Damage Calculations

Terms:

  • Base Damage: Refers to the initial, unmodified damage number on any damage source, whether it is from a Battlechip, Buster Shot (Basic/Charged), or Signature Attack.

  • Source Damage: Refers to the Base Damage, which has been modified by any Source Modifiers.

  • Final Damage: Refers to the Source Damage, which has been modified by any Environmental or Target Modifiers.

  • Source Modifier: Any damage modifiers that apply to the source of the attack, whether it is from a Navi, an Object, or a Virus.

  • Environmental Modifier: Any damage modifiers that apply to the environment surrounding the target of the attack. Usually applies to Terrain.

  • Target Modifier: Any damage modifiers that apply to the target of the attack, whether it is a Navi, an Object, or a Virus.

Formulas:

  • Source Damage = Base Damage + Source Modifiers

  • Final Damage = Source Damage + Environmental Modifiers + Target Modifiers

NOTE: All listed damage modifiers are listed in order of application.

Source Modifiers (Battlechip)

  • Chip-Specific Damage Modifiers

  • --- Aura Boost (AuraHead)
    --- Terrain Boost (LavaCannon, Wave, HolyDream, etc.). Exceptional Note: Does not include Sand Boost (SandWorm), which is an Environmental Modifier.
    --- Gigas Charge (GigasArm)
    --- Delayed Use Boost (BugCharge, CustomSword)
    --- Elapsed Time Boost (CustomVolt)
    --- 2x Exponential Boost (GunDelSol)
    --- Demon Blade (Muramasa)
    --- Variable Mode (VariableSword, NeoVariableSword)
    --- Piledriver (PileDriver)
    --- CrossBlast (SoulBlast)
  • Innate Navi Element Boost (applies to all hits, reduced effect if multi-target)

  • SoulCross/BeastSig Element Boost (applies to first hit of every attack)

  • Attack+/ColorPoint Chips (applies to all hits of a single chip)

  • Variable Passive [Debuff] (Attack+) (applies to all hits until debuff expires, is cured, or overridden)


  • Strengthen (applies to total damage until expended, may be redistributed across hits)

  • Variable Passive [Debuff] (Buff) (applies to total damage until expended)

  • Variable Passive [Debuff] (Strengthen) (applies to next single attack from first hit, until expended)

  • Non-Standard/Glitch Buffs and Debuffs, unless otherwise specified

Source Modifiers (Buster)

  • Buster Boost (BusterUp/BusterBooster/BeastSig)

  • Buster Override Chips (TrainArrow, Plasma, BodyBurn, etc.)
    --- Note: Innate Navi Element Boost applies to Buster Override Chips.

  • Navi+ Chips

  • Variable Passive [Debuff] (Attack+) (applies to all hits until debuff expires, is cured, or overridden)

  • Strengthen (Charged Buster only) (applies to total damage until expended, may be redistributed across shots)

  • Variable Passive [Debuff] (Buff) (applies to total damage until expended)

  • Variable Passive [Debuff] (Strengthen) (applies to next single attack from first hit, until expended)

  • Non-Standard/Glitch Buffs and Debuffs, unless otherwise specified

Source Modifiers (Signature Attack)

  • Variable Passive [Debuff] (Attack+) (applies to all hits until debuff expires, is cured, or overridden)

  • Strengthen (applies to total damage until expended, may be redistributed across hits)

  • Variable Passive [Debuff] (Buff) (applies to total damage until expended)

  • Variable Passive [Debuff] (Strengthen) (applies to next single attack from first hit, until expended)

  • Non-Standard/Glitch Buffs and Debuffs, unless otherwise specified

Environmental Modifiers

These modifiers apply for any attack target that is currently in contact with or floating on the relevant terrain type. For targets to be exempt from terrain-based environmental modifiers, they must be explicitly listed as Flying, or High Altitude. Exceptional Note: Sand Boost (SandWorm series chips), is an Environmental Modifier, due to its similarity to these effects.
  • Lava: Adds 100% Source Aqua Damage, converts affected panels to Normal immediately.

  • Sea: Adds 100% Source Elec Damage.

  • Onsen: Adds 100% Source Elec Damage.

  • Ice: Adds 100% Source Elec Damage.

  • Snow: Adds 100% Source Damage on attacks with Wind-Type attribute, converts all damage to Aqua if attack element is Null.

  • Metal: Adds 100% Source Elec Damage.

  • Solar: Adds 100% Source Wood Damage, converts affected panels to Cracked immediately.

  • Grass: Adds 100% Source Fire Damage, converts affected panels to Soil immediately.

  • Soil: Adds 100% Source Wood Damage, converts affected panels to Grass immediately.

  • Sand: Adds 100% Source Damage on attacks with Wind-Type attribute, converts affected panels to Normal after 3 turns.

  • Holy: Adds a 0.5x multiplier to Final Damage, rounded up.

  • Cursed: Adds a 2x multiplier to Final Damage.

Target Modifiers

These modifiers generally apply last during calculations.
  • Ethereal Fields/Wielded Gear/Armor: Redirects all damage to the relevant defense. Refer to Defense Layering for more information.

  • Element Weakness: Adds 100% Source Damage for an attack of the opposite element.

  • Shadow Passive [Assassin]: Adds 20% Source Damage for an attack on an enemy whose last attack target was not the source Navi.

  • Bubble Trap: Adds 100% Source Elec Damage and clears the effect immediately.

  • Snare: Adds 100% Source Fire Damage and clears the effect on the following turn.

  • Non-Standard/Glitch Buffs and Debuffs, unless otherwise specified.


  • Damage Reduction: Decreases Source Damage by the specified amount. Adds 100% Source Damage instead if attack has Impact attribute.

  • HardBody: Adds a 0.5x multiplier to Final Damage, rounded up. Adds 100% Source Damage instead if attack has Break attribute.

  • StoneBody: Decreases all Final Damage to 1. Adds 100% Source Damage instead if attack has Break attribute.

  • IronBody/MetalBody: Decreases all Final Damage to 0. Adds 100% Source Damage instead if attack has Break attribute.

  • ElementBody: Decreases all Final Damage to 0 if attack is the same element.

  • ElementArmor/Planar Body: Adds a 0.5x multiplier to Final Damage, rounded up. Adds 100% Source Damage instead if attack is of the opposite element.


  • Cursed Body: VoodooDoll: Decreases all Final Damage to 1. Immune to all effects except Object Erasure.

  • Prismatic Body: Prism: Decreases all Final Damage to 0. Adds 100% Source Damage instead if attack has Break attribute. Decrements HP by 1 every time an attack is launched from a hit.

  • Invincibility: Fanfare: Decreases all Final Damage to 0.

Addendum: Unmodifiable Damage

These damage sources cannot be changed by the stated modifier types, unless otherwise stated. Overall exceptions are the objects VoodooDoll and Prism, which have priority over all damage.
  • Self-Damage: ZeusHammer and JusticeOne (Ignores all modifiers and Undershirt, deals 250/100 Null damage to user upon activation)

  • Attribute Lock: GunDelSol (Ignores all Source Modifiers except 2x Exponential Boost)

  • Gravity Crush: Whirlpool (Ignores all modifiers and Undershirt, instantly deletes if it connects and HP threshold requirement is met)

  • Cursed Mind: VoodooDoll (Ignores all Target Modifiers)

  • Object Erasure (Ignores all modifiers and instantly deletes if it connects with an object)


  • Poison (Ignores all modifiers if it connects)

  • Burn (Ignores all modifiers, except for Wood-type Element Weakness if it connects)

  • Sandstorm (Ignores all Source and Environmental Modifiers)

  • Glass Terrain Shatter (Ignores all Source and Environmental Modifiers)

  • Static Terrain Damage (Ignores all modifiers, deals 50 Null damage to affected Submerged/Burrowed entities)

  • --- Terrain Changes or using attacks that trigger them, except otherwise stated (Onsen, QuickSand)
    --- Using attacks that trigger Terrain-related Environmental Modifiers, except otherwise stated
  • Specific Terrain Damage (Ignores all modifiers)

  • --- Contact with Lava, Sea, and Poison
    --- Submerge/Burrow with Lava, Sea, Glass, Poison and Cracked
  • Non-Standard/Glitch Debuffs, unless otherwise specified (Varies according to mod)