1. Current hero strength
Verified hero ceilings are scaled by level, player-facing stars from 0–10 in 0.2 steps, skills, Awakening, exclusive weapon, all four gear pieces and the matching faction statue.
Calibrated planning estimate, not a guaranteed replay. Hidden targeting, skill timing and server-side combat rules can still change the result.
Attack and defense now live here, separate from PvE event simulations.
Set ownership and enter the progress shown in game.
Enter the permanent systems that strengthen every squad. Values stay on this device.
Sanctuary sets the hero cap and gates the rest of the city.
Troop tier and command determine how much force each hero leads.
Each statue grants HP, ATK, DEF and command to every hero of its faction.
Enter the final percentage for each matching stat. Example: Hero ATK +5% and +10% becomes 15%. Never add research levels.
Choose one destination, then enter only bonuses with that exact label. The helper will total and place the percentage for you.
Only enter a combat percentage clearly shown by that system. Do not enter survivor, building or technology levels; leave 0 when no percentage is shown.
Track every slot. Only owned combat Curios affect squad scores; economy Curios remain visible but do not inflate combat power.
The game has 31 permanent Curios. Verified names are prefilled; unnamed catalogue slots stay editable so new or localized Curios can be entered exactly as shown in your game. “Combat bonus” is the current percentage shown on your account; economy effects are tracked but ignored by combat scoring.
Keep either system switched off until you are ready to enter it.
Level affects the Raven skill; Evolution unlocks plans and boosts Epigraph effects.
Match faction-specific SSR/UR pieces to the squad’s majority faction.
Every recommendation includes the factors that moved it up or down.
Verified hero ceilings are scaled by level, player-facing stars from 0–10 in 0.2 steps, skills, Awakening, exclusive weapon, all four gear pieces and the matching faction statue.
The model uses fight-specific roles. PvP keeps a stable front line; Demon King tests zero or one tank with three or four DPS; Nurses and Blight Countess receive separate survival-aware PvE profiles.
Sanctuary caps hero levels. Troop tier, leadership, combat research, curios, survivors, buildings, alliance technology and seasonal bonuses then modify the squad.
Warrior counters Warlock, Warlock counters Ranger, and Ranger counters Warrior. PvP Attack applies the 20% faction relationship against the selected opponent.
PvP protects damage behind tanks. Demon King uses damage-first placement because the boss does not attack; if a tank survives the optimizer, it moves to the back. Countess and Nurse teams keep the minimum durability needed for their fight.
The simulator carries the complete optimized build into the selected event: hero development, four gear pieces per hero, formation, faction and roles, troops, command, research, permanent bonuses, Raven, Epigraphs, bench skill, Curios and event controls. Progression-only fields remain visible as gates rather than false damage bonuses.
Raven level, Evolution and six gear slots create a shared multiplier only when “Include Raven” is switched on. Saved progress remains available while the system is off.
Epigraphs are also optional. When enabled, Guard and Protective Charm weigh more in defense while Frenzied Flock and Reversal Power weigh more in attack.
Demon King is modeled as a non-retaliating damage race. Blighted Countess belongs to Celia’s Hunting Day (renamed Claire’s Inner Demon in Era of Revival), while Pandemic Experience separately contains 30-level personal Hell Nurse runs and nine alliance-boss difficulties. Exact hidden enemy stats and some skill timing remain unpublished, so the app ranks account-specific squads without presenting invented enemy numbers.
Heroes · Teams · Curios · Undead Siege · Elite Blight & Thieves · Demon King · Blighted Countess · Hell Nurses · Cheese Trap · KVK