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Combat & Mebulis

Story Battles

In the story missions you send your team of up to 5 Mebulis into turn-based battles against a chapter's enemies. Wins grant gems, experience, occasionally equipment or fragments, and unlock the next mission.

Energy Energy

Campaign battles cost energy:

Property Value
Maximum (base) 100
Regeneration +5 per hour (one point every 12 minutes)

Costs rise with the campaign tier:

Campaign Energy per mission
Story 1 5
Elemental Realms & Shadow Journey 10
Prism Rift 15
Dungeons & Endless Tower none

Energy is only deducted on a win. Losses are free.

Your energy storage grows through the prestige tree (up to +205) and through a gold upgrade in the bazaar (up to 20 levels of +25 maximum and +8 % regeneration rate each). Mebula Plus additionally doubles regeneration, and some VIP tiers permanently enlarge the storage and speed up regeneration.

Quick complete

Missions you have already cleared can be re-run in batches without watching each battle. Every run costs the full energy of the respective campaign; a batch is capped at 500 runs or your available energy.

The campaigns

After finishing chapter 8, three more roads open:

Campaign Unlock Scope
Elemental Realms story 1 complete 3 × 45 missions
Shadow Journey story 1 complete story 1 on hard, 8 exclusive Mebulis
Prism Rift all 3 realms complete 8 chapters, 84 missions

On top of those come the permanently open combat areas: dungeons, the Endless Tower and the arena.

World map & chapters

The story is split into 8 chapters (shown as stops on the world map). Each chapter has its own environment and a fixed number of missions:

# Chapter Missions Bosses
1 Misty Forest 8 Mini 4, Boss 8
2 Mushroom Grove 6 Mini 3, Boss 6
3 Frost Peak 7 Mini 4, Boss 7
4 Crystal Desert 9 Mini 5, Boss 9
5 Emerald Ruins 8 Mini 4, Boss 8
6 Floating Gardens 8 Mini 4, Boss 8
7 Twilight Isles 10 Mini 5, Boss 10
8 Crystal Citadel 12 Mini 6, Boss 12

Enemies grow continuously stronger across all chapters. In the middle of each chapter a mini-boss Star waits, at the end the chapter boss Boss.

Rows: front & back

Your team and the enemies stand in two rows:

  • Team: slots 1–3 = front row, slots 4–5 = back row.
  • Enemies: the first 3 = front row, the rest = back row.

Normal attacks can only hit enemies in the front row. In auto mode a Mebuli attacks the frontmost one, in manual mode you pick the target within the front row. If an enemy has Taunt active, it draws all normal attacks. Only once the entire front row has fallen does the back row become attackable. Many ultimates (see below) can hit the back row as well.

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Battle flow

The battle runs in phases:

  1. Initiative decides who begins. The side with the higher total initiative gets the first phase. On a tie, chance decides.
  2. In a phase, every living unit of that side acts once, then the other side takes its turn. Stunned or frozen units skip.
  3. At the end of the round, buffs expire, shields fade, status effects tick and a Nature bond heals.
  4. This repeats round by round until one side is defeated (max 30 rounds, after that the remaining HP fraction decides; tie = loss).

Every Mebuli has its own normal attack. Critical hits, hits on a shield and misses have their own effects, and states such as burn, poison, frost, shield or attack up stay visible on the unit.

Auto & manual mode

At first, battles run automatically, the AI picks all actions. The manual mode unlocks as soon as you have won mission 2‑2. In it you decide for each of your Mebulis whether it attacks (and which target) or fires its ultimate. If you don't react within 15 seconds, the AI takes over the turn. In the arena battles always run automatically.

Aim ring

When you make a normal attack in manual mode, an aim ring appears above your Mebuli, shrinking and growing again. Click it (or press Space) when it is at its smallest:

Rating Damage
PERFECT ×2.2
STRONG ×1.6
GOOD ×1.2
OFF / MISSED ×1

Bad timing costs you nothing, you just miss the bonus. Ultimates have no aim ring.

Damage calculation

Damage = attack² / (attack + defense) × type × crit × variance
Factor Meaning
Type effectiveness ×0.1 to ×4 depending on element types, see Type chart
Critical Chance = crit points × 4%, hits deal ×1.8 damage (see caps below)
Dodge Chance = dodge points × 2%, the whole hit is negated (see caps below). Stunned and frozen Mebulis cannot dodge.
Variance ±12% random spread per hit
Aim ring manual mode only, up to ×2.2

Fights against players

In the Arena and Double Duel, defense counts for more and all Mebulis have more HP in battle:

Damage = attack × K / (K + defense) × type × crit × variance

K = 6 × level factor (average of attacker and target) · level factor = 1 + 0.05 × (level − 1)
HP in battle = HP × 1.75
Area ult: front-most foe takes 80 % damage, all others 35 %
Orbolix ult: 30 % less damage

Ultimates work the same way, using ult power and ult defense. Combat power stays the same. All other fights use the formula above.

Caps for crit and dodge

Both chances are capped, but not hard: up to 60% crit and 35% dodge every point counts in full. Above that each further point only counts in a reduced way, the curve approaches 100% and never reaches it.

effective = cap + (1 − cap) × over / (over + k)

over = raw chance − cap · k = 2 for crit, k = 6 for dodge
Points 10 15 20 23 30 40 60
Crit (4% per point) 40.0% 60.0% 63.6% 65.5% 69.2% 73.3% 78.9%
Dodge (2% per point) 20.0% 30.0% 35.5% 36.2% 37.6% 39.5% 43.1%

0 %10 %20 %30 %40 %50 %17,5 Punkte = 35 %60 Punkte = 42,9 %020406080100Ausweichen-Punkte

This is the dodge curve as it works in game: it rises in a straight line up to 17.5 points, then flattens out sharply.

The caps apply to enemies exactly as they do to you. Bonuses from the Element Bond are added to the raw chance before the reduction.

Mebuli ultimates use Ult Power and Ult Defense instead of attack and defense. You find both values in the Mebuli window.

Your Mebulis' stats come from base stats × level, the bonuses from your equipment, transcendence, your guild bonuses, your Element Bond and a possible reinforcement from your friends. The prestige tree does not change combat stats.

Don't forget reinforcement

Once a day you can borrow a Mebuli from friends. It does not fight itself, but reinforces your whole team by up to 12 % on attack, defence and HP, in all PvE battles. See Friends & chat.

Element Bond

If you field Mebulis of the same element, your team gets a bond with its own bonus, up to two at a time and in four tiers. On top of that come the formation bonuses Rainbow, Triad, Dual Nature and Lockstep. You see active bonuses on the home screen, the team page and as badges in battle. All values and conditions are under Element Bond.

Ultimates Ultimate

Every Mebuli has an ultimate, a powerful special action. It unlocks at Mebuli level 10.

  • In battle a charge bar (0–100) fills as the Mebuli deals and takes hits. Dodging an attack gives half the charge of a hit taken. Some ultimates start partially charged, Airfyre starts every battle fully charged.
  • Once the bar is full you can (in manual mode) fire the ultimate, this is a free action, the Mebuli still makes a normal attack in the same round afterwards. Each Mebuli fires its ultimate at most once per phase, even if an ally refills the bar right away.
  • Ultimates ignore dodge and crit.
  • You raise an ultimate's level (1–5) with Upgrade Fragments Upgrade fragment, a separate currency you earn from dungeons, the arena and other sources (cost: 1 / 2 / 3 / 5 per level).

Which ultimate a Mebuli has depends on its evolution line: all stages of a line share the same ultimate. Prisma forms have a different one than their base form, some especially rare Prisma forms even have their own signature ultimate. The Mebuli window shows exactly which one. The ultimates of all Prisma forms are listed under Prisma forms & ultimates.

Kind Ultimates Effect
Damage Damage Heavy Strike, Area Strike, Cleave, Volley, Backstrike, Execute, Lifesteal single or area hits, several hits, the back row directly, bonus against weakened targets or life drain
Damage over time Damage over time Searing Burst, Ember Smash, Venom Jab hit plus burn or poison
Control Control Stun, Freeze, Armor Break enemies skip their turn or lose defense
Healing Healing Heal, Team Heal, Cleanse, Rebirth heals, removes burn and poison or revives a fallen ally once per battle
Protection Protection Shield, Team Shield, Aegis, Taunt, Reflect shields, more defense, draws attacks or reflects damage
Boost Boost War Cry, Rally more attack for the team, Rally also charges the others' ultimates

Only one Mebuli with Rally is allowed per team. This applies to your team, the arena team and each of the two Double Duel teams.

Stars & rewards

Each win grants 1–3 stars depending on losses:

Stars Condition
StarStarStar No losses
StarStar At least half the team survives
Star Win with heavier losses

Rewards on a win:

  • Gems Gems: 4 per mission, 10 for bosses, only on a mission's first clear
  • XP Experience: for every team Mebuli (boss missions give considerably more; see Mebulis & levels)
  • Ring Gear drop: on certain missions from Chapter 3 onward (rarity rises with the chapter, rare at most)
  • Puzzle Fragments: a few targeted missions give fragments for evolvable starter Mebulis
  • Mebuli Chapter Mebuli: the last mission of a chapter grants you a themed Mebuli
  • unlocked Next mission unlocks
  • Seal Prism seals: 1 per completed chapter from chapter 3 on (see Prestige)
  • 12 player XP per battle won

No gold from story battles

Gold is purely an empire matter. Story missions no longer give any gold, instead gems, XP and equipment.

Losses cost neither energy nor anything else.

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