Basics
This is the order in which the game calculates damage output (each step prioritizes percentages over flat boosts):
1) Leader Skills
2) Passive Skills calculated at the start of turn
- "When HP is x or above"; "when facing x or more enemies"; "per Category ally on the team"; "per Ki Sphere obtained"; "for x turns from start of turn"; "as the 1st attacker in a turn"...
3) Link Skills
4) Ki multiplier (How does it work?)
5) Passive Skills calculated when attacking
- "When performing a Super Attack"; "when Ki is x or more"; "after receiving attack"; "with each attack received / performed"; "when the target enemy is stunned / sealed / in ATK Down status"...
6) SA multiplier
7) Type advantage/disadvantage multiplier, critical attack multiplier, etc.
The SA multiplier can be increased in three different ways:
- Hidden Potential (SA boost increases SA multiplier by 5% per level, up to 75%)
- ATK boost from SA (for 1 or more turns, more info here)
- ATK boost from allies' SA (usually only for 1 turn)
Example
ATK stat with Ki multiplier factored in: 241,568
SA multiplier: immense damage Lv.10 and SA boost +6 from Hidden Potential = 505% + 30% = 535%
Final result: 241,568 * 5.35 = 1,292,388
Super Attack Multipliers
Multipliers | ||||||||
---|---|---|---|---|---|---|---|---|
SA LVL | Low | Damage | Huge and Destructive |
Extreme and Mass |
Supreme | Immense | Colossal | Mega-Colossal |
1 | 130% | 170% | 200% | 220% | 250% | 280% | 300% | 350% |
2 | 140% | 180% | 210% | 235% | 270% | 305% | 305% | 360% |
3 | 150% | 190% | 220% | 250% | 290% | 330% | 310% | 370% |
4 | 160% | 200% | 230% | 265% | 310% | 355% | 315% | 380% |
5 | 170% | 210% | 240% | 280% | 330% | 380% | 320% | 390% |
6 | 180% | 220% | 250% | 295% | 350% | 405% | 325% | 400% |
7 | 190% | 230% | 260% | 310% | 370% | 430% | 330% | 410% |
8 | 200% | 240% | 270% | 325% | 390% | 455% | 335% | 420% |
9 | 210% | 250% | 280% | 340% | 410% | 480% | 340% | 430% |
10 | 220% | 260% | 290% | 355% | 430% | 505% | 345% | 440% |
11 | 300% (*) | 370% (*) | 450% (**) | 530% (**) | 350% | 450% | ||
12 | 310% (*) | 385% (*) | 470% (**) | 555% (**) | 355% | 460% | ||
13 | 320% (*) | 400% (*) | 490% (**) | 580% (**) | 360% | 470% | ||
14 | 330% (*) | 415% (*) | 510% (**) | 605% (**) | 365% | 480% | ||
15 | 360% (*) (340%+20%) |
450% (*) (430%+20%) |
530% (**) | 630% (**) | 370% | 490% | ||
16 | 375% | 500% | ||||||
17 | 380% | 510% | ||||||
18 | 385% | 520% | ||||||
19 | 390% | 530% | ||||||
20 | 425% (395%+30%) |
570% (540%+30%) |
(*) Only for Super Strike Cards
(**) Only for Extreme Z-Awakened Cards
Colossal & Mega-colossal Only for LR Cards
List of different SA Multipliers (Exceptions)
Cards that raise their ATK with their SA 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. The same goes for units that boost allies' ATK with their SA, they have a lower SA multiplier so that only allies can benefit from the boost (an additional Super Attack would give a single boost to the unit and a double boost to allies). More info here.
Low
Damage
Huge
Mass
Extreme
Supreme
- Supreme Damage -20%
- Supreme Damage -25%
- Supreme Damage -30%
- Supreme Damage -50%
- Supreme Damage -100%
Immense
Colossal
Mega-colossal
Some characters have a 30% chance to activate a different Super Attack with a different SA multiplier. The exception being Supreme Damage +90%, with a 50% chance.
Huge
Extreme
Supreme
Immense
Increasing Super Attack level
There are multiple rules involved in increasing a card's Super Attack level. Refer to Leveling Super Attack Guide for a breakdown of these rules, as well as a list of compatible cards for various characters.
See Also
- Farmable Super Attack Guide: guide to cost (Zeni and Stamina) for farmable Super Attacks.
- Leveling Super Attack Guide: guide to see which characters have farmable or non-farmable cards