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DOT, SPA, Pity and other terms

DOT is damage over time. SPA is seconds per attack. Pity is the summon cost that guarantees a rarity. Every Anime Expeditions term, defined.

44 player terms, then 128 more from the game’s own keyword tables.

Currencies

11 terms

What you spend, and where each one is spent.

Beginner's Ticket

Rare ticket used to summon allies in the Beginner's Path event!

Crown

Valuable currency that can be spent in the Tournament Shop!

Event Coin

Precious event coins that can be spent in the Event Shop!

Expedition Coin

Precious expedition coins used for upgrades, shops, and more!

Gem

Valuable gems used to summon powerful allies!

Gold

Precious gold coins used for upgrades, shops, and more!

Raid Token

A token used to purchase items from the General Raid Shop.

Sand Dollar

Obtained from the Summer 2026 event.

Spirit Token

A token used to purchase items from the Spirit Society Raid Shop.

Villain Coins

Obtained from the Villain Invasion event.

Yen (¥)

Match money. You earn it by defeating enemies during a run and spend it inside that same run to place and upgrade units. It does not follow you out.

“After placing, click on your placed unit. You can manage and upgrade them to be more powerful as you gain Yen from defeating enemies”

The game does not file Yen with the currencies above; nothing carries it between matches.

Summons and pity

6 terms

How units are rolled for, and what the game guarantees along the way.

Banner

A summon pool with its own price, its own currency and its own odds.

Running now: the Beginner's, Mini and Standard banners.

The Mini and Standard banners swap their lineups on a timer, so a lineup is only true for the moment it was read.

The Beginner's banner keeps a fixed roster of launch units instead.

Luck

A boost that multiplies the Legendary and Mythic chance on a summon and then re-spreads every rarity to fit back into a hundred.

Secret is not one of the boosted bands, so stacking luck makes a Secret less likely rather than more.

Luck does nothing on the banner, which takes no luck boost at all — the printed odds there are the final odds.

Unconfirmed How much luck a luck potion is worth is applied on the game’s servers and is not published.

Pity

The cost, in summons, rolls or clears, that guarantees a rarity. It is counted separately on each banner, each trait and each stage drop — the three never share a counter.

Guaranteed within, counted in summons on that banner

RarityBeginner'sMiniStandard
Legendary205050
Mythic50400400
Secret10,000

An empty cell is a band that banner does not roll at all, so there is no counter to reach — not a counter of zero.

Unconfirmed Whether a summon counter is hard at exactly that number or ramps towards it, whether a higher rarity resets it, and whether it is shared across banners are all decided on the game’s servers and are not published.

Secret

The rarest band a summon can land on.

A Secret cannot drop at all until your account reaches level 10.

No Secret band exists on the Beginner's and Mini banners, so no amount of summoning there produces one.

Shiny

A rarer visual variant a unit can arrive as, with no effect on its stats.

The base chance is 1%. One gamepass raises it, and nothing else in the game does.

Unconfirmed The roll happens on the game’s servers, so the chance is read from the game’s own configuration rather than measured.

Summon

Spending a currency on a banner to roll for a unit. Summon is the game’s own word for it; players usually say pull.

One summon costs
  • Beginner's1 Beginner's Ticket
  • Mini50 Gem
  • Standard50 Gem

Stats and rolls

9 terms

The numbers on a unit, and the two systems that re-roll them.

Damage

What one of a unit’s attacks hits for. It is one of the three stats a unit rolls a grade on, and one of the two halves of Power.

DOT

DOT is damage over time — damage that keeps hitting after the attack that applied it.

“Deals damage over time.”

Power (PWR)

Power is Damage ÷ SPA.

It is a throughput number, so a unit that hits hard slowly and a unit that hits lightly fast can land in the same place. Lists on this site that use it are ordered by Power, highest first.

SPA

SPA is seconds per attack — lower is faster.

It is the gap between a unit’s attacks, so a smaller number is more attacks in the same time. It is also why a grade that reads as a negative number on SPA is the good one.

Stat Anvil

A stat buff bought at an Expedition checkpoint, for that expedition only.

“You're able to repair your Payload's health, buy Stat Anvils for buffs, or even hire great random units!”

The item itself is called Anvil in your inventory.

Stat Potential

The grade a unit rolls on each of Damage, Range and SPA — one grade per stat, rolled independently.

On SPA the good grades read as negative numbers, because lower is faster.

The ladder, best first — 14 grades
  1. Z
  2. SSS
  3. SS
  4. S
  5. A+
  6. A
  7. A-
  8. B+
  9. B
  10. B-
  11. C+
  12. C
  13. C-
  14. F

Stat Reroll

Re-rolling a unit’s stat grades. Each roll spends 1 Stat Reroll.

A Stat Lock holds one stat where it is while the other two roll.

Stat Transfer

Moving a unit’s rolled stat grades onto another unit.

Legendary is the lowest rarity that can receive a transfer, and at Mythic there is no restriction at all.

Worthiness

A counter the game keeps on each unit that raises the floor of a stat reroll — the worst grades stop appearing.

A full bar guarantees a minimum grade of A, which is 6th of the 14 grades. It does not make Z more likely: A is the floor across the whole range, not a pull towards the top.

The bar reads 100% at 5,000, and the game lets it bank to 20,000 — shown as 400%.

What a full bar takes5,000

of the 20,000 the game will bank — the rest buys nothing further

Unconfirmed Players report that Worthiness fills from kills and that it resets after any stat reroll. Neither is settled by the game’s own data.

Equipment and traits

5 terms

What a unit wears, and the buff it carries.

Armory

The game’s own name for the equipment bench, inside the Expedition hub.

“Reroll equipment stats, craft new equipment, and scrap unwanted equipment!”

The bench opens one of those a stage at a time, as it is upgraded.

Equipment

Gear a unit wears. Equipment is the game’s word; relic and gear are the player words for the same thing.

“You can put equipment onto a unit to drastically improve the unit! The equipment's stats determines the rarity of the equipment as well.”

The game splits it in two, and the split is what decides who can wear a piece.

Standard Equipment

Equipment that can go on any unit.

“Standard Equipment can be equipped to any unit, but there are specific Unit-Equipment that can only be equipped to that specific unit.”

Trait

A buff that sits on a unit, rolled separately from its stats.

There are 17, and a summoned unit arrives with one already on it 0.75% of the time.

Re-rolling a trait spends 1 Trait Reroll.

Only 4 of the 17 carry a pity threshold, counted in trait rolls.

Unconfirmed A trait’s pity threshold is stored by the game; its behaviour at the threshold is unverified.

Unit Equipment

Equipment built for one named unit. Only that unit can wear it.

Mythic and Secret units carry 1 Unit Equipment slot each. No other rarity has one.

Progression and modes

9 terms

Where you play, and what raising something actually raises.

Act

One numbered stage inside a map. Story progress and most drop rules are addressed by map and Act together, which is why a farming route names both.

Auto Play

The hands-off switch: the game places and upgrades units for you, following settings and presets you save ahead of time.

A preset shapes up to 6 unit slots, and you can keep 10 presets. Upgrades follow either a set order or a priority you rank.

The game turns it off in Expedition, Lobby and Trial.

Encounter

A chance meeting at a stop on an Expedition route. A named character offers a choice of approaches, and what you walk away with depends on the one you pick.

“A mysterious figure appears, offering to Speak, Barter, or Engage!”

6 characters can turn up, and two Encounter stops never land back to back. Speaking is free; bartering and engaging put something at stake.

Unconfirmed Which character appears at a stop, and what an outcome actually grants, is rolled on the server — so routes from Encounters are named without odds.

Evolve

Turning a unit into its evolved form, which has its own stats and can unlock new abilities. It is one of the game’s own three verbs, beside Summon and Level Up.

“Upon selecting a unit of yours that has an evolution, you'll see materials you need to be able to obtain its evolution!”

Expedition

The game’s payload mode, and the hub that surrounds it.

“Welcome to Expeditions! Construct & Manage different buildings, and play the unique Payload gamemode!”
“Place your units on the Payload and protect it as you move through enemy territory!”

Expeditions open at account level 20.

Level

Two different things share the word. Your account level gates content — Secret summons open at level 10. A unit’s level is its own progress, raised outside a match.

Neither is the upgrade you buy during a run. That is a Tier.

Raid

A gamemode of shorter, harder fights.

“Test your limits and take on stronger enemies.”

Its clears pay Raid Tokens and Spirit Tokens, and each has a shop of its own.

Tier

A placed unit’s upgrade step inside a match, bought with Yen. Placing the unit is the first step; every upgrade after that buys the next one.

Tiers last for that run only, and how many a unit has varies from unit to unit.

Tower

The seasonal climb mode: floor after floor of enemies, scored by how far you get before falling. Season placements pay out on top of the floors themselves.

Milestone rewards land every 5 floors up to floor 50.

Traitless Tower is its own ladder beside it — the same climb with trait effects switched off.

Unconfirmed The game marks Season 1 as ending “Upd 3” — an update marker, not a date. Floors past the stored milestones, and each run’s resistances, are generated as you climb rather than written anywhere we can read.

How we date things

4 terms

Two words carry every date on this site, and they mean different things.

As of

The moment we read the game. Everything under an “As of” stamp is what the game held then.

Anything that rotates on its own — a banner’s featured lineup, a shop’s stock — may have moved since.

Checked

The moment we last looked to see whether something had changed. A “Checked” stamp on its own means we looked and found the same values.

“As of” answers when this was true; “Checked” answers when we last looked.

Ends when an update ships

Some events do not end on a clock. The game stores their ending as an update number rather than a date, so where that update has not shipped, the honest ending is the one we print: ends when it ships — no date announced.

Update names and numbers

Every update has a number and a name, and we print both: Update 2 — Summer Siege.

Shipped so far: Update 0 — Official Release, Update 0.5 — Villain Invasion, Update 1 — Warriors Saga, Update 2 — Summer Siege. The game’s own log gives no dates at all.

The one real date an update carries is its Roblox platform event — a window titled with the update’s number, which is what our own update clock reads.

The game’s own keyword tables

Below are the terms the game defines for itself, in its own words: status effects, run modifiers, enemy behaviours and the multiplier tables behind them. Open a table to read it.

Combat mechanics

38

Takedown

Kill or assist.

Debuff

A negative effect that weakens a target’s stats for a duration.

Category

A category that groups by a shared theme or origin.

Portal Augment

source name PortalAugment

Augmented portals have increased reward chances and pity progress, but higher difficulty!

Follow-Up Attack

A follow-up attack triggered by abilities, separate from normal attacks.

Transformed

A mechanic that changes a unit into a more powerful form, increasing its stats or abilities.

Transform

A mechanic that changes a unit into a more powerful form, increasing its stats or abilities.

Extra Attack

An additional attack triggered by abilities, separate from normal attacks.

Health Threshold

source name HealthThreshold

Cannot receive more damage at once than required to reach the next Health threshold. Reaching a threshold may trigger special effects or mechanics.

Enemy Attack

source name EnemyAttack

Any attack instances performed by an enemy.

Debuffed

A negative effect that weakens a target’s stats for a duration.

Attack Speed

source name AttackSpeed

The speed at which a unit's animation is played.

Decayed Damage

source name DecayedDamage

Damage that is converted into Decayed Health

Pierce

Allows attacks to damage shields even if they normally cannot.

Status Effect

A modifier that buffs or debuffs a unit or enemy.

A temporary effect applied to a unit or enemy that modifies their stats, behavior, or abilities.

Enemy Mark

A persistent effect applied to enemies that can trigger additional effects.

Resistance

This is both a keyword and a run modifier.

As a keyword: A defensive modifier that reduces damage or effect effectiveness against an enemy by a percentage.

As a run modifier: Resistances cycle from Flame > Hydro > Gale > Terra > Light > Storm > Dark every 30s

Enemy Type

source name EnemyType

Defines the enemy’s type and core behavior.

Kill

Kill, not including assist.

Unit Meter

A meter attached to a unit that will increase/decrease to cause actions to occur.

Crowd Controlled

source name CrowdControlled

A negative effect that restricts enemy movement, actions, or ability usage.

Path Trap

A stationary summon placed on paths that interacts with enemies.

Unit Teleport

Instantly moves a unit to a new position.

Buff

A positive effect that enhances a target’s stats for a duration.

Unit Domain

A map wide mechanic that causes mass effects to enemies or allies.

Path Summon

A temporary allied summon that moves along paths and collides with enemies.

Archetype

A unit category that deals specific damage type.

Critical Attack

source name CriticalAttack

Standard attack affected by Critical Chance and dealing bonus damage based on Critical Damage.

Regular Attack

source name RegularAttack

Standard attack performed by a unit.

Unit Counter

A counter attached to a unit that will increase/decrease to cause actions to occur.

Crowd Control

source name CrowdControl

A negative effect that restricts enemy movement, actions, or ability usage.

Cleanse

Removes cleansable debuff(s) from a unit.

Unit Clone

A temporary unit clone created by abilities that acts independently.

Soft Crowd Control

source name SoftCC

Crowd Control Effects that do not fully disable enemies, such as Slow and Dismembered

Unit Summon

A temporary allied unit created by abilities that acts independently.

Attack

Any attack instance performed by a unit.

Enemy modifiers

38

Sprinter

This is both a keyword and an enemy modifier.

Moves 45% faster but has 20% less health.

SpeedMulti
45

1 of these field names have no label in the game’s own table, so the field name itself renders.

Warlock

This is both a keyword and an enemy modifier.

Grants +1 Shield and +10% speed boost to surrounding enemies every 5 seconds within 10 range.

Interval
5
Radius
10
SpeedBuff
10
ShieldBuff
1

4 of these field names have no label in the game’s own table, so the field name itself renders.

Regen I

source name Regen1

This is both a keyword and an enemy modifier.

Regenerates 1% maximum health per second.

Summoner

This is both a keyword and an enemy modifier.

Every 5 seconds, summons enemies at its location (up to 5 enemies).

SpawnInterval
5

1 of these field names have no label in the game’s own table, so the field name itself renders.

Momentum

This is both a keyword and an enemy modifier.

Gains 2% movement speed per second up to a maximum of 50%.

MaxBuff
50
BuffPerSec
2

2 of these field names have no label in the game’s own table, so the field name itself renders.

Fear

This is both a keyword, an enemy modifier and a status effect.

As a keyword: Every 15 seconds, decrease DMG/SPA/RNG by -10% to all units within 30 range for 10 seconds.

As a status effect: Every 15 seconds, instill Fear onto surrounding units for 5 seconds, decreasing their stats by 10%.

Interval
15
Radius
30
Scaling
0
Ticks
1
Duration
1
Cooldown
0

6 of these field names have no label in the game’s own table, so the field name itself renders.

Reinforced

This is both a keyword and an enemy modifier.

Takes 30% less damage from all sources.

DamageReduction
30

1 of these field names have no label in the game’s own table, so the field name itself renders.

Explosive

This is both a keyword and an enemy modifier.

On death, explodes in a 10 range radius and stuns units for 2 seconds.

StunDuration
2
ExplosionRange
10

2 of these field names have no label in the game’s own table, so the field name itself renders.

Zone Debuff

source name ZoneDebuff

This is both a keyword and an enemy modifier.

Applies a debuff within a specific area.

Radius
15

1 of these field names have no label in the game’s own table, so the field name itself renders.

Bulwark

This is both a keyword and an enemy modifier.

Every 10 seconds, becomes immune to damage for 3 seconds.

Interval
10
Duration
3

2 of these field names have no label in the game’s own table, so the field name itself renders.

Regen IV

source name Regen4

This is both a keyword and an enemy modifier.

Regenerates 8% maximum health per second.

Immunity

This is both a keyword and an enemy modifier.

Immune to all soft and hard crowd control effects.

Greed

This is both a keyword and an enemy modifier.

Every 10 seconds, steal 10% HP of all nearby enemies within 5 range.

Interval
10
Radius
5
HealthStealPercent
10

3 of these field names have no label in the game’s own table, so the field name itself renders.

Regen III

source name Regen3

This is both a keyword and an enemy modifier.

Regenerates 5% maximum health per second.

Death

This is both a keyword and an enemy modifier.

Grants nearby enemies a stacking +5% permanent speed boost. Applying soft cc will reset the stack to zero.

SpeedBuff
5
BuffRange
10

2 of these field names have no label in the game’s own table, so the field name itself renders.

Armored

This is both a keyword and an enemy modifier.

Takes 33% less damage from full AoE attacks.

DamageReduction.Value
33

1 of these field names have no label in the game’s own table, so the field name itself renders.

Corruption

Receive 50% increased incoming damage from all sources.

Cage

This is both a keyword and an enemy modifier.

Pick a random unit on the field, and cage them, disabling their attacks, passives and abilities.

MaxCages
1

1 of these field names have no label in the game’s own table, so the field name itself renders.

Regen II

source name Regen2

This is both a keyword and an enemy modifier.

Regenerates 3% maximum health per second.

Commander

This is both a keyword and an enemy modifier.

Grants nearby enemies within 5 range +20% movement speed and +20% health.

BuffRange
5

1 of these field names have no label in the game’s own table, so the field name itself renders.

Transformer

This is both a keyword and an enemy modifier.

At 50% health, transforms into a second phase at full health.

HealthThreshold
50
TransformationName
Aura (Boss)

2 of these field names have no label in the game’s own table, so the field name itself renders.

Research Project

source name ExpeditionProject

This is both a keyword and an enemy modifier.

Grants progress towards your active Expedition Project.

Soldier

This is both a keyword and an enemy modifier.

Gains +20% movement speed while near a Commander.

SpeedMulti
20

1 of these field names have no label in the game’s own table, so the field name itself renders.

Zombified

This is both a keyword and an enemy modifier.

Revived enemy that drops no Yen when killed.

Veil

This is both a keyword and an enemy modifier.

Grants a 200% damage-absorbing AoE shield based on the host's health to all nearby enemies within 5 range.

Range
5
OverhealthPercent
200

1 of these field names have no label in the game’s own table, so the field name itself renders.

Sword

This is both a keyword and an enemy modifier.

Respawns up to 2 times unless killed while affected by a DoT effect.

RespawnCapacity
2

1 of these field names have no label in the game’s own table, so the field name itself renders.

Burrowing

This is both a keyword and an enemy modifier.

Every 8 seconds, burrows underground for 2 seconds, becoming untargetable.

BurrowDuration
2
BurrowInterval
8

2 of these field names have no label in the game’s own table, so the field name itself renders.

Zombify

This is both a keyword and an enemy modifier.

Periodically converts nearby enemies within 10 range into zombified enemies.

HealthPercent
50
Range
10

1 of these field names have no label in the game’s own table, so the field name itself renders.

Tank

This is both a keyword and an enemy modifier.

Moves 20% slower but has 20% increased health.

SpeedMulti
-20

1 of these field names have no label in the game’s own table, so the field name itself renders.

Stunner

This is both a keyword and an enemy modifier.

Every 15 seconds, stuns the 3 nearest units for 5 seconds.

Interval
15
StunDuration
5
StunCount
3

3 of these field names have no label in the game’s own table, so the field name itself renders.

Dawn

This is both a keyword and an enemy modifier.

Enemies spawned by Splitter or Summoner have 99% reduced health and 5 Shield.

Status Cleanse

source name StatusCleanse

This is both a keyword and an enemy modifier.

Every 10 seconds, removes all crowd control effects from enemies on the map.

Interval
10

1 of these field names have no label in the game’s own table, so the field name itself renders.

Retaliation Counter

source name RetaliationCounter

This is both a keyword and an enemy modifier.

After every 20 hits, stuns all units for 2 seconds.

StunDuration
2
HitThreshold
20

2 of these field names have no label in the game’s own table, so the field name itself renders.

Splitter

This is both a keyword and an enemy modifier.

On death, splits into 3 enemies, each having 33% of its health.

SummonHealthPercent
33

1 of these field names have no label in the game’s own table, so the field name itself renders.

Shield

This is both a keyword and an enemy modifier.

Protected by an attack-absorbing shield.

Shield
10

1 of these field names have no label in the game’s own table, so the field name itself renders.

Bounty Mark

source name BountyMark

This is both a keyword and a status effect.

As a keyword: Enemies killed with this mark active drop +250 Yen.

As a status effect: Enemies killed with a Bounty Mark drop extra yen.

Scaling
0
Ticks
1
Duration
1
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Zombie

This is both a keyword and an enemy modifier.

On death, revives with 50% health, and drops 50% less Yen when killed.

HealthPercent
50
YenDropMulti
-50

2 of these field names have no label in the game’s own table, so the field name itself renders.

Tartaros

This is both a keyword and an enemy modifier.

Every 10 seconds, consume a nearby Basic enemy and gain "Regen I" for 10 seconds.

Interval
10
RegenDuration
5
ChompRange
3

3 of these field names have no label in the game’s own table, so the field name itself renders.

Status effects

25

Rewind

Forces the target to move backward along its path.

Scaling
0
Ticks
1
Duration
3
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Mana Burn

source name ManaBurn

Deals 0.5x damage in 8 ticks over 8s.

Scaling
0.5
Ticks
8
Duration
8
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Poison

Deals 0.3x damage in 6 ticks over 6s. Additionally deal 0.5x damage every tick

Scaling
0.3
Ticks
6
Duration
6
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Bio Gel

source name BioGel

Mark applied by Genetic Code.

Scaling
0
Ticks
1
Duration
5
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Frog

Scaling
0
Ticks
0
Duration
5
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

The Drink Mark

source name TrunksMark

Mark applied by Precision Slash and Quick Assist.

Scaling
0
Ticks
1
Duration
9999
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Stun

Prevents all actions and movement for 2s.

Scaling
0
Ticks
1
Duration
2
Cooldown
5

4 of these field names have no label in the game’s own table, so the field name itself renders.

Slow

Reduces movement speed by 0.5 for 5s.

Scaling
0
Ticks
1
Duration
5
Cooldown
5
SpeedScaling
0.5

5 of these field names have no label in the game’s own table, so the field name itself renders.

Black Fire

source name BlackFire

Deals 2x damage in 12 ticks over 12s.

Scaling
2
Ticks
12
Duration
12
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Crimson Mark

source name ChosoMark

Mark applied by Crimson Explosion and Piercing Crimson (ability).

Scaling
0
Ticks
1
Duration
1
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Knockback

Pushes the target backward with force 0.

Scaling
0
Ticks
1
Duration
3
Cooldown
5

4 of these field names have no label in the game’s own table, so the field name itself renders.

Electricity

Stuns the enemy for 1 second. On stun, chain lightning hits up to 3 enemies, dealing 0.15x damage.

Scaling
0.15
Ticks
1
Duration
5
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Freeze

Freezes the target, preventing movement and actions for 2s.

Scaling
0
Ticks
1
Duration
2
Cooldown
5

4 of these field names have no label in the game’s own table, so the field name itself renders.

Shadow Rewind

source name ShadowRewind

Teleports enemies back towards the enemies base.

Scaling
0
Ticks
1
Duration
1
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

True Saint Mark

source name HinataMark

Mark applied by Predictive Calculation.

Scaling
0
Ticks
1
Duration
1
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Sandstorm

Reduces movement speed by 0.2 for 5s.

Scaling
0
Ticks
1
Duration
5
Cooldown
5
SpeedScaling
0.2

5 of these field names have no label in the game’s own table, so the field name itself renders.

Stagger

Interrupts actions and briefly delays movement.

Scaling
0
Ticks
4
Duration
4
Cooldown
5

4 of these field names have no label in the game’s own table, so the field name itself renders.

Golden

On application of Golden an enemy will be stunned for 2 seconds and become more conductive, allowing Electricity to chain to 2 additional enemies.

Scaling
0
Ticks
1
Duration
5
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Austere Flames

source name AustereFlames

Deals 0.65x damage in 4 ticks over 4s.

Scaling
0.65
Ticks
4
Duration
4
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Bleed

Deals 0.65x damage in 6 ticks over 6s.

Scaling
0.65
Ticks
6
Duration
6
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Dismembered

source name Dismember

Permanently reduces movement speed by 0.15.

Scaling
0
Ticks
1
Duration
9999
Cooldown
9999
SpeedScaling
0.15

5 of these field names have no label in the game’s own table, so the field name itself renders.

Puppet Mark

source name GowtherMark

Mark applied by Marionette’s Gaze.

Scaling
0
Ticks
1
Duration
1
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Burn

source name Fire

Deals 0.5x damage in 4 ticks over 4s.

Scaling
0.5
Ticks
4
Duration
4
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

The Prince Mark

source name VegetaMark

Mark applied by Prince's Pursuit.

Scaling
0
Ticks
1
Duration
9999
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Illusion

Mark applied by Crow's Illusion.

Scaling
0
Ticks
1
Duration
1
Cooldown
10

4 of these field names have no label in the game’s own table, so the field name itself renders.

Run modifiers

13

No Farms

source name NoFarms

Farm units are disabled.

Boss Waves

source name BossWaves

All enemies are bosses.

Cards Disabled

source name ExpeditionCardsDisabled

Blood Money and Bounty Hunter Cards are disabled.

Speedy

Enemies are %s%% faster.

No Research Tree

source name NoResearchTree

Research Tree Upgrades are disabled.

No Repair

source name NoRepair

The Repair Hammer is disabled.

No Anvils

source name NoAnvils

Stat Anvils are disabled.

Traitless

All traits disabled.

Mirror

Enemies copy ally units' elements as resistances.

Short Range

source name ShortRange

All ally units' ranges are decreased by %s%%.

Stat
Range
Range
0.2

1 of these field names have no label in the game’s own table, so the field name itself renders.

No Tomes

source name NoTomes

Trait Tomes are disabled.

Shielded

All enemies spawn with %s shields.

Upgrade Cap

source name UpgradeCap

Only %s upgrades are allowed across all units.

Enemy types and archetypes

6

Psychic

A unit category that deals psychic damage type.

Physical

A unit category that deals physical damage type.

Boss

This is both a keyword and an enemy modifier.

The strongest enemy type. May have unique abilities or special attacks.

SpeedMulti
-30
StatusEffectApplyCap.Stun
10
StatusEffectApplyCap.Rewind
10

3 of these field names have no label in the game’s own table, so the field name itself renders.

Magical

A unit category that deals magical damage type.

Elite

This is both a keyword and an enemy modifier.

A tougher enemy with enhanced stats.

Basic

A regular enemy with base stats.

Expedition boss mechanics

3

Phase 1

Every 10 seconds, summon between three monsters, each having different mechanics

Immune to damage, and spawns jrs where every 10 took down, take 15% damage. Upon reaching 50% health, he stops for a few seconds & all jrs are despawned, then he and his jrs gain modifiers.

Oopsie Daisy

Permanently holds an archetype resistance, cycling between Physical and Magical upon each skull consumed. Upon losing a skull it splits into two, halving its health and attack damage each time, while gaining increased regeneration and a stacking modifier; Reinforced, Soldier, then Veil.

Every 10 seconds, attach a string onto a random unit, stunning them if they kill too many enemies; when Doffy reaches 50% health, he raises 4 pillars around the Payload that slow it by 0.15% each and make him invincible until all pillars are destroyed.

Phase 2

source name ExpeditionGetoPhase2

Enter a phase when hitting 50% Health, which gains resistance, starts a countdown & summon all of his monsters. If defeated within the countdown, the enemy gets weakened, otherwise, absorb the monsters and heal based off their health

Uncategorised

5

Wall of Fire

source name SaboSummon

Enemies that pass through are inflicted with Burn. This wall cannot be repositioned or recast.

Wet

This is both a keyword and a status effect.

Increases movement speed by 15% regardless of stacks; Each stack may lead to different reactions depending on the stack count.

Scaling
0
Ticks
1
Duration
5
Cooldown
0

4 of these field names have no label in the game’s own table, so the field name itself renders.

Dragon

source name DBZCategory

A category for units from a world of legendary warriors, powerful transformations, and wish-granting dragons.

DOT

source name DoT

Deals damage over time.

Mechanic

A gameplay system or rule that defines how units, abilities, or stages function and interact.

Element and archetype multipliers

Element multipliers

What this chart cannot tell you

What holds is the table itself: these are the game’s own stored multipliers, read unchanged. An enemy element field appearing in a later update would make them usable.

The multiplier columns are the five category names the game stores, and they are not element keys. Only Light and Dark appear in both vocabularies; the rest resolve against nothing else in the data, so they are carried exactly as written and joined to nothing.

Each element stores a multiplier against two of the five categories at most; the rest are not stored, and a one has not been filled in for them.

Farm and Buff sit in the element column and are not elements: the game declares them invalid in its own list, so they are excluded here rather than missing. Neutral carries an empty multiplier table in the game's own data, so it has no row.

The multipliers the game stores for each element, read unchanged.

ElementNatureFireWaterLightDark
Hydro0.33333333333333333not storednot storednot stored
Flame3not stored0.3333333333333333not storednot stored
Galenot stored0.33333333333333333not storednot stored
Storm0.33333333333333333not storednot storednot stored
Darknot storednot storednot stored3not stored
Terranot stored0.33333333333333333not storednot stored
Lightnot storednot storednot storednot stored3

Archetypes

All three archetypes carry byte-identical multipliers, and the row is identical to an element row. No archetype triangle exists. These three rows are not a rock-paper-scissors, and reading them as one would be reading a distinction the data does not draw.

The multipliers the game stores for each archetype, read unchanged.

ArchetypeWaterFire
Psychic30.3333333333333333
Physical30.3333333333333333
Magical30.3333333333333333

Two rolls the data does not settle

Archetype Damage: how much it adds and what it adds to

Rolls on Expedition stat anvils and is additive: Epic 1–4, Legendary 5–7, Mythic 8–10, Rainbow 11–13. What it applies to is unestablished: it appears twice in the parts of the game’s code we can read, with nothing there consuming it.

inferred

The Magic Book

Magic Book is a Standard Rare piece with one stat slot, and that slot rolls Magical. worst 5 best roll 20.

What nobody can know about this roll

What holds under every reading is the roll itself, and one measured consequence: equipment rolls Magical and Physical three times each and Psychic not at all, so the three public Psychic units have an empty archetype lane however the rule resolves.

Where to go next