Combat Reference Guide [Updated 16-Jan]

Most of that can be found in game. I don’t believe they’ve added Normalise yet but that’s answered somewhere on the forums.

In combat press the “TRAITS” button and it gives you options to scroll through. This also shows up when you edit a team.


Give this man a raise scopely. Thats an amazing drawing right there

BTW infection was the last thing to be entered into the combat guide thing in the game. Where’s normalize and all the new stuff

All that anyone needs to know now is. get 2 priyas 2 commands 1 Dr Stevens

Apply double attack and Rampage to priyas

Pwn everyone !!!1


Query about this effect that I think allot of people will be intested in…

Conditional (Attack/Defense/Crit) Bonus
A wide variety of weapon effects fall under this umbrella (ex. “35% Def when taking damage from enemies with more than 60% of their HP”), and simply grant their described bonus to stats for the relevant attack instance. Once the attack is resolved, the relevant fighters’ stats go back as they were before the effect.”

Does this also apply in accordance with the new 5*weapon effects. For example, if I have a weapon that states, " +45 crit when attacking enemies with 50% or more HP, (then also on that same weapon) when attacking increase this characters attack Stat by 200 %of this characters crit trait. Does the added crit from the first effect then change parameters for the increase from the second /epic weapon effect? All at once in a single attack?

I haven’t found anything for Normalize yet. It would be nice to know if focus is affected.

Have you tried:

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Can someone answer my question? Plz

⚔️ Tournament Calendar @Vendetta

the 200% of crit stat is a small increase in flat damage. 200% of a toons crit chance is 10 x 200% = 20 extra damage (if not crit chance mods, crit weapon, lead skill, in game buff). So at the moment that second 200% crit effect is very ineffective and shouldn’t impact it - seeing as it does flat damage

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Question. Anyone figure out if you can stack multiple instances of “Slow”? For example If yellow gov and Olivia use Slow on the same or different turns when slow’s already been applied

Can’t stack slow

Oh well. Thanks

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Yes but if you load the toon up with crit say +40mod +40weapon thats+10 thats 100x200% = 200%attack buff plus all that crit will make it critical hit for sure so plus another 150%

But thing is im not sure if the attack buff is turned into a mulplicitavr percentage or base attack stat addition

In which case it would only be a 200 point attack buff to the stat which wouldn’t be that much. I’m wondering if anyone has actually tried this yet ive beent trying to get it on a weapon but haven’t yet.

it’s just flat damage so even with +40 mod + 40 weapon + 10 base = 90 is not 200% more damage or crit damage just…damage. Tested and tried tbh - made a video about it.

I dunno, but to me that seems quite wrong. The more damage my chars have taken, the less the medic heals. Why would the value be the highest, when my chars are at full health? In every other game I know (and those are indeed a lot) I have not come across a formula like this. Usually Heal is bound to the orignial HP value before damage reduction.

I think you misunderstand the math in the example. “The more damage my chats have taken, the less the medic heals” is not true. Also, be aware that this calculation applies only to the overheal specialist who is getting healed. Let’s say the medic heals 40% and the overheal has 2000 HP.

If the overheal has taken zero damage, the 40% heal will be entirely converted to bonus HP (at 50% conversion) and they will be healed to 100% plus 20% bonus HP: 2000 HP and 400 bonus HP. Amount healed = 400

If the overheal has taken 10% damage (currently at 1800 HP), the first 10% of the 40% heal will fill their HP bar and the remaining 30% will be converted to bonus HP (at 50% conversion). They will end up at 100% plus 30% bonus HP: 2000 HP and 300 bonus HP. Amount healed = 500.

If the overheal has taken 50% damage (currently at 1000 HP), the 40% heal will be entirely normal healing, and they will end at 1800 HP. Amount healed = 800.

So, you can see that the more damage the character has taken, the more the character is healed. And in every case, the amount healed is calculated from the original HP.

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Normalize basically impairs a toons specialist skill. Focus isn’t a specialist skill.

Green command Rick’s active skill can recover himself from normalize. However his Specialist skill is command. It seems like normalize make no difference to him(command). Then what’s the point they give him the active skill which can recover himself from normalize?
I mean even if he is normalized there’s no difference right?

He can’t command if he has Normalize on him. Normalize blocks specialist skills.