A list of Tested and Speculated game mechanics.
As mechanics are tested and hold true at varying levels, they can be moved here. There is good information on this forum post.
Hero XP CalculationEdit
Each hero taking part in a Dungeon or Raid receives an equal share of the total XP Earned, with the First hero the player places also earning the remainder.
Having a maxed out Heroe let's say lvl 80/80 does not change the exp gain for the other heroes, the maxed out heroe takes the unnecessary XP.
The number of deployed troops taking part in the battle do not affect the XP awarded, nor does whether a Hero survives the encounter or not.
Testing using Dungeon 1 - 2nd Boss fight. Total XP = 335 With 3 heroes used, First Hero gets 113, other two get 111 With 4 heroes used, First Hero gets 86, other three get 83 With 5 heroes used, all heroes got 67xp. Tests 1 & 2 verified with & without 20x Griffin taking part, no Hero XP Change.
Upper limit of energy for each hero is 100. 
Energy can be charged by two means:One is through attacking, every one hit increase energy bar by 15 points. The other way is by taking damage, attack from heroes increase energy by 15 points, attack from troops or towers increase energy by 1 point. The equation for energy charging is:
Total Energy = Attack count * 15 + Opponent hero attack count * 15 + Opponent troop and tower attack count
Opponent hero attack count include skill and talent attack, so when a hero procs, it may increase enemy's energy by 30 points.
Some more details about this:
- If the skill is a buff, like paladin's, when the buff is on but the energy is full, the energy will stay at full until buff wears off. The next successfully attack of the hero will make it proc again.
- Scatter is the talent that may reduce energy. Scatter 5/5 will reduce energy by 25 points each hit. So If two heroes duel and one has scatter 5/5, then the opponent hero's energy will increase very slow (around 5 points per attack).
- Some hero's skills have infinite attack distance, like Spirit Mage and Hill Giant. Consider the scenario that your Spirit Mage is attacking the shrine in Arena and uses her skill to attack opponent's Ninja at the other end. When this happens, it may damage/kill Ninja and help your team, but at the same time, it also helps the ninja to charge up energy and proc faster. So these kind of skills are sometimes two-edged sword for Arena strategy.
Heroes can be consumed to upgrade the skill of other heroes. This is a fixed value based on the number of stars and the type of hero. The only time this value changes is when a hero is consumed to upgrade the skill of the same kind hero (e.g., comsume a Werewolf to another Werewolf). It will give double the points instead of the normal value.
Theories and details should be posted here. Once a theory has been tested at varying levels and proven, it should be moved to the tested Mechanics section.
Units and buildings mention a Range value. A Support team member quoted "that range is the tiles count of your attack range in a radius of a circle or sphere is the length of a line segment from its center to its perimeter."
In English, that means a range of 10 goes 10 "tiles" North-West, North-East, South-West and South-East (Further referred to as the Primary directions). What is unclear is what a "tile" unit is, and whether or not the circular highlight around a selected building represents this range. It would seem appropriate to assume this as only buildins with a range have this highlight show.
First glance would have an Army Camp as 5x5 tiles, Town Hall as 4x4 tiles, most others as 3x3 tiles, Hero Bases as 2x2 tiles and walls and bombs being 1x1 tiles judging by the grass-like tiles under the buildings.
While the games definition of Range isn't defined, the list of hero attack ranges that follows are defined using the following:
Hero Attack Range: The number of walls over which a hero can attack a 3x3 tile on the direct opposite side. A Range of 0 is Hand to Hand. A Range of 1 or more means it can attack over a wall (or more)
There are some questions raised in regards to the traits. Before adding the information to the Hero Page, further testing and verification should be done. If you can help clarify any of the following with evidence, please do and mention your references or testing
Description: Revive with x% HP restored. Result: Upon death, Hero will lose the focus of all attackers, and revive with x% of maximum HP. Enemies can re-target the revived hero once their current target is removed. Questions: Why do some heroes lose their energy whereas others keep it after being revived?
Description: Has 10% chance to inflict Coma for x seconds on target when attacking
Result: Coma stops the target from acting for the specified duration
Description: Gain x% Energy at the start of battle.
Result: Your hero starts with their energy meter at x% full. Energy meter is the purple bar below the health, and once full, your hero will use their skill on their next attack.
Notes: Should probably be called Energize
Description: Has a x% chance to negate all damage when attacked.
Result: No HP is lost from the attack.
- Can the hero still be affected by Coma or another state even though the damage is negated?
Description: Deals x% damage to nearby enemies upon death
Result: Enemies surrounding the Hero suffer damage when the Hero dies.
- What is the range of "nearby" and does it increase with hero or trait level?
Description: Has a 10% chance to deal #x more damage when attacking (# is a number, 3 to 7)
Result: Increases damage dealt
Description: Deflects x% of damage taken.
Result: Returns the x% damage taken back to the attackers.
Description: Has a x% chance to deflect 100% of damage taken.
Result: When the x% procs, 100% damage of the attack of the enemy will be reflected. The hero receives no damage from that attack.
Description: Reduces target's Energy by x when attacking.
Result: When attacking another Hero, that Hero's Energy is reduced with every attack. A Hero needs to get to 100(%) to use their skill. Note, that the value reduced is a hard figure, not a percentage. As such if your Hero has level 2 (reducing by 10), and the enemy hero has 50% energy, they will go down to 40%, not 45%.
Notes: This should probably have been called Enfeeble , or Restrain ...
Description: Has a 25% chance to reduce enemy SPD by x% for 5 seconds when attacking.
Result: Reduces the enemy's MOV SPD.
Sprint (Previously Enfeeble)
Description: Increases MOV SPD by x%
Result: Hero moves x% faster in Battles.
Description: Increases ATK SPD by x%
Result: Hero attacks quicker. This should also mean their skill procs more often as a result.
Description: Reduces damage taken by x%
Result: Damage your hero would take is reduced by that percentage helping them stay alive longer.
Description: Increases ATK by x%
Result: Increases hero Damage dealt by x%. This does not affect Angel and Druid healing.
Description: Increases HP by x%
Result: Hero's maximum HP is increased.
Notes: Comparison to Stone Skin:
- Relative benefit changes per rank of skill. Tenacity 1-3 are superior to stone skin, 4 equal, and tenacity 5 is inferior to stone skin 5:
- Stone skin lv 1 = 5% reduction = 1/.95 = 1.05x hp < 1.10x hp tenacity lv 1
- Stone skin lv 2 = 10% reduction = 1/.9 = 1.11x hp < 1.15x hp tenacity lv 2
- Stone Skin lv 3 = 15% reduction = 1/.85 = 1.18x hp < 1.20x hp tenacity lv 3
- stone skin lv 4 = 20% reduction = 1/.8 = 1.25x hp = 1.25x hp tenacity lv 4
- stone skin lv 5 = 25% reduction = 1/.75 = 1.33x hp > 1.30x hp tenacity lv 5
- Note that Stone Skin increases effective healing as well as effective hit points. A 2000 heal effect with a 20% damage reduction allows for 2500 points of incoming damage to be mitigated with the heal.
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