Class Selection
Martial Sage: DEF, Counter, DMG RES, Shield specialist.
Active: Blades Reunion (15s CD) - 12580% AoE DMG, -40% Counter DMG RES for 8s, counters deal +1% player current HP.
Passives: Restore 8% Max HP every 5s | Shield (8% Max HP) every 10s for 5s
Active: Blades Reunion (15s CD) - 12580% AoE DMG, -40% Counter DMG RES for 8s, counters deal +1% player current HP.
Passives: Restore 8% Max HP every 5s | Shield (8% Max HP) every 10s for 5s
Core Stats
Multipliers
Proc Rates
Resistances
Ignore Stats
Pierce / Block
Pal Inspire / Pal RES
Final DMG
Sustain
Enemy Configuration
Martial Sage: DEF, Counter, DMG RES, Shield specialist.
Active: Blades Reunion (15s CD) - 12580% AoE DMG, -40% Counter DMG RES for 8s, counters deal +1% player current HP.
Passives: Restore 8% Max HP every 5s | Shield (8% Max HP) every 10s for 5s
Active: Blades Reunion (15s CD) - 12580% AoE DMG, -40% Counter DMG RES for 8s, counters deal +1% player current HP.
Passives: Restore 8% Max HP every 5s | Shield (8% Max HP) every 10s for 5s
Core Stats
Multipliers
Proc Rates
Resistances
Ignore Stats
Pierce / Block
Pal Inspire / Pal RES
Final DMG
Sustain
Player Avians
Avian
Bee: 3.67% Max HP DMG every 5s | Deity: 4% Cur HP DMG per 16 heals | Penguin: Counter DMG +5%/10s (5 stacks) | Lunar: DEF+60%, ATK+10% every 15s for 5s, heals 3.5% lost HP per 10 hits taken | Smart Assistant: +Pal ATK SPD per stack (default 5%) every 5s, max 5 stacks | Puppy Gaze: 765% Skill + 305% Combo + 305% Counter +50% Pal ATK SPD 5s, every 15s (1.25s cast) | Dense Cloud: 1400% AoE Skill DMG +25% Energy Regen 5s, every 13s (starts at battle start)
Bee/Deity: HP DMG values use player's own HP. No resistances, cannot crit. Penguin/Lunar: buff-type avians. CDR affects time-based avians (Bee/Penguin/Lunar/Smart Assistant/Puppy Gaze/Dense Cloud) but not heal-count avians (Deity).
Bee/Deity: HP DMG values use player's own HP. No resistances, cannot crit. Penguin/Lunar: buff-type avians. CDR affects time-based avians (Bee/Penguin/Lunar/Smart Assistant/Puppy Gaze/Dense Cloud) but not heal-count avians (Deity).
Avian Affixes
Enemy Avians
Avian
Avian Affixes
Pal status badges
- Implemented — The pal skill runs in the battle simulation.
- Not implemented yet — The pal skill is not in the simulation yet; the pal only contributes basic attack damage.
- Included — This pal affects stat bonuses you enter manually in the UI; those values are already reflected in your stats (the simulator does not apply a separate skill for it yet).
Note: Pals are loaded from
data/lom/pals.json for Global region entries with Epic, Legendary, and Immortal rarity. Each selected pal shows its own combat stats directly under that pal.
Player Pals
Enemy Pals
Note: Final Talents are on/off toggles (max 4 in-game). Leveled talents use numeric inputs matching your in-game values.
Player Talents
Final Talents
(15s: ATK SPD +15%, 30s: Crit Rate +20%, 45s: ATK +20%)
(HP <20%: ATK +10%, ATK SPD +10%, Crit DMG +10%)
(Every 3s: Crit DMG +5%, up to 25%)
(Every 2s: Combo DMG +5%, up to 50%)
(Every 2s: +3% of sheet Pal DMG, up to 10× = +30% of sheet)
(Each skill cast: ATK +2%, up to 30%)
(First HP <20%: Energy Regen +100% for 5s)
Leveled Talents
Enemy Talents
Final Talents
(15s: ATK SPD +15%, 30s: Crit Rate +20%, 45s: ATK +20%)
(HP <20%: ATK +10%, ATK SPD +10%, Crit DMG +10%)
(Every 3s: Crit DMG +5%, up to 25%)
(Every 2s: Combo DMG +5%, up to 50%)
(Every 2s: +3% of sheet Pal DMG, up to 10× = +30% of sheet)
(Each skill cast: ATK +2%, up to 30%)
(First HP <20%: Energy Regen +100% for 5s)
Leveled Talents
Note: Relics provide passive combat effects. Kite and Flame Book are on/off toggles. Necklace, Statue, and Spore are choose-one dropdowns. Potent Spore amplifies all other relic effects by 40%.
Player Relics
(After active skills, deal 1705% DMG)
(ATK +1%/s, up to 10%)
Relic descriptions are loaded from
data/lom/relics.json.
Enemy Relics
(After active skills, deal 1705% DMG)
(ATK +1%/s, up to 10%)
Relic descriptions are loaded from
data/lom/relics.json.
Note: Reference data from
data/lom/artifacts.json (only Global region entries). Cards marked Implemented run in the API simulator when checked; use Show → Implemented to list them. Selected artifact IDs are sent as artifactIds on each actor in the simulation request.
Player Artifacts
Enemy Artifacts
Note: Heroes load from
data/lom/star-heroes.json where regions includes Global. Main slot uses each card’s mainSkill; support slots use supportSkill (developingSkill is ignored). If a skill contains levels, the selected star level updates the description from data and is sent to the API as part of the loadout. If the main skill is Active, both support skills must be Active or the selection is not sent to the API. Combined cost (main + both support skills) is capped at 10, or 11 if the loadout includes at least one UR hero (+1 once, not per UR card).
Player Star Heroes
Enemy Star Heroes
Note: Reference data from
data/lom/mounts.json. This UI currently shows only Global region entries with non-empty mount skill descriptions.
Player Mounts
Enemy Mounts
Note: Reference data from
data/lom/back-accessories.json. This UI currently shows only Global region entries with non-empty skill descriptions.
Player Back Accessories
Enemy Back Accessories
Note: Reference data from
data/lom/guardians.json. Selection is saved with import/export; backend simulation currently supports Hercules, Valkyrie, GoddessofWisdom, LithoSpirit, ZephyrSpirit, TideSpirit, and LightningOverlord (Thunderbringer) guardian combat mechanics.
Player Guardian
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Enemy Guardian
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Note: Equip up to 5 active skills per side. Class skill (Blades Reunion for Martial Sage) is always active.
Check "Custom" to override the skill damage % (values scale with level in-game).
Player Skills
Enemy Skills
Backend Simulation