|Characters that can potentially raise their ATK to great heights.|
Before Update 3.3.0, ATK used to reset between phases. This is no longer the case and the ATK boost will remain until the end of the fight.
Testing shows that ATK boosts for normal attacks and Super Attacks are calculated differently, so don't be fooled by the ATK stat increase at the start of turn. Here's how it actually works.
- When performing a normal attack: Base ATK > Leader Skills > Passive Skills > ATK increase from previous Super Attacks > Link Skills > Ki multiplier
- When performing a Super Attack: Base ATK > Leader Skills > Passive Skills > Link Skills > Ki multiplier > SA multiplier (Damage multiplier + Hidden Potential boost + ATK increase from previous Super Attacks + ATK increase from current SA)
Note: all units that raise their ATK for 3 or more turns start off with a lower SA multiplier, so that they cause increased damage only starting from their second Super Attack. Also, some Passive Skills activate after the Ki multiplier, such as the ones that activate "when performing a Super Attack", or "when Ki is x or more".
- SA multiplier: 505% - 30% (Immense damage - 30%) + 30% (SA boost +6 from Hidden Potential) + 90% (ATK boost from previous Super Attacks) + 30% (ATK boost from current SA) = 625%
As you can see, the damage calculation is not: 603166 * SA multiplier, which would amount to over 3 million. As soon as the unit super attacks, the boost literally moves to the SA multiplier, causing less damage than expected. They probably didn't want these units to be too overpowered. Still, it's a good mechanic to have, and it does increase damage output.
Damage output is calculated the same way with units that raise their ATK for a limited number of turns, and also with units that increase allies' ATK through Super Attack. Those boosts are never added to Passive Skills, they only affect either normal attacks or SA multipliers.
Counterattacks are calculated with their own boost which replaces the SA multiplier, meaning that they benefit from SA boosts the same way that normal attacks do, by having a separate multiplier increasing the overall damage.
Main ATK boosts:
- Massively raises ATK for 1 turn: +100%
- Greatly raises ATK: +50% (rarely +67%)
- Raises ATK: +30%
- Raises ATK & DEF: +20%
- Raises ATK & DEF for 1 turn: +30%
- Raises ATK for 9 turns: +30%
- Raises ATK for 3 or 6 turns: +50%
|GREATLY RAISES ATK|
|Greatly raises ATK (+50%) + immense damage|
|Greatly raises ATK (+50%) + supreme damage|
|Greatly raises ATK (+67%) + extreme damage|
|Greatly raises ATK (+50%) + extreme damage|
|Greatly raises ATK (+67%) + huge damage|
|These cards increase their attack when they perform a Super Attack and have a turn limit.|
|Raises ATK for 9 turns (+30%) + supreme damage|
|Raises ATK for 6 turns (+50%) + supreme damage|
|Raises ATK & DEF by 30% for 6 turns + supreme damage|
|Receive Damage from Enemy for ATK Boost|
|ATK boost % per hit taken|
|Perform Damage to Enemy for ATK Boost|
|ATK boost % per hit given|
|Appear on Rotation for ATK Boost|
|ATK boost % per rotation|
|ATK Boost for every enemy on the field|
|ATK boost % per enemy|
|These cards increase their attack when they perform a Super Attack for one turn.|
|MASSIVELY RAISES ATK FOR 1 TURN|
|Massively raises ATK for 1 turn (+100%) + immense damage (11 Ki Super Attack)|
|Massively raises ATK for 1 turn (+100%) + supreme damage|
|LAUNCHES SUPER ATTACK WITH MASSIVE POWER|
|Supreme damage with massive power (+90%)|
|LAUNCHES SUPER ATTACK WITH GREATER POWER|
|Immense damage with greater power (+60%)|
|Supreme damage with greater power (+60%)|
|Huge damage with greater power (+60%)|
|LAUNCHES SUPER ATTACK WITH MORE POWER|
|Supreme damage with more power (+20%)|
|Extreme damage with more power (+20%)|