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.
Correct 2-front / 3-back placement with estimated damage for every hero.
Estimated comparison only. Hidden targeting, timing, skill triggers and server-side combat rules can change the real result.
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.
Use the cumulative percentages shown in your Research Lab. Do not add the individual levels together.
Enter the combat percentages shown by these systems. This keeps new seasons and server-specific bonuses in the calculation without guessing hidden values.
These bonuses apply after the five heroes are selected.
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 rewards a stable front line, useful damage and support. It tests all five-hero combinations and applies the in-game faction composition bonus.
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.
Every recommended team is placed as two front heroes in positions 1–2 and three protected back heroes in positions 3–5. Tanks are prioritized in front; damage and support stay behind.
The simulator converts the optimized squad score into a consistent 10-round comparison, then attributes estimated damage by hero role, strength and position. It is a planning estimate, not a replay of hidden server combat.
Raven level, Evolution and six gear slots create a shared multiplier. Evolution 10/150/300/450 unlocks Plans 1–4; later stages raise the Epigraph system boost.
Guard and Protective Charm weigh more in defense; Frenzied Flock and Reversal Power weigh more in attack. Wrong-faction pieces receive only a small compatibility score.
Defense conversion, troop resolution, precise targeting and some skill interactions remain server-side. Results compare your choices consistently; they are not guaranteed battle outcomes.