

AoE vs Single-Target damageĪ lot of the variance in game modes comes from the advantages and disadvantages of different types of targeting.

A notable exception is in the event of elemental weakness, in which case the opposing team will pick targets based on favorable elemental matchups. The frontmost Hero (far right on the Team screen) will be targeted the most, while the remaining three share lower priority with targeting. This is simply the areas in which entities stand on the field the player’s Heroes occupy one diamond-shaped 2x2 grid, while the enemies occupy another. Then, the actual potency of said debuff is affected by the enemy’s resistance stat and caster’s Effectiveness stat.Įffect Resistance works against Effectiveness. After an enemy lands a debuff, the Hero still has a chance to evade the condition with their Resistance stat.ĭual Attack Chance influences the chance of this Hero assisting a teammate in combat. A Skill lists the chance of landing a debuff, which acts as a first check. The maximum for this is 100%.Ĭritical Hit Damage is the modifier applied to Critical Hits for bonus damage.Įffectiveness is calculated against the enemy’s Effect Resistance when applying debuffs.

Speed is the rate at which Heroes take action (approach 100% Combat Readiness).Ĭritical Hit Chance the chance of landing Critical Hits. Healing also scales off of Health for most healing Skills. Health is HP, the amount of damage taken before the Hero dies. Increasing the stat yields lesser returns, so past 1200, it is recommended to begin focusing on HP instead. Most of these terms come naturally to RPG veterans, but a few are still worth explaining in the context of Epic Seven:Īttack influences direct attacks, as well as Bleeding and Burning damage.ĭefense reduces damage taken by 1 - 300/(300+Defense). In the short term however, a disadvantaged Hero can still perform effectively after several tries. In the long run, ignoring elements leads to less damage and landing debuffs infrequently. Going against the elemental wheel isn't guaranteed demise, but it is highly discouraged. Status effects calculated with Effectiveness vs Effect Resistance will always fail on Miss hits.Ĭritical Hits are shown in large orange text and modified based on the Critical Hit Damage stat. Miss Hits are in gray text and have 25% reduced damage. Normal Hits are not modified and deal damage based on the Attack stat.Ĭrushing Hits do 30% more damage than a normal hit. The bonuses and penalties are as follows: Light and Dark have advantages against one another, and neutral matchups with the other three elements. In the case of bosses, their HP and any buffs or debuffs will be listed at the top of the screen.Ĭontrols such as pausing, Autobattle and the story log can be accessed here.Įpic Seven follows a standard rock-paper-scissors wheel where Fire beats Earth, Earth beats Ice and Ice beats Fire. The cooldowns will also be listed.Īny drops will be picked up after the battle when the team walks forward.Įnemy HP is displayed above the mob’s head. Souls can be spent either on summoning Guardians or enhancing Skills with their Soul Burn effect. The Soul Gauge fills as Heroes use Skills. They will also automatically fill any spot left by a fallen Hero. In Adventure mode, tap the Helper to switch to them in the middle of battle. Buffs effects appear as blue icons, while debuffs will be red. This area shows a Hero’s status in terms of HP and Conditions.

Skills that directly manipulate Combat Readiness will also take effect here. After each action, the icons will move down at a rate based on that character’s Speed stat. Combat Readiness is each character and enemy’s placement in turn order.
