Melee, ranged and stuns
Your weapon decides how you fight. Melee hits harder but takes the boss's counterattack.
Melee
Ranged
Melee
Swords, axes, clubs, spears and most other weapons are melee. A hero without a weapon fights with its fists, also melee. Melee heroes run up to the boss and hit for full damage, and every hit that leaves the boss standing draws its counterattack.
The counterattack
- The boss strikes with a roll between half and one and a half times its strike (8 + 4 per level).
- If your hero's defense is at least the roll, the strike is blocked.
- If not, your hero is stunned for 30 seconds: its buys still show, but deal no damage until the stun wears off.
Ranged
Bows, blasters, the rocket launcher, wands, staffs, scepters and the guitar are ranged. Ranged heroes shoot from a safe distance and are never hit back, and deal 85% of the damage in return.
Stun chance per melee hit
| Defense | LV 1 | LV 5 | LV 10 | LV 17 |
|---|---|---|---|---|
| 0 | 100% | 100% | 100% | 100% |
| 25 | 0.00% | 61% | 98% | 100% |
| 50 | 0.00% | 0.00% | 46% | 84% |
| 90 | 0.00% | 0.00% | 0.00% | 32% |