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Combat Mechanics

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Basic Attacks[edit | edit source]

Basic attacks occur when a player taps on the screen while controlling an Adventurer. Multiple taps on the screen will unleash combos of basic attacks with different animations and damage modifiers. Basic attacks are dependent on weapon type, so adventurers with the same weapon type will use the same basic attacks and combos.

There are the modifiers for the basic attack combos and dash attacks for every weapon. Every adventurer of the same weapon type will use the same attack modifiers. Basic Attacks will cause adventurers to gain Skill Points when a hit lands on an enemy. SP is only gained ONCE for each attack, regardless of the number of times you hit an enemy or the number of enemies you hit.

Gauge Gain is ONLY applicable to 100003 07 r05.png Gala Ranzal for the time being.

List of Basic Attack Modifiers[edit | edit source]

Weapon Attack Damage Modifier Number of Hits SP Gain Gauge Gain Range
Sword Combo 1 75% 1 150 77 2
Combo 2 80% 1 150 77 2
Combo 3 95% 1 196 100 2
Combo 4 100% 1 265 136 2
Combo 5 (Slash)

Combo 5 (AoE Impact)

150% 1 391 200 2
150% 1
Dash Attack 95% 1 143 77 2
Blade Combo 1 97% 1 130 0 1.5
Combo 2 97% 1 130 0 2
Combo 3 63% 2 220 0 2
Combo 4 129% 1 360 0 2
Combo 5 [Uncharged] 194% 1 660 0 4
Combo 5 (dash) [Charged]

Combo 5 (circle slash)

143% 1 900 0 4
143% 1
Dash Attack 94% 1 104 0 2
Dagger Combo 1 75% 1 144 0 2.5
Combo 2 38% 2 144 0 2.5
Combo 3 54% 2 264 0 2.5
Combo 4 119% 1 288 0 2.5
Combo 5 119% 1 288 0 2.5
Dash Attack 89% 1 132 0 2.5
Axe Combo 1 114% 1 200 0 2
Combo 2 122% 1 240 0 2.5
Combo 3 204% 1 360 0 2.5
Combo 4 (Draws enemies
closer for 0.5 seconds)
216% 1 380 0 2.5
Combo 5 228% 1 420 0 2.5
Dash Attack 73% 1 160 0 2
Lance Combo 1 84% 1 120 0 2.5
Combo 2 45% 2 240 0 3
Combo 3 108% 1 120 0 3
Combo 4 150% 1 480 0 3
Combo 5 112% 1 600 0 3
Dash Attack 89% 1 111 0 2
Bow Combo 1 29% 3 184 0 5
Combo 2 37% 2 92 0 5.5
Combo 3 42% 3 276 0 5.5
Combo 4 63% 2 414 0 5.5
Combo 5 35% 5 529 0 5.5
Dash Attack 30% 3 208 0 2
Wand Combo 1 98% 1 130 0 6
Combo 2 53% 2 200 0 6.5
Combo 3 36% 3 240 0 6.5
Combo 4 78% 2 430 0 6.5
Combo 5 (Big Ball)

Combo 5 (Small Projectiles)

61.8% 1 600 0 6.5
36.05% 4
Dash Attack 100% 1 156 0 2
Staff Combo 1 69% 1 232 0 5.5
Combo 2 80% 1 232 0 6
Combo 3 45% 2 348 0 6
Combo 4 150% 1 464 0 6
Combo 5 196% 1 696 0 6
Dash Attack 80% 1 300 0 2

Force Strikes[edit | edit source]

Force Strikes are secondary attacks that occur when a player taps and holds their finger on the screen. A special charge icon will appear under or near the adventurer, and when it fully lights up, release the held finger will launch the attack in the direction or location of the icon. Force Strikes are dependent on weapon type, so adventurers with the same weapon type will use the same type of Force Strike.

The Force Strike attack is initially locked for every Adventurer, and is gained by unlocking the first Force Strike node on an adventurer's Mana Circle. Hold your finger down without moving it to charge a Force Strike. The point where you held your finger down becomes the pivot point for aiming the Force Strike after it is charged. Drag your finger away from that point in the OPPOSITE direction to where you wish to attack to aim your strike (like drawing a slingshot).

Bonus Effects of Force Strike Attacks[edit | edit source]

  • Force Strikes do bonus damage to the Overdrive Gauge Bars of bosses, causing them to enter the Break state faster than regular attacks.
  • Force Strikes will instantly break enemy guards (the blue barriers some enemies create to block damage).
  • Force Strikes can knock back some enemies and interrupt their attacks in the process.
  • Force Strikes provide a degree of knockback and stagger resistance when held down, enabling one to, for example, not get knocked down by the Phantom Assault in Wind Imperial Onslaught (ailment affliction still applies to those without ailment resistance).

List of Force Strike Modifiers[edit | edit source]

Level Damage Multiplier Type Number of Hits SP Gain Gauge Gain Effect Range
Sword 1 104% Directional 1 345 on first enemy hit 150 on first enemy hit Deals 8x Damage to OD Bar 3
2 115%
Blade 1 83% Directional 1 200 on first enemy hit 0 on first enemy hit Deals 6x Damage to OD Bar 4
2 92%
Dagger 1 43.2% Directional 3 288 on first enemy hit 0 on first enemy hit Deals 8.4x Damage to OD Bar on Hit 1 and 2
Deals 4.2x Damage to OD bar on Hit 3
3
2 47%
Axe 1 173% Personal Area of Effect 1 300 on first enemy hit 0 on first enemy hit Deals 3.08x Damage to OD Bar

Draws enemies closer until released

(can be charged indefinitely)

3
2 192%
Lance 1 27% Directional 5 400 on first enemy hit 0 on first enemy hit Deals 5.2x Damage to OD Bar on Hits 1-4

Deals 6.2x Damage to OD Bar on Hit 5

4
2 30%
Bow 1 28% Targeted Area of Effect 8 460 on first enemy hit 0 on first enemy hit Deals 3x Damage to OD Bar 5.5
2 31%
Wand 1 81% Targeted Area of Effect 2 400 on first enemy hit 0 on first enemy hit Deals 4x Damage to OD Bar 6.5
2 90%
Staff 1 55% Directional 4 580 on first enemy hit 0 on first enemy hit Deals 4.2x Damage to OD Bar 6
2 61%

Skills[edit | edit source]

Every character and dragon has skills that they can use while on missions. These skills appear as small icons along the bottom of the screen during missions. To use one of the skills, the icon must be fully lit up, which usually only occurs after a certain amount of SP has been acquired during the mission. Once a skill icon is fully lit up, players must tap on the icon to use the skill. Skills can be attacks, buffs, recovery, or a combination of the three. Once a skill has been used, the Adventurer must gain enough SP to fully light the icon to use the same skill again.

During a skill, be it the user or a helper's skill, the user is immune to all damage during the skill animation except against purple attacks that make contact, which is also known as iframes (invincibility frames). In addition, if controlled by the player, regardless of the skill's own duration, the skill's use generates a 1 second long iframe starting exactly from the point of usage for the user's A.I team as well. This can be used to an advantage.

Shapeshifting[edit | edit source]

When equipped with a Dragon, all Adventurers gain the ability to shapeshift into that Dragon while on a mission. During the mission, a shapeshifting icon will appear near the bottom of the screen. Once the icon is fully lit, players can cause their adventurers to shapeshift by tapping on the icon. Shapeshifting allows the player to temporarily fight as the Dragon, giving the adventurer new basic attacks, a new skill, and a Dragon timer that shows how much longer the adventurer will remain in their shapeshifted form.

During shapeshift, you cannot be knocked back and are immune to all afflictions.

All manner of shapeshift attacks will break enemy blue shields instantly, and can also destroy some field obstacles.

Unlike adventurers, both moving and dodging during shapeshift will also cause hitstun towards targets and break objects.

Elemental Bonus[edit | edit source]

Main article: Damage Formula

Class Banes[edit | edit source]

Main article: Class Banes

Damage Formula[edit | edit source]

Main article: Damage Formula

Healing Formula[edit | edit source]

Main article: Healing Formula

Conditions[edit | edit source]

Main article: Conditions

Action Markers[edit | edit source]

Most enemy skills feature telegraphed attacks, that is, action markers on the ground, that indicate where an attack will hit. There are two known types, red (sometimes yellow, depending on the color of the ground, e.g. Brunhilda) marker attacks, which can be iframed, and purple marker attacks, whose damage cannot be avoided and will stagger those that are hit even while the hit is performing skills. Some purple attacks can possibly be avoided if their hitbox does not match their marker or escaping along the vertical axis by using skills that put an adventurer at the position, or tanked with a dragonshift. Unlike actual players, A.I. controlled adventurers usually have a 70% chance to dodge purple attacks through avoidance actions (this does not apply to the "controlled" unit AI in Auto Mode). Action markers also function as a timer of sorts for the enemy skill, for example, for circular type action markers, it will fill in color, and once it reaches the circumference the attack will hit.

Hit Priority[edit | edit source]

Every action has a individual speed value tagged to it which determines whether the user or the target will be interrupted when two opposing attacks clash. As such, strategies such as repeated force strike usage, or certain combo strings, may prevent the enemy from being able to retaliate, depending on the enemy.

Enemy Attention[edit | edit source]

Attacks and skills of an enemy, surmised as enemy actions, may be assigned a specific target group for each of them. Target groups include, but are not limited to, the following: specific party members, specific party member distances and specific party member positions relative to the enemy. For example, raid bosses tend to target the host first, which makes it possible to kite or bait them into turning round in circles or to charge into corners. Enemy mages and flyeyes tend to target their ranged force strike attack against the party member who is at the furthest distance to them, such as in Avenue to Power. Dragons tend to leap backwards and damage an adventurer in the process if there is an adventurer behind them. It is thus possible to strategize and dodge attacks by taking note of this.