Combat System

A complete reference to how combat works in Vampires vs. Werewolves — damage calculation, critical hits, dodge, lifesteal, skills, boss phases, and status effects.

Last updated: April 2026  ·  Version: 1.0.0

Combat Overview

All combat in VvW is turn-based and resolved automatically by the server. You do not click during a fight — you prepare before it. Each round, both combatants deal damage simultaneously until one side reaches 0 HP or all rounds expire.

Combat applies to PvE (monsters, dungeons) and PvP (arena, Eclipse War, clan wars). The same underlying rules govern all combat types, with modifiers layered on top.

Combat Resolution Order (per round)

  1. Skills trigger (if conditions met)
  2. Attacker calculates raw damage
  3. Dodge check (defender)
  4. Critical hit roll (attacker)
  5. Damage applied to defender HP
  6. Lifesteal heals attacker
  7. Status effects tick (poison, burn, etc.)
  8. Next round begins

NOTE

Both sides resolve simultaneously in PvP — there is no "attacker" or "defender" role. Each side goes through the full resolution order at the same time, meaning you can kill each other in the same round.

Damage Formula

Base damage is calculated from your character's STR stat, your equipped weapon's ATK value, and the target's DEF stat.

BASE DAMAGE

damage = max(1, (STR × weapon_ATK) − DEF)

Minimum damage is always 1. DEF cannot fully negate a hit.

How STR and Weapon ATK Interact

Your weapon's ATK value acts as a multiplier on STR. A weapon with ATK 8 and your STR at 20 deals 160 raw damage before DEF reduction. Upgrading your weapon increases ATK, which scales multiplicatively with your STR.

STR Weapon ATK 5 (low-tier) Weapon ATK 10 (mid-tier) Weapon ATK 18 (end-game)
1575 raw150 raw270 raw
25125 raw250 raw450 raw
40200 raw400 raw720 raw
60300 raw600 raw1,080 raw

TIP

Upgrading your weapon is almost always better than investing in STR for pure damage. STR scales linearly; weapon ATK raises the multiplier. At high STR, even a +1 ATK weapon is worth thousands of additional damage.

DEF Reduction

DEF is subtracted from raw damage after the STR × ATK calculation. DEF reduces incoming damage equally from all sources — PvE, PvP, boss hits. The minimum damage output is always 1, even if the defender has enormously high DEF.

DEF EFFECTIVE RANGE

effective_damage = max(1, raw_damage − DEF)

Example: raw damage 340, DEF 120 → 220 effective damage.

Critical Hits

A critical hit multiplies effective damage by 1.5×. Critical chance is derived from your LCK stat and any critical-boosting gear or skills.

CRITICAL HIT CHANCE

crit_chance = base_crit + (LCK × 0.3%)

Base crit is 3% for all characters. Maximum crit chance is capped at 45%.

LCK Value Crit Chance (no gear) Damage Multiplier on Crit
03%1.5×
209%1.5×
5018%1.5×
10033%1.5×
140+45% (cap)1.5×

Crit from Gear & Skills

Certain weapons have a built-in crit bonus (shown as "+X% Crit" in the item tooltip). Some skills like Vampire Bloodthirst temporarily raise crit chance by 12%. These bonuses stack with LCK-based crit but cannot exceed the 45% cap.

Dodge & Evasion

Dodge is the chance to completely avoid an incoming hit — dealing 0 damage that round. It is derived from the DEX stat and dodge-boosting equipment.

DODGE CHANCE

dodge_chance = base_dodge + (DEX × 0.25%)

Base dodge is 2% for all characters. Maximum dodge chance is capped at 35%.

DEX Value Dodge Chance (no gear) Notes
02%All classes start here
309.5%Typical early-game
6017%Mid-game DEX builds
10027%High DEX investment
132+35% (cap)Cap requires dedicated gear

VAMPIRE ADVANTAGE

Vampires have a natural +5 DEX racial bonus, giving them ~1.25% additional dodge compared to Werewolves at the same investment level. This is a significant advantage in long PvP matches where every dodge matters.

Dodge vs DEF — Which to Prioritize?

DEF reduces every hit by a flat amount — reliable against high-frequency, low-damage enemies. Dodge nullifies an entire hit but is random. In boss fights, dodge is especially powerful because boss hits deal very high damage; a single dodge on a boss Phase 3 hit can save you.

For PvP: DEF is more consistent. For dungeons: balanced DEX/DEF is optimal.

Lifesteal

Lifesteal heals you for a percentage of the damage you deal each round. It is not a base stat — you must equip items or unlock skills that provide it.

LIFESTEAL HEALING

heal_amount = effective_damage × lifesteal%

Lifesteal does NOT apply to damage dealt by skills that hit multiple targets or DOT effects.

Lifesteal Sources

SourceLifesteal %Notes
Bloodfang Amulet4%Equip slot: Necklace
Crimson Edge (weapon)6%Legendary weapon, Level 55+
Vampire Skill: Drain Life8% (3 rounds)Active skill, costs 1 skill slot
Vampire Skill: Blood Surge12% (1 round)High-tier skill, Prestige 1 required
Werewolf Skill: Pack Hunger5%Passive, always active
Enchant: Life Siphon2–5%Random enchant on gear

STACKING LIFESTEAL

Lifesteal from multiple sources stacks additively. A Vampire with Drain Life (8%) + Bloodfang Amulet (4%) + Life Siphon enchant (3%) has 15% lifesteal. At 500 damage per hit, that heals 75 HP per round.

Skills in Combat

Skills are special combat abilities unlocked through your skill tree. You can equip up to 3 active skills at a time. Passive skills are always active once unlocked.

How Skills Trigger

Active skills activate on specific trigger conditions each round. Common conditions include:

  • Round-based — triggers on a specific combat round (e.g., Round 3, Round 5)
  • HP threshold — triggers when HP drops below a % (e.g., below 40% HP)
  • Proc chance — triggers randomly with a set % chance each round
  • On dodge — triggers immediately after successfully dodging a hit
  • On crit — triggers when you land a critical hit

SKILL SLOT LIMIT

You can have unlimited passive skills learned, but only 3 active skills can be slotted for any fight. Choose skills that complement each other — a crit-trigger skill pairs well with a high-LCK build.

Skill Damage Formula

SKILL DAMAGE

skill_damage = base_skill_power + (primary_stat × skill_scaling)

Vampire skills scale off DEX. Werewolf skills scale off STR. Universal skills scale off whichever is higher.

Skill Categories

CategoryTypeEffectExamples
Damage SkillsActiveDeal extra damage this roundShadow Strike, Lunar Smash
Buff SkillsActiveBoost your stats for N roundsBlood Frenzy, Moonrage
Debuff SkillsActiveReduce enemy stats for N roundsWeaken, Blinding Bite
Heal SkillsActiveRestore HP (non-lifesteal)Dark Regeneration, Howl Heal
Passive AurasPassivePermanent stat bonus while slottedIron Fur, Shadow Step
Reaction SkillsPassiveTrigger on dodge, crit, or hitRetaliate, Counterflow

See the Skills wiki page for the full skill tree with all 100 skills (V1–V50, W1–W50).

Boss Phase System

Dungeon bosses and world event bosses have a 3-phase system. As the boss loses HP, it transitions through phases, gaining new abilities and stat modifiers. Understanding each phase is critical to surviving endgame content.

Phase Thresholds

PHASE 1 Full Health — 100% → 50% HP

Normal combat behavior. Boss uses its standard attacks and passive abilities. No modifiers active. This is the window to deal maximum damage safely.

PHASE 2 Enraged — Below 50% HP

Boss enters Enrage state:

  • +25% STR — increases raw damage output significantly
  • Activates one Phase 2 skill (varies by dungeon)
  • Some bosses gain a Void Surge ability — instant 300–400 unblockable damage
PHASE 3 Eclipse Rage — Below 25% HP

Boss enters Eclipse Rage — the most dangerous phase:

  • +62.5% STR total (stacks on Phase 2 bonus)
  • −30% DEF for the boss — it becomes vulnerable but hits much harder
  • Phase 3 skill activated — typically a round-skipping AoE or one-shot mechanic
  • Boss HP regeneration stops completely

WARNING

In Phase 3, a boss's damage can exceed 3× its Phase 1 output. If your HP is below ~400 at Dungeon 8+, you may die in one hit. Always bring high DEF gear or lifesteal to survive Phase 3.

Boss Phase by Dungeon

DungeonBossPhase 2 AbilityPhase 3 Ability
D1 — Cursed GrottoRotfangPoison Bite (DOT)Rabid Fury (+40% ATK speed)
D2 — Bloodstone CavernCrimson HulkRock Slam (−15% DEF)Bloodstone Armor (+80 DEF)
D3 — Shadowmere KeepShade WardenShadow Clone (2 hits/round)Umbral Shroud (50% dodge)
D5 — Ashen SpireCinderclawBurn (30 dmg/round DOT)Inferno Burst (AoE 200 dmg)
D7 — Void SanctumThe HollowVoid Pulse (300 unblockable)Annihilation Field (−50% DEF)
D10 — Eclipse ThroneEclipse SovereignVoid Surge (400 unblockable)Eclipse Rage (+62.5% STR, −30% DEF)

Status Effects

Status effects are temporary conditions applied during combat. They tick at the end of each round after damage is resolved. Multiple status effects can be active simultaneously.

Poison

DEBUFF

Deals 15–50 damage per round for 3 rounds. Does not benefit from DEF. Applied by Rotfang and certain enemy skills.

Burn

DEBUFF

Deals 20–80 damage per round for 2 rounds. Fire-themed enemies and the Ashen Spire dungeon apply Burn.

Bleed

DEBUFF

Deals 10% of max HP as damage each round for 2 rounds. Used by Werewolf skill Rend and certain weapons.

Weaken

DEBUFF

Reduces target's STR by 20% for 3 rounds. Decreases their raw damage output significantly.

Stun

DEBUFF

Target skips their attack this round. Applied by skills like Vampire Shadowstrike (25% proc chance on hit).

Shield

BUFF

Absorbs incoming damage up to a fixed value before HP is reduced. Provided by Werewolf skill Stone Hide.

Regeneration

BUFF

Restores 30–100 HP per round for 3 rounds. Provided by Dark Regeneration and Moon Salve skills.

Frenzy

BUFF

+30% STR for 2 rounds. Applied by Werewolf skill Blood Moon Frenzy. Cannot stack with itself.

Status Effect Rules

  • DOT effects (Poison, Burn, Bleed) bypass DEF — they deal their listed amount directly
  • If the same effect is applied twice, the duration resets rather than stacking damage
  • Stun does not prevent the target from receiving lifesteal healing on other hits
  • Buffs and debuffs expire at the end of their last tick round

Combat Types

VvW has four distinct combat contexts, each using the same base formula but with different modifiers and rules.

Type Location Max Rounds Special Rules
PvE — World Map zones 10 Auto-resolved; stamina cost. Monster DEF scales per zone.
PvE — Dungeon Dungeon rooms 20 (boss) Room-by-room; boss phases active. Dungeon tokens on clear.
PvP — Arena Arena 15 ELO ranking change after result. Gold wagered (optional). PvP protection rules apply.
PvP — Eclipse War Faction zones 15 Faction-wide event. Territory control mechanic. Bonus loot from faction chest.
PvP — Clan War Clan territory 15 Scheduled 72h war. Clan points system. Requires Clan rank Officer+.

Round Limit Outcomes

If both combatants survive all rounds:

  • PvE — you lose the fight; no loot; stamina is still consumed
  • Arena PvP — draw; no ELO change; no gold exchange
  • Dungeon — boss resets to Phase 1 if you re-enter; your HP does not reset

TIP

Always check the "Battle Log" after a fight. It shows every round's damage, crits, dodges, and skill triggers. This is the best way to understand what's killing you — and how to fix it.