Factions, the faction bonus, Phantimals and stats

AFK Journey battle mechanics

Four factions beat each other in a ring, each dealing +15% damage to the one it is strong against and -15% to the one it is weak against. Celestial, Hypogean and Dimensional heroes sit outside the ring. Three or more heroes of one faction switch on the faction bonus, and in Supreme Arena the biggest faction also brings its Phantimal.

Faction advantage

  • LightbearerStrong against: Mauler, +15%Weak against: Graveborn, -15%
  • MaulerStrong against: Wilder, +15%Weak against: Lightbearer, -15%
  • WilderStrong against: Graveborn, +15%Weak against: Mauler, -15%
  • GravebornStrong against: Lightbearer, +15%Weak against: Wilder, -15%

Faction bonus

  • 3 of one factionHP: +10%ATK: +10%
  • 3 of one faction, 2 of anotherHP: +14%ATK: +14%
  • 4 of one factionHP: +18%ATK: +18%
  • 5 of one factionHP: +22%ATK: +22%
  • Count deployed heroes by faction. Celestial and Hypogean heroes are wildcards and are added to the largest other faction, up to 5.
  • The bonus starts at 3 heroes. If the largest count is exactly 3 and another faction has 2 or more heroes of its own, the tier is 3+2.
  • Every Celestial or Hypogean hero on the team also adds +1% ATK and +1% HP.
  • Dimensional heroes count as their own faction.
  • The bonus goes to every deployed hero, whatever their faction.

Phantimals

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  • Gervan
    Lightbearer · Spirit Mark - Moonphase, from level 80

    The hero deployed here receives a spirit mark, granting bonus Energy recovery efficiency and ATK. Their Ultimate also deals extra damage.

  • Seralyth
    Wilder · Spirit Mark - Sacrifice, from level 80

    The hero deployed here receives a spirit mark, dealing more damage to enemies affected by stat reductions and granting a shield.

  • Crystal Beetle
    Mauler · Spirit Mark - Mirage, from level 80

    The hero deployed here receives a spirit mark, reducing their damage taken. When a battle starts, the spirit-marked hero also becomes steadfast and gains Haste.

  • Plague Creeper
    Graveborn · Spirit Mark - Miasma, from level 80

    The hero deployed here receives a spirit mark, increasing their melee damage and continuously granting them shields.

  • Wedge of Matter
    Celestial and Hypogean · Spirit Mark - Seal, from level 80

    The hero deployed here receives a spirit mark, granting stat buffs for both that hero and their associated units. The hero with the Matter spirit mark takes less damage from enemies, while the hero with the Power spirit mark deals more damage to enemies.

  • Heroes count toward a Phantimal by faction. Celestial and Hypogean heroes count together, Dimensional heroes count for none.
  • The faction with the most heroes on the team brings its Phantimal once it has 3 or more. A tie goes to the Phantimal listed first.
  • The Phantimal is placed on a free deploy tile and does not use one of the 5 hero slots.
  • Its Spirit Mark tiles are the Phantimal's tile plus each cube offset, skipping any that fall outside the battle area. The mark goes to the first hero found on those tiles, in offset order.
  • While a Phantimal is active, the team gets +2% HP and +2% ATK for each Dimensional hero deployed.

Buff Tiles

  • Battle Fervor: Increases ATK SPD of the hero placed on this Buff Tile by 30, granting them an extra 30 Life Drain.
  • Swift Shadow: Increases movement speed of the hero placed on this Buff Tile by 50%, granting them 20 Life Drain. They remain unaffected for the first 4s of battle.

Stats

20
  • ATKATK (Attack) increases damage dealt by the unit.
  • ATK SPDEvery point of ATK SPD (Attack Speed) increases the frequency of the unit's normal attacks by 1% and the attack animation speed by 1%.
  • AssistanceEvery point of Assistance increases the duration of most buffs provided by the unit by 1%.
  • CritWhen dealing damage, the crit rate is calculated based on the difference between the unit's Crit and the target's Crit Resist. Every point above the target's Crit Resist increases the unit's crit rate by 1%.
  • Crit DMG BoostWhen dealing critical damage, the critical damage multiplier is calculated based on the difference between the unit's Crit DMG Boost and the target's Crit DMG DEF. The critical damage multiplier is by default 150%, and every point of difference reduces or increases the multiplier by 1%, between 120% and 300%.
  • Crit DMG DEFWhen receiving critical damage, the critical damage multiplier is calculated based on the difference between the attacker's Crit DMG Boost and the unit's Crit DMG DEF. The critical damage multiplier is by default 150%, and every point of difference reduces or increases the multiplier by 1%, between 120% and 300%.
  • Crit ResistWhen receiving damage, the crit rate is calculated based on the difference between the attacker's Crit and the unit's Crit Resist. Every point above the unit's Crit Resist increases the attacker's crit rate by 1%.
  • DEF PenetrationEvery point of DEF Penetration ignores the target's Phys DEF and Magic DEF by 1% when dealing damage.
  • Energy on HitEvery point of Energy on Hit increases the amount of Energy the unit recovers by 1% when receiving damage.
  • ExecutionEvery point of Execution increases the damage dealt by 1% to targets whose HP ratio is below 50%.
  • HPHP (Health) is reduced when receiving damage. A unit is defeated when their HP reaches zero.
  • HasteEvery point of Haste increases the frequency of the unit's normal attacks and skills by 1%, and the attack animation speed by 1%.
  • HealingEvery point of Healing increases the effectiveness of the shields and healing provided by the unit by 1%. This applies to self heals.
  • Life DrainEvery point of Life Drain restores HP equal to 1% of the actual damage dealt.
  • Magic DEFMagic DEF (Magic Defense) reduces magic damage received by the unit.
  • Phys DEFPhys DEF (Physical Defense) reduces physical damage received by the unit.
  • Ranged DEFEvery point of Ranged DEF (Ranged Defense) reduces the damage received from non-adjacent enemies by 1%.
  • Skill PowerSkill Power can increase the effectiveness of the second and third skills of an ally or enemy. The specific enhancements vary by skill. See the skill description for more details.
  • Ultimate's PowerUltimate Power increases the Ultimate effectiveness of an ally or enemy. The specific enhancements vary by skill. See the skill description for more details.
  • VitalityEvery point of Vitality increases the effectiveness of the unit's received shields and healing by 1%. This applies to self heals.

Keywords

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  • Basic StatsA hero's basic stats include max HP, ATK, Phys DEF, and Magic DEF. If a hero's max HP is up or down in the battle, their current HP ratio remains the same.
  • BlindAn abnormal status. Blinded units are unable to hit enemies with normal attacks.
  • Damage over timeDamage or HP loss caused by continuous debuffs such as Poison, Burn, or Bleed.
  • Deepest positionThe deepest position on the target's side of the battlefield.
  • DisarmAn abnormal status. Disarmed units cannot use normal attacks.
  • DodgeThe chance to dodge a normal attack. No damage is taken when dodging a normal attack.
  • Fatal BlowDamage that can reduce all of a unit's remaining HP.
  • FreezeOne of the abnormal states. Frozen units cannot move or act.
  • Frontmost positionClosest to the enemy side of field
  • HP lossRefers to any effects that reduce a unit's current HP, including physical damage, magic damage, true damage, and other HP-reducing effects.
  • ImmobilizedOne of the abnormal states. Immobilized units cannot move or use movement skills.
  • Interrupt effectsA collective term for various abnormal states that can interrupt a unit's current skills or attacks, such as Stun, Frozen, etc.
  • InvincibleImmune to all type of damage and control effects and become untargetable.
  • LonelyA unit with no allies within a 1-tile radius.
  • Max HP reductionThis effect reduces a unit's maximum HP, with a cap of 25% of the unit's initial value. However, it does not apply in modes that track damage dealt, including modes like Dream Realm, Arcane Labyrinth, Battle Drills (battles against Elites and Bosses), Primal Lord, Guild Supremacy, Ravaged Realm, and Titan Reaver.
  • Melee damageDamage dealt to enemies within 1 tile of the caster.
  • Original damageThe amount of damage the attack or skill would have dealt. The amount is not affected by buffs and debuffs influencing damage of the attacking unit, nor those influencing Phys DEF, Magic DEF, shield or Stats of the unit being attacked.
  • Ranged damageDamage dealt to enemies more than 1 tile away from the caster.
  • StableCannot be knocked into the air, knocked back, or be involuntarily moved.
  • StrongestLiving unit that currently has the highest HP ratio.
  • TakedownIf a hero recently dealt damage to or inflicted a debuff on an enemy that has been defeated, the hero is considered to have assisted in defeating that enemy.
  • TauntedOne of the abnormal states. Taunted units can only attack the caster, and only with normal attacks.
  • Team ATKThe sum of the ATK of all deployed allied units.
  • UnaffectedImmune to all control effects.
  • WeakestLiving unit that currently has the lowest HP ratio.