Wild Hybrids
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Battle Guide

Understand creature stats, the damage formula, turn order, and critical hits so you can build an unbeatable roster.

Stats explained Stat ranges by rarity Turn order Damage formula Critical hits Winning conditions Strategy

Stats explained

Every creature has 5 battle stats. Stats are deterministic — they are derived from the creature's unique ID and rarity, so they never change.

⚔ Attack
Range: 40 – 145
How much raw damage the creature deals per hit before the opponent's Defense is applied.
🛡 Defense
Range: 40 – 145
Reduces incoming damage. Higher Defense means you take less damage per hit.
⚡ Speed
Range: 40 – 145
Determines who attacks first each round. Ties go to the challenger.
❤ HP
Range: 200 – 920
Total hit points. When HP reaches 0, the creature is defeated.
✦ Special
Range: 40 – 145
Controls critical-hit probability. Higher Special = more frequent crits (1.5× damage).

Stat ranges by rarity

A creature's rarity determines the range its stats are rolled from. The exact value within that range is fixed by the creature's ID.

Rarity Attack / Defense / Speed / Special HP
Common 40 – 70 200 – 360
Rare 55 – 90 310 – 500
Aggressive 55 – 90 310 – 500
Epic 75 – 115 460 – 710
Exotic 75 – 115 460 – 710
Legendary 95 – 145 620 – 920
Key insight: Rarity ranges overlap. A high-rolled Rare can out-stat a low-rolled Epic. Don't judge by rarity alone — check the actual stat numbers on the creature's detail page.

Turn order

At the start of battle, both creatures' Speed stats are compared:

Turn order does not change mid-battle — whoever goes first keeps going first for all 50 rounds.

Why Speed matters: Going first can mean landing the killing blow before the opponent ever attacks. For glass-cannon builds with high Attack but low HP, Speed is often the most important stat.

Damage formula

Each hit deals damage calculated as:

base_damage = max(1, round(attacker.Attack × 100 / (100 + defender.Defense)))
— Defense softens incoming damage; higher Defense = lower ratio

damage = base_damage × (isCrit ? 1.5 : 1.0)
— Critical hits deal 50% extra, rounded down

Worked example

Attacker has Attack 100, defender has Defense 50:

base = round(100 × 100 / (100 + 50)) = round(10000 / 150) = round(66.67) = 67
normal hit → 67 damage
critical hit → round(67 × 1.5) = 100 damage

Raising Defense from 50 to 100 against the same attacker:

base = round(100 × 100 / (100 + 100)) = round(50) = 50 damage

Critical hits

Before each attack the game checks whether it is a critical hit:

crit_chance = Special / 500
— e.g. Special 100 → 20% crit chance; Special 145 → 29% crit chance

Winning conditions

Strategy

Building a glass cannon

Prioritise creatures with high Attack, high Speed, and high Special. A fast creature with strong crits can end fights before the opponent lands many hits — but it will fold quickly if it doesn't kill first.

Building a tank

Prioritise creatures with the highest HP and Defense. They absorb punishment and chip away at opponents over many rounds.

General tips