to activate or strengthen another effect.
Dark Crossbow MarkMark
A Helsingen-related mark that interacts with Firearm Mark and can trigger immediate Burning settlement.
Firearm MarkMark
A Seraphina-related mark that interacts with Dark Crossbow Mark and can trigger Burning settlement and recovery reduction.
DemigodNamed empowered state
Achilles’s special empowered state. Its duration, control immunity and bonuses are defined by Achilles’s skill.
Devour MendNamed anti-recovery state
A hero-specific anti-recovery state. It blocks healing and, where the skill specifies, can convert attempted recovery into damage.
DivinationNamed state
A hero-specific named state whose support or offensive effects are defined by the applying skill.
FalteringStacking debuff
A hero-specific stacking state that increases damage received or amplifies a follow-up effect according to the applying skill.
FateMark / trigger state
A hero-specific layer or trigger used to activate or scale another skill effect.
Hunting DomainNamed field effect
A hero-specific battlefield state. The skill may alter target selection and apply early-round controls.
PainNamed debuff
A hero-specific negative state used to trigger or increase another damage effect.
PhantomNamed state
A hero-specific state that creates or strengthens an additional action, attack or defensive effect.
Storm CavalryNamed support state
Cyrus’s Cavalry support state. It improves allied Cavalry performance according to the exact skill level and wording.

Buff and Debuff Modifier Families

The game’s filter labels include duplicated, misspelled and overly literal wordings. This table consolidates them into the canonical families the ranking engine reads.

+1 Normal AttackAction-frequency buff
Adds one normal-attack attempt during the stated round or duration.
Cast Normal Attacks TwiceAction-frequency buff
Makes the eligible normal attack execute twice under the stated condition.
Cast Combat Skills TwiceSkill-execution buff
Makes an eligible Combat Skill execute twice when the effect applies.
Chance to Launch Additional AttacksFollow-up attack buff
Adds a probability of launching an Additional Attack after the stated trigger.
Increase Additional AttackAdditional-attack modifier
Improves an Additional Attack’s chance, frequency or output as specified by the source skill.
Increase Chance to Cast SkillsSkill-trigger buff
Raises the activation chance of eligible skills.
Increase Hero Skill Trigger RateSkill-trigger buff
Raises the trigger rate of the hero’s eligible skills.
Fail Casting SkillsSkill-failure debuff
Causes an eligible skill cast to fail under the stated probability or condition.
Skip PrepSkill-timing buff
Allows an eligible preparation skill to resolve without its normal preparation delay.
Skip CooldownSkill-timing buff
Allows an eligible skill to bypass its cooldown.
Cooldown ReductionSkill-timing buff
Shortens an eligible skill’s cooldown.
Ignored Delaying EffectDelay immunity
Prevents or ignores an effect that would delay the squad’s action or skill timing.
Range +1Range buff
Extends the valid targeting range of the affected skill or squad by one position.
Additional Damage IncreaseDamage buff
Increases a separate Additional Damage component produced by a skill.
Additional Damage ReductionDamage modifier
Reduces incoming or outgoing Additional Damage as specified by the source skill.
Damage Dealt IncreaseGeneral offence buff
Increases all eligible damage dealt unless the skill limits the affected damage type.
Damage Dealt ReductionGeneral offence debuff
Reduces damage dealt by the affected squad.
Damage Taken IncreaseGeneral defence debuff
Increases damage received by the affected squad.
Damage Taken ReductionGeneral defence buff
Reduces damage received by the affected squad.
Physical Damage Dealt IncreasePhysical offence buff
Increases Physical Damage dealt.
Physical Damage Dealt ReductionPhysical offence debuff
Reduces Physical Damage dealt by the affected squad.
Physical Damage Taken ReductionPhysical defence buff
Reduces incoming Physical Damage.
Skill Damage Dealt IncreaseSkill offence buff
Increases Skill Damage dealt.
Skill Damage Dealt ReductionSkill offence debuff
Reduces Skill Damage dealt by the affected squad.
Skill Damage Taken IncreaseSkill defence debuff
Increases incoming Skill Damage.
Skill Damage Taken ReductionSkill defence buff
Reduces incoming Skill Damage.
Burning Damage IncreaseFire-damage buff
Increases Burning damage dealt or the Burning multiplier, as specified by the skill.
Burning Damage Taken IncreaseFire vulnerability debuff
Makes the affected target receive more Burning damage.
Fatal Blow Chance IncreaseCritical chance buff
Raises the chance that eligible Physical Damage triggers Fatal Blow.
Grant Fatal BlowCritical access buff
Allows eligible damage to trigger Fatal Blow when it otherwise could not.
Fatal Blow Damage IncreaseCritical damage buff
Raises the Fatal Blow damage multiplier.
Fatal Blow ReductionCritical debuff
Reduces an enemy’s Fatal Blow chance or effectiveness as stated by the skill.
Fatal Blow ImmunityCritical immunity
Prevents eligible Fatal Blow effects from applying.
Fatal Blow Immunity ReductionImmunity debuff
Reduces the target’s protection against Fatal Blow.
Fatal Blow Damage Taken ReductionCritical defence buff
Reduces damage received from Fatal Blow.
Destructive Strike Chance IncreaseCritical chance buff
Raises the chance that eligible Direct Skill Damage triggers Destructive Strike.
Grant Destructive StrikeCritical access buff
Allows eligible Direct Skill Damage to trigger Destructive Strike.
Destructive Strike ImmunityCritical immunity
Prevents eligible Destructive Strike effects from applying.
Destructive Strike Immunity ReductionImmunity debuff
Reduces the target’s protection against Destructive Strike.
Destructive Strike Damage Taken ReductionCritical defence buff
Reduces damage received from Destructive Strike.
Might Increase / ReductionAttribute modifier
Raises or lowers the affected squad’s Might.
Tactical Might IncreaseAttribute buff
Raises the affected squad’s Tactical Might.
Resistance Increase / ReductionAttribute modifier
Raises or lowers the affected squad’s Resistance.
Tactical Resistance IncreaseAttribute buff
Raises the affected squad’s Tactical Resistance.
Combat Speed Increase / ReductionTurn-order modifier
Raises or lowers action-order speed.
Steal MightAttribute theft
Transfers or copies a stated amount of Might from the target to the acting squad.
Steal ResistanceAttribute theft
Transfers or copies a stated amount of Resistance from the target to the acting squad.
Steal Combat SpeedAttribute theft
Transfers or copies a stated amount of Combat Speed from the target to the acting squad.
Steal DamageModifier theft
Reduces the target’s damage modifier and grants a corresponding benefit to the acting squad, according to the skill.
Drain ATK / Drain DEFAttribute drain
Reduces the target’s translated attack or defence values. Map the exact stat to Might/Resistance or the displayed attribute in the source skill.
Ignore Base ResistanceDefence bypass
Causes eligible damage to disregard part or all of the target’s Base Resistance.
Ignore DodgingAvoidance bypass
Allows eligible attacks to bypass a Dodging state.
Evasion Rate IncreaseAvoidance buff
Raises the chance to evade eligible incoming damage.
Countering Effect Increase / ReductionCounter modifier
Strengthens or weakens troop-type counter advantage.
Recovery IncreaseRecovery buff
Restores Troop Power or increases recovery output, depending on the exact skill.
Recovery ReductionRecovery debuff
Reduces the amount of Troop Power restored.
Recovery BlockedRecovery debuff
Prevents Troop Power recovery.
Magnified HealingRecovery buff
Amplifies Troop Power recovery received or delivered as stated by the skill.
Share DamageProtection buff
Distributes a portion of damage between linked squads.
Accumulated Damage TakenStack / tracking mechanic
Tracks or stacks damage received for a later trigger, settlement or conversion effect.
Take DamageDamage trigger
A generic trigger or debuff indicating that the squad suffers a specified damage instance.

Hero-specific states (section 8) are intentionally described without numbers: their exact values live in the skill text of the hero that creates them, which is where the engine reads them. If a definition here disagrees with what you see in game after an update, tell me which term — the glossary and the rankings are corrected together.

See the vocabulary at work

Every ranked combo carries a scorecard and a written reason built from these exact definitions.

How the scores work Browse the ranked combos