CodexII · Heroes & Combat

Combat Mechanics

Every battle is resolved by a deterministic, server-authoritative simulator — the same squads and seed always produce the same fight. That means the math is knowable, and knowing it is how you win.

Verified against build 0.1.0, 2026-08-30Meroveil is in pre-release. Everything here is read from the game's live data, last verified 2026-08-30 — but balance updates ship faster than this guide, so treat every number as subject to change until launch.

On this page
  1. Turns & speed
  2. The damage formula
  3. Elements & type advantage
  4. Formation & positioning
  5. Roles & battle AI
  6. What's being expanded

1Turns & speed

Meroveil doesn't use fixed rounds. Every unit has an action value — a countdown to its next turn. A unit's first turn lands after 10000 / Speed ticks, and after it acts the countdown refills the same way. The practical result:

Each turn a unit takes one action — a basic attack, a skill, or its ultimate. Skills and ultimates run on cooldowns (roughly 2 and 5 of that unit's turns), and both are available immediately on turn one — there's no charge meter to build. Battles resolve quickly; if neither team is wiped out within the round cap, the fight is called a draw, so bring enough offense to actually close.

In-game screenshot: a campaign battle at node 2-14, a skill striking across the field while the squad strip along the bottom tracks each hero
Fig. 1A campaign battle at node 2-14. The fight plays out on its own; the strip along the bottom tracks each hero in your squad.

2The damage formula

A hit lands like this (verified from the engine):

Damage per hitDamage = ATK × Skill% × [ ATK ÷ (ATK + DEF) ] × Element × Formation × Crit × (0.90–1.10)

The piece that surprises people is defense. DEF doesn't subtract from damage — it scales it by ATK ÷ (ATK + DEF). That has two big consequences:

  • Defense has diminishing returns and can never reduce a hit to zero — a wall still takes a chunk every time.
  • Every landed hit deals at least 1, and a single hit never overkills (it's capped at the target's remaining HP).
Table 2.1How defense scales a hit
Attacker ATKTarget DEFDamage dealt
1000100% of base
1005067% of base
10010050% of base
10020033% of base
10040020% of base

Then a fixed ±10% damage roll is applied to every hit, so identical attacks vary slightly.

3Elements & type advantage

Every hero carries one of five elements: Fire Wind Water Light Dark. Hitting an enemy you're strong against multiplies your damage; hitting into your counter cuts it.

Fig. 2The element wheel. Solid arrows deal ×1.30; the dashed red arrows are the same matchups taken the wrong way round, which deal ×0.75.

The core triangle

Fire scorches Wind, Wind whips Water, and Water douses Fire. Winning the matchup deals ×1.30; losing it deals ×0.75.

Light & Dark

Light and Dark are each other's natural enemy: whoever attacks deals ×1.30 — there's no losing side, so striking first matters. They're neutral against the Fire/Wind/Water triangle.

Full multiplier matrix

Read a row as the attacker, a column as the defender:

Table 3.1Damage multiplier, attacker (row) against defender (column)
Attacker ↓ / Defender →FireWindWaterLightDark
Fire×1.00×1.30(advantage)×0.75(disadvantage)×1.00×1.00
Wind×0.75(disadvantage)×1.00×1.30(advantage)×1.00×1.00
Water×1.30(advantage)×0.75(disadvantage)×1.00×1.00×1.00
Light×1.00×1.00×1.00×1.00×1.30(advantage)
Dark×1.00×1.00×1.00×1.30(advantage)×1.00

4Formation & positioning

Where a hero stands changes how much damage they deal and take. The front line shields the back; the back line hits harder but is exposed if the front falls. These multipliers are live and stack with everything above:

Table 4.1Formation multipliers
SituationEffect
Attacking a front-row target×0.85 damage
Attacking an exposed back-row target×1.10 damage
Attacking from the back row×1.12 damage
A guardian screens the target×0.72 damage
Any living front-liner screens the target (no guardian)×0.85 damage
An assassin flanks a back-line target×1.40 damage

5Roles & battle AI

Each hero auto-pilots according to its role and combat archetype:

  • Attacker

    Damage. Most attackers open with their biggest ability and chase the lowest-HP enemy to secure kills.

  • Defender

    Front-line walls. High HP/DEF, screen the back row, and shift to bigger abilities when the squad is in trouble.

  • Support

    Utility. They prioritize keeping the squad going; the two dedicated healers (Vitality Alchemist, Light-Weaver) top up your lowest-HP ally.

The AI also targets smartly — assassins dive the back line, controllers focus the biggest threat, and several heroes get more aggressive once their own HP drops. You don't issue orders; you win by bringing the right roles in the right formation.

6What's being expanded

Combat already runs deep: stats, element, speed, formation and role set the foundation, and on top of that each hero's signature abilities deal their own authored damage — a bigger skill or ultimate multiplier means a bigger hit — and critical hits land for bonus damage. It stays provably fair: the same inputs always produce the same outcome, verified on the server so no one can fake a win.

Uncharted · coming soon

Status effects & richer kits

The next frontier is status effects — stuns, damage-over-time, cleanses and team-wide buffs — plus multi-target abilities that reach beyond single-target damage and healing. Those are still being built out, so today's tier ranking leans on the levers that decide fights right now: stats, element, speed, role, ability kit and crit.