Mechanics
Combat
Every battle is resolved by a deterministic, server-authoritative simulator — the same squads and seed always produce the same fight. That means the math is knowable, and knowing it is how you win.
The one-paragraph version
Fights are auto-resolved. What you control is the squad you bring: each hero's stats, their element versus the enemy's, their speed (who acts more often), and your formation (who stands in front). Get those four right and you win — the rest is handled for you.
Turns & speed
Meroveil doesn't use fixed rounds. Every unit has an action value — a countdown
to its next turn. A unit's first turn lands after 10000 / Speed ticks, and after
it acts the countdown refills the same way. The practical result:
Speed is turn frequency, not just turn order
A hero with 120 Speed acts about a third more often than one with 90 — over a fight that's extra hits, extra healing, extra everything. Because Speed doesn't grow when you level (only HP/ATK/DEF do), a naturally fast hero stays fast relative to the field forever. Fast assassins and supports get disproportionate value.
Each turn a unit takes one action — a basic attack, a skill, or its ultimate. Skills and ultimates run on cooldowns (roughly 2 and 5 of that unit's turns), and both are available immediately on turn one — there's no charge meter to build. Battles resolve quickly; if neither team is wiped out within the round cap, the fight is called a draw, so bring enough offense to actually close.
The damage formula
A hit lands like this (verified from the engine):
The piece that surprises people is defense. DEF doesn't subtract from damage — it scales it
by ATK ÷ (ATK + DEF). That has two big consequences:
- Defense has diminishing returns and can never reduce a hit to zero — a wall still takes a chunk every time.
- Every landed hit deals at least 1, and a single hit never overkills (it's capped at the target's remaining HP).
| Attacker ATK | Target DEF | Damage dealt |
|---|---|---|
| 100 | 0 | 100% of base |
| 100 | 50 | 67% of base |
| 100 | 100 | 50% of base |
| 100 | 200 | 33% of base |
| 100 | 400 | 20% of base |
Then a fixed ±10% damage roll is applied to every hit, so identical attacks vary slightly.
Critical hits
Every hero has a 5% base crit chance for +50% damage (a ×1.5 multiplier). CRIT sub-stats on gear push both that chance and your crit damage higher, with the effective crit rate capped at 75%. Crits are live and roll on every hit, so stacking crit gear on a high-ATK carry is a real damage lever.
Elements & type advantage
Every hero carries one of five elements: ✦ Fire ❀ Wind ❋ Water ☀ Light ☾ Dark. Hitting an enemy you're strong against multiplies your damage; hitting into your counter cuts it.
The core triangle
Fire scorches Wind, Wind whips Water, and Water douses Fire. Winning the matchup deals ×1.30; losing it deals ×0.75.
Light & Dark
Light and Dark are each other's natural enemy: whoever attacks deals ×1.30 — there's no losing side, so striking first matters. They're neutral against the Fire/Wind/Water triangle.
Full multiplier matrix
Read a row as the attacker, a column as the defender:
| Attacker ↓ / Defender → | Fire | Wind | Water | Light | Dark |
|---|---|---|---|---|---|
| Fire | 1.00× | 1.30× | 0.75× | 1.00× | 1.00× |
| Wind | 0.75× | 1.00× | 1.30× | 1.00× | 1.00× |
| Water | 1.30× | 0.75× | 1.00× | 1.00× | 1.00× |
| Light | 1.00× | 1.00× | 1.00× | 1.00× | 1.30× |
| Dark | 1.00× | 1.00× | 1.00× | 1.30× | 1.00× |
The most reliable edge in the game
Some heroes also carry elemental resistances on top of the wheel — a few Fire and Light bruisers are built as near-walls against their weakness. Check the type chart before you commit a squad; a clean element advantage is a free ~30–55% swing.
Formation & positioning
Where a hero stands changes how much damage they deal and take. The front line shields the back; the back line hits harder but is exposed if the front falls. These multipliers are live and stack with everything above:
| Situation | Effect |
|---|---|
| Attacking a front-row target | ×0.85 damage |
| Attacking an exposed back-row target | ×1.10 damage |
| Attacking from the back row | ×1.12 damage |
| A guardian screens the target | ×0.72 damage |
| An assassin flanks a back-line target | ×1.40 damage |
How to build a formation
Put your Defenders up front — their high HP/DEF soak hits and the guardian screen cuts incoming damage by nearly a third. Keep squishy carries and supports in the back, where they deal more and stay protected as long as the front holds. If the enemy fields an assassin, a collapsing front line gets your back row deleted — so depth matters.
Roles & battle AI
Each hero auto-pilots according to its role and combat archetype:
Attacker
Damage. Most attackers open with their biggest ability and chase the lowest-HP enemy to secure kills.
Defender
Front-line walls. High HP/DEF, screen the back row, and shift to bigger abilities when the squad is in trouble.
Support
Utility. They prioritize keeping the squad going; the two dedicated healers (Kingdom Medic, Cleric of Sol) top up your lowest-HP ally.
The AI also targets smartly — assassins dive the back line, controllers focus the biggest threat, and several heroes get more aggressive once their own HP drops. You don't issue orders; you win by bringing the right roles in the right formation.
What's being expanded
Combat already runs deep: stats, element, speed, formation and role set the foundation, and on top of that each hero's signature abilities deal their own authored damage — a bigger skill or ultimate multiplier means a bigger hit — and critical hits land for bonus damage. It stays provably fair: the same inputs always produce the same outcome, verified on the server so no one can fake a win.
Status effects & richer kits
The next frontier is status effects — stuns, damage-over-time, cleanses and team-wide buffs — plus multi-target abilities that reach beyond single-target damage and healing. Those are still being built out, so today's tier ranking leans on the levers that decide fights right now: stats, element, speed, role, ability kit and crit.