Combat & Build Lab

Live combat simulator, defense mitigation & dual-build comparison

Combat Conditions:
Change
Attacker Hero

Base ATK: Base DEF:
Lv.
Equipment Loadout (6 Slots)
Gold Cost: $
Active Emblem

Battle Spell

Change
Target Dummy

Base HP: Base DEF:
Lv.
Defender Loadout & Defenses
Defender Items (Armor / HP)
/ 6 Slots
Spell

Total Max HP
Phys DEF
Eff: ()
Magic DEF
Eff: ()

Attacker Telemetry & Deltas

Physical Attack
Magic Power
Attack Speed
Physical Penetration
Magic Penetration
Crit Chance / Dmg
Cooldown Reduction

Hero Skills & Real Damage Matrix

Post-mitigation damage values calculated against (accounting for Armor, Resists & Penetration)

Physical

Basic Attack

Formula: 100% Phys ATK
Expected DPS:
Normal / Crit: /
Simulation Studio

Combat Rotation & Time-to-Kill (TTK)

Evaluates sequential hit cadence, dynamic item passives (DHS % HP, Endless True Dmg, BoD <50%), and parallel build execution against .

Queue Next Action:
Total Sequence Damage
Total duration:
Time-to-Kill (TTK)
Target HP Depleted
Basic ATK
Est. DPS

Mobile Legends Damage Formulas & Theorycrafting FAQ

Verified mathematical models powering this damage simulator and tournament telemetry.

1. Damage Mitigation Formula

Damage reduction is computed as: Damage Taken = Raw Damage × (120 / (120 + Effective Def)) At 120 defense, 50% of incoming damage is mitigated; at 240 defense, ~66.7% is mitigated.

2. Penetration Priority Order

When dealing damage, penetration resolves in the following mathematical order: 1. % Penetration (e.g. Malefic Roar) 2. Flat Penetration (e.g. Hunter Strike) Effective defense can be reduced to negative values (capped at -60), amplifying total damage.

3. True Damage & Shields

True damage completely ignores the target's physical and magic defense ratings, dealing 100% value directly to shields and HP. It cannot be reduced by defense passives unless explicitly stated.

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