<!-- https://mebulalegends.bitmeup.com/wiki/en/guide/combat/ -->
# 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 <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/cur_energy.webp" alt="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](https://mebulalegends.bitmeup.com/wiki/en/guide/realms/) & [Shadow Journey](https://mebulalegends.bitmeup.com/wiki/en/guide/shadow-journey/) | **10** |
| [Prism Rift](https://mebulalegends.bitmeup.com/wiki/en/guide/prism-rift/) | **15** |
| [Dungeons](https://mebulalegends.bitmeup.com/wiki/en/guide/dungeons/) & [Endless Tower](https://mebulalegends.bitmeup.com/wiki/en/guide/tower/) | **none** |

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

Your energy storage grows through the [prestige tree](https://mebulalegends.bitmeup.com/wiki/en/guide/prestige/) (up to +205) and through a **gold upgrade in the [bazaar](https://mebulalegends.bitmeup.com/wiki/en/guide/shop/)** (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**](https://mebulalegends.bitmeup.com/wiki/en/guide/realms/) | story 1 complete | 3 × 45 missions |
| [**Shadow Journey**](https://mebulalegends.bitmeup.com/wiki/en/guide/shadow-journey/) | story 1 complete | story 1 on hard, 8 exclusive Mebulis |
| [**Prism Rift**](https://mebulalegends.bitmeup.com/wiki/en/guide/prism-rift/) | all 3 realms complete | 8 chapters, 84 missions |

On top of those come the permanently open combat areas: [dungeons](https://mebulalegends.bitmeup.com/wiki/en/guide/dungeons/), the [Endless Tower](https://mebulalegends.bitmeup.com/wiki/en/guide/tower/) and the [arena](https://mebulalegends.bitmeup.com/wiki/en/guide/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** <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"> waits, at the end the **chapter boss** <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_crown.webp" alt="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.

## 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](https://mebulalegends.bitmeup.com/wiki/en/guide/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](https://mebulalegends.bitmeup.com/wiki/en/guide/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](https://mebulalegends.bitmeup.com/wiki/en/guide/types/) |
| **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% |

<svg viewBox="0 0 640 260" width="100%" role="img" aria-label="Ausweichchance je Ausweichen-Punkte" style="max-width:640px"><text x="40" y="228.0" text-anchor="end" font-size="11" fill="var(--vp-c-text-2)">0 %</text><line x1="48" y1="224.0" x2="624" y2="224.0" stroke="var(--vp-c-divider)" stroke-width="1"/><text x="40" y="186.4" text-anchor="end" font-size="11" fill="var(--vp-c-text-2)">10 %</text><line x1="48" y1="182.4" x2="624" y2="182.4" stroke="var(--vp-c-divider)" stroke-width="1"/><text x="40" y="144.8" text-anchor="end" font-size="11" fill="var(--vp-c-text-2)">20 %</text><line x1="48" y1="140.8" x2="624" y2="140.8" stroke="var(--vp-c-divider)" stroke-width="1"/><text x="40" y="103.2" text-anchor="end" font-size="11" fill="var(--vp-c-text-2)">30 %</text><line x1="48" y1="99.2" x2="624" y2="99.2" stroke="var(--vp-c-divider)" stroke-width="1"/><text x="40" y="61.6" text-anchor="end" font-size="11" fill="var(--vp-c-text-2)">40 %</text><line x1="48" y1="57.6" x2="624" y2="57.6" stroke="var(--vp-c-divider)" stroke-width="1"/><text x="40" y="20.0" text-anchor="end" font-size="11" fill="var(--vp-c-text-2)">50 %</text><line x1="48" y1="16.0" x2="624" y2="16.0" stroke="var(--vp-c-divider)" stroke-width="1"/><path d="M48.0 224.0 L50.9 219.8 L53.8 215.7 L56.6 211.5 L59.5 207.4 L62.4 203.2 L65.3 199.0 L68.2 194.9 L71.0 190.7 L73.9 186.6 L76.8 182.4 L79.7 178.2 L82.6 174.1 L85.4 169.9 L88.3 165.8 L91.2 161.6 L94.1 157.4 L97.0 153.3 L99.8 149.1 L102.7 145.0 L105.6 140.8 L108.5 136.6 L111.4 132.5 L114.2 128.3 L117.1 124.2 L120.0 120.0 L122.9 115.8 L125.8 111.7 L128.6 107.5 L131.5 103.4 L134.4 99.2 L137.3 95.0 L140.2 90.9 L143.0 86.7 L145.9 82.6 L148.8 78.4 L151.7 78.0 L154.6 77.5 L157.4 77.1 L160.3 76.6 L163.2 76.2 L166.1 75.7 L169.0 75.3 L171.8 74.8 L174.7 74.4 L177.6 74.0 L180.5 73.5 L183.4 73.1 L186.2 72.7 L189.1 72.2 L192.0 71.8 L194.9 71.4 L197.8 70.9 L200.6 70.5 L203.5 70.1 L206.4 69.7 L209.3 69.3 L212.2 68.8 L215.0 68.4 L217.9 68.0 L220.8 67.6 L223.7 67.2 L226.6 66.8 L229.4 66.3 L232.3 65.9 L235.2 65.5 L238.1 65.1 L241.0 64.7 L243.8 64.3 L246.7 63.9 L249.6 63.5 L252.5 63.1 L255.4 62.7 L258.2 62.3 L261.1 61.9 L264.0 61.5 L266.9 61.1 L269.8 60.7 L272.6 60.3 L275.5 59.9 L278.4 59.5 L281.3 59.1 L284.2 58.8 L287.0 58.4 L289.9 58.0 L292.8 57.6 L295.7 57.2 L298.6 56.8 L301.4 56.5 L304.3 56.1 L307.2 55.7 L310.1 55.3 L313.0 54.9 L315.8 54.6 L318.7 54.2 L321.6 53.8 L324.5 53.4 L327.4 53.1 L330.2 52.7 L333.1 52.3 L336.0 52.0 L338.9 51.6 L341.8 51.2 L344.6 50.9 L347.5 50.5 L350.4 50.1 L353.3 49.8 L356.2 49.4 L359.0 49.1 L361.9 48.7 L364.8 48.4 L367.7 48.0 L370.6 47.6 L373.4 47.3 L376.3 46.9 L379.2 46.6 L382.1 46.2 L385.0 45.9 L387.8 45.5 L390.7 45.2 L393.6 44.8 L396.5 44.5 L399.4 44.2 L402.2 43.8 L405.1 43.5 L408.0 43.1 L410.9 42.8 L413.8 42.5 L416.6 42.1 L419.5 41.8 L422.4 41.4 L425.3 41.1 L428.2 40.8 L431.0 40.4 L433.9 40.1 L436.8 39.8 L439.7 39.4 L442.6 39.1 L445.4 38.8 L448.3 38.5 L451.2 38.1 L454.1 37.8 L457.0 37.5 L459.8 37.2 L462.7 36.8 L465.6 36.5 L468.5 36.2 L471.4 35.9 L474.2 35.5 L477.1 35.2 L480.0 34.9 L482.9 34.6 L485.8 34.3 L488.6 34.0 L491.5 33.6 L494.4 33.3 L497.3 33.0 L500.2 32.7 L503.0 32.4 L505.9 32.1 L508.8 31.8 L511.7 31.5 L514.6 31.2 L517.4 30.9 L520.3 30.6 L523.2 30.2 L526.1 29.9 L529.0 29.6 L531.8 29.3 L534.7 29.0 L537.6 28.7 L540.5 28.4 L543.4 28.1 L546.2 27.8 L549.1 27.5 L552.0 27.2 L554.9 26.9 L557.8 26.7 L560.6 26.4 L563.5 26.1 L566.4 25.8 L569.3 25.5 L572.2 25.2 L575.0 24.9 L577.9 24.6 L580.8 24.3 L583.7 24.0 L586.6 23.7 L589.4 23.5 L592.3 23.2 L595.2 22.9 L598.1 22.6 L601.0 22.3 L603.8 22.0 L606.7 21.8 L609.6 21.5 L612.5 21.2 L615.4 20.9 L618.2 20.6 L621.1 20.4 L624.0 20.1" fill="none" stroke="var(--vp-c-brand-1)" stroke-width="2"/><circle cx="148.8" cy="78.4" r="4" fill="var(--vp-c-brand-1)"/><text x="156.8" y="72.4" font-size="11" fill="var(--vp-c-text-2)">17,5 Punkte = 35 %</text><circle cx="393.6" cy="45.5" r="4" fill="var(--vp-c-brand-1)"/><text x="401.6" y="39.5" font-size="11" fill="var(--vp-c-text-2)">60 Punkte = 42,9 %</text><text x="48.0" y="242" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">0</text><text x="163.2" y="242" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">20</text><text x="278.4" y="242" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">40</text><text x="393.6" y="242" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">60</text><text x="508.8" y="242" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">80</text><text x="624.0" y="242" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">100</text><text x="336" y="258" text-anchor="middle" font-size="11" fill="var(--vp-c-text-2)">Ausweichen-Punkte</text></svg>

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](https://mebulalegends.bitmeup.com/wiki/en/guide/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](https://mebulalegends.bitmeup.com/wiki/en/guide/items/), [transcendence](https://mebulalegends.bitmeup.com/wiki/en/guide/transcendence/), your [guild](https://mebulalegends.bitmeup.com/wiki/en/guide/guild/) bonuses, your [Element Bond](https://mebulalegends.bitmeup.com/wiki/en/guide/element-bond/) and a possible [reinforcement](https://mebulalegends.bitmeup.com/wiki/en/guide/social/) from your friends. The [prestige tree](https://mebulalegends.bitmeup.com/wiki/en/guide/prestige/) does not change combat stats.

::: tip 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](https://mebulalegends.bitmeup.com/wiki/en/guide/social/).
:::

## 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](https://mebulalegends.bitmeup.com/wiki/en/guide/element-bond/).

## Ultimates <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/cur_ult_fragment.webp" alt="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** <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/cur_ult_fragment.webp" alt="Upgrade fragment">, a separate currency you earn from [dungeons](https://mebulalegends.bitmeup.com/wiki/en/guide/dungeons/), the [arena](https://mebulalegends.bitmeup.com/wiki/en/guide/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](https://mebulalegends.bitmeup.com/wiki/en/guide/prisma-forms/).

| Kind | Ultimates | Effect |
|--------|-------------|------------------|
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/pr_burst.webp" alt="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 |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/status_burn.webp" alt="Damage over time"> Damage over time | Searing Burst, Ember Smash, Venom Jab | hit plus [burn or poison](https://mebulalegends.bitmeup.com/wiki/en/guide/status-effects/) |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/stat_speed.webp" alt="Control"> Control | Stun, Freeze, Armor Break | enemies skip their turn or lose defense |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/status_heal.webp" alt="Healing"> Healing | Heal, Team Heal, Cleanse, Rebirth | heals, removes burn and poison or revives a fallen ally once per battle |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/stat_defense.webp" alt="Protection"> Protection | Shield, Team Shield, Aegis, Taunt, Reflect | shields, more defense, draws attacks or reflects damage |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/stat_attack.webp" alt="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 |
|-------|-----------|
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"><img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"><img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"> | No losses |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"><img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"> | At least half the team survives |
| <img class="ic-lg" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Star"> | Win with heavier losses |

**Rewards on a win:**

- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/cur_gems.webp" alt="Gems"> **Gems**: 4 per mission, **10** for bosses, only on a mission's first clear
- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/cur_xp.webp" alt="XP"> **Experience**: for every team Mebuli (boss missions give considerably more; see [Mebulis & levels](https://mebulalegends.bitmeup.com/wiki/en/guide/mebulis/))
- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_ring.webp" alt="Ring"> **Gear drop**: on certain missions from Chapter 3 onward (rarity rises with the chapter, rare at most)
- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/pr_puzzle.webp" alt="Puzzle"> **Fragments**: a few targeted missions give fragments for evolvable starter Mebulis
- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/nav_monsters.webp" alt="Mebuli"> **Chapter Mebuli**: the last mission of a chapter grants you a themed Mebuli
- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_unlock.webp" alt="unlocked"> **Next mission** unlocks
- <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/ui_star.webp" alt="Seal"> **Prism seals**: 1 per completed chapter from chapter 3 on (see [Prestige](https://mebulalegends.bitmeup.com/wiki/en/guide/prestige/))
- **12 [player XP](https://mebulalegends.bitmeup.com/wiki/en/guide/player-level/)** per battle won

::: info 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**.
