How a hit is worked out, factions, stats and status effects

Invincible: Guarding the Globe damage formula and battle mechanics

A hit starts from the attacker's damage, is divided by the target's Defense, and is weighed by the attacker's Energy and Physical Attack against the target's Energy and Physical Defense. A faction advantage adds 20%.

Damage formula

  1. 1.The hit's damage

    damage = Attack x the skill's %

    A basic attack or ability deals a share of the attacker's Attack: the percentage in the skill's text, which rises with the skill level.
  2. 2.Energy and Physical against Defense

    x 20 x (Energy Attack / (DEF x Energy Defense) + Physical Attack / (DEF x Physical Defense))

    Every hero has both an Energy and a Physical Attack multiplier (between 100 and 116%) and both defenses. A normal hit counts both halves; a pure energy hit counts the energy half twice, a pure physical hit the physical half twice. Energy Defense counts as at least 33%, and Defense as at least 1.
  3. 3.Critical hits

    x Critical Damage

    A critical hit multiplies the result by the attacker's Critical Damage (150% for every hero to start with) plus any bonus from skills.
  4. 4.Faction

    x 1.2 against the faction it beats

    Each faction is stronger than one other. The faction cycle is below.
  5. 5.A floor

    Whatever the stats, a hit deals at least 1% of its damage. Shields, damage absorption, bounce-back and life leech apply after this.

Factions

4
  • The Global Defense AgencyStrong against: Criminal OrganizationDamage: x1.2
  • Earth's DefendersStrong against: From Worlds BeyondDamage: x1.2
  • From Worlds BeyondStrong against: The Global Defense AgencyDamage: x1.2
  • Criminal OrganizationStrong against: Earth's DefendersDamage: x1.2

Team faction bonus

A team of five gets a bonus for heroes sharing a faction: two of one faction, three, four or all five, or a pair alongside a group of two or three from another. Only the best match counts.

  • 2 from one factionHP: +3%Attack: -Defense: -
  • 3 from one factionHP: +6%Attack: +2%Defense: -
  • 4 from one factionHP: +9%Attack: +4%Defense: +4%
  • 5 from one factionHP: +12%Attack: +6%Defense: +6%
  • 2 + 2 from two factionsHP: +7.5%Attack: +3.5%Defense: +3.5%
  • 3 + 2 from two factionsHP: +10%Attack: +5%Defense: +5%

Stats

11
  • HPShort name: HPShown as: Number
  • AttackShort name: ATKShown as: Number
  • DefenseShort name: DEFShown as: Number
  • Critical ChanceShort name: CRIT %Shown as: Percentage
  • Critical DamageShort name: CRIT DMGShown as: Percentage
  • Energy AttackShort name: ENE ATKShown as: Percentage
  • Physical AttackShort name: PHY ATKShown as: Percentage
  • Energy DefenseShort name: ENE DEFShown as: Percentage
  • Physical DefenseShort name: PHY DEFShown as: Percentage
  • Life LeechShort name: LSShown as: Percentage
  • DodgeShown as: Percentage

Heroes are Attacker, Defender or Support by role, and fast, medium or slow by attack speed.

Status effects

21
  • Increase a stat

    Raises one stat by a percentage.

  • Decrease a stat

    Lowers one stat by a percentage.

  • Heal over time

    Heals an amount of HP at set intervals.

  • Stunned

    Unable to attack or move.

  • Confused

    Forced to attack allies.

  • Shield

    Absorbs damage up to a set amount.

  • Invisible

    Can not be targeted.

  • Taunt

    Forced to attack the taunt caster.

  • Immune

    Becomes immune to all incoming damage and negative effects.

  • Silenced

    Unable to cast main ability.

  • Damage over time

    Deals damage at set intervals.

  • Bounce back

    Sends a share of the damage received back at the attacker.

  • Increase a stat (flat)

    Raises one stat by a set amount.

  • Decrease a stat (flat)

    Lowers one stat by a set amount.

  • Healing received increased

    Healing received is raised by a percentage.

  • Healing received decreased

    Healing received is cut by a percentage.

  • Out of battle

    Hero disappears from the battlefield.

  • Absorb

    Absorbs a percentage of each hit.

  • Increase attack range

    Lengthens the hero's attack range.

  • Charges

    Builds up charges that one of the hero's skills spends.

  • Aura

    Applies another effect to allies while it lasts.

Tags

27

Synergies read tags: a hero gets stronger beside allies with a given tag (Last Line of Defense, Viltrumites, Flaxans...). The tags in the game: Viltrumites, The Original Guardians of the Globe, The Guardians of the Globe, Flaxans, Cecil's Secrets, Last Line of Defense, Not of this Earth, Invaders, Malefactors, The Order, Subsoil, Human, Ranged, Melee, Flying, Grounded, Mauler, Teen Team, Leader, Technologist, Armed, Lizard League, Anti-Hero, Duality, Multiversal, Coalition of Planets, Beast.