Combat Information

Within the universe of Demon Slayer, there is no doubt lots of combat. As such, this wiki has a combat system in place to truly bring out the experience of the Demon Slayer's world of demons and demon hunters.

This wiki page is dedicated to helping users of all experience level understand the way that combat works. If there is something that has been established as part of the combat system but seems to be missing from this page, feel free to contact an Administrator in order to get the issue resolved.

Basic Rules

 * 1) All participants must agree to joining combat
 * 2) All battles must be calculated by a designated battle calculator. If you're unsure who is a designated battle calculator, simply ask an administrator. All administrators are to know how to calculate combat.
 * 3) At the start of a battle, the battle calculator must use a random number generator to determine combat order.
 * 4) Each turn in combat consists of 5 Action Points. Every kind of attack consumes 1 Action Point unless otherwise stated.
 * 5) Every Action Point you don't consume in a turn will regenerate 10 Stamina. This is called Resting.
 * 6) If you Rest for an entire turn, you instead regain 15% of your Maximum Stamina.
 * 7) If a combatant does not edit their turn within a two hour time frame, they will be automatically surrendered from the fight, counting as a loss and reducing their character's Current Health to 1. This is excused if given a valid reason.
 * 8) In order to prevent death, a vast majority of fights will result in a Knock Out. A character will be depleted to 1 Health rather than 0 Health. This rule is excluded in Arcs as well as other designated fights.
 * 9) You may only use equipment listed in the Equipment section of your character's Battle Loadout. If it is not listed, it cannot be used.
 * 10) You may only use custom attacks listed in the Enhanced Abilities, Unique Form, and Overdrive categories of your character's Battle Loadout. If it is not listed, it cannot be used.
 * 11) Upon battle completion, any missing health will remain. To regain health you can visit the Butterfly Estate, based on the amount of missing health. If you level up while at Maximum Health, your Current Health will also increase.
 * 12) Stat boosters are additive not compounded. For example, if your character has a base of 50 Strength and gains a +25% Strength boost from an item they have, they will now have 62.5 Strength. If you later activate an ability that further increases your Strength by another 25%, you would combine 25%+25% to equal a 50% increase.
 * 13) You must specify any attack, ability, or system-based action in order to gain the effects of it. If you don't it is considered to have never have happened. You must also modify your own stats upon stat increase in order to help ease the load on Battle Calculators. If a mistake is made, the Battle Calculator will simply resolve the issue. If a person is caught purposely cheating they will be suspended from editing on the wiki for 24 hours - they can still participate in chat.
 * 14) Upon completion of combat, both combatants must calculate their total damage, unless the calculator does so for you. The amount of EXP you earn is equal to half of the damage you dealt during combat.

Damage Multipliers and Stamina Consumption
Every form of attack and ability in combat costs stamina to use and every attack will deal damage upon landing. Below is the list of damage multipliers and stamina consumption for all forms of actions that are based in the system. Some values may be altered by a person's equipment or abilities.
 * Basic Attack. Deals damage equal to 10 times User's Strength | Consumes 5 Stamina
 * Weapon Attack. Deals damage equal to 13 times User's Strength | Consumes 7 Stamina
 * Dual-Wield Attack. Deals damage equal to 15 times User's Strength | Consumes 8 Stamina
 * Enhanced Attack. Deals damage equal to 20 times User's Strength | Consumes 10 Stamina
 * Focus Breathing. Deals no damage | Consumes 25 Stamina
 * Technique Attack. Deals damage equal to 30 times User's Strength | Consumes 50 Stamina
 * Unique Form. Deals damage equal to 100 times User's Strength | Consumes 150 Stamina
 * Overdrive. Deals damage equal to 400 times User's Strength | Consumes 35% of Max Stamina (rounded up)

Focused Breathing
In order to prevent abuse of a character's strong attacks and abilities, Demon Slayer has implemented the concept of Focused Breathing. At the start of combat, all characters begin with no points in their Focused Breathing. A character who knows how to use Focus Breathing may spend one action per turn increasing their Focused Breathing meter. A character is only capable of having up to 5 points of Focused Breathing in their meter at once, unless the character has unlocked Full Focus Breathing. Certain attacks require you to consume these points in order to use them. The values for these are listed below.
 * Breathing Boost. Consumes 1 point of Focused Breathing
 * Enhanced Ability/Attack. Consumes 1 point of Focused Breathing
 * Technique Attack. Consumes 2 points of Focused Breathing
 * Unique Form. Consumes 3 points of Focused Breathing
 * Overdrive. Consumes 7 points of Focused Breathing

Breathing Boost
Breathing Boost is a special ability that slayers can use to temporarily increase their Strength and Speed by 5% for the turn they activate it. It does not consume an action to activate it and can only be used once per turn.

Overdrive
After a character uses an Overdrive, their Focused Breathing meter will be locked for 3 turns, regardless of type of Focused Breathing they have.

Damage Types

 * Physical Damage. Any attack that inflicts damage by use of the character's body or direct contact with their equipment deals Physical Damage. Attacks that deal Physical Damage use Strength as their Power multiplier unless specifically stated otherwise. Is considered an Advanced Stat when designing custom attacks or abilities.
 * Technique Damage. Any attack that inflicts damage by use of the character's Breathing Technique through any means deals Technique Damage. Attacks that deal Technique Damage use Strength as their Power multiplier unless specifically stated otherwise. Is considered an Advanced Stat when designing custom attacks or abilities.
 * Weapon Damage. Any attack that inflicts damage by use of the character's weapons deals Weapon Damage. Any item that inflicts Weapon Damage is also considered Physical Damage for stat changes. Attacks that deal Weapon Damage use Strength as their Power multiplier unless specifically stated otherwise. Is considered an Advanced Stat when designing custom attacks or abilities.

Basic Stats

 * Health. Health is a character's lifeline, quite literally. Anytime they are hit in combat by an attack, they will lose Health. Health can be increased by leveling up or using Vitality Serums from the Shop. If a character's Health reaches zero, they are considered to be dead and can no longer be used as a playable character.
 * Stamina. Stamina is the energy a character requires to commit actions in combat. A character's Maximum Stamina can be increased by purchasing Endurance Serums from the Shop. A character can regain 10 Stamina per Action Point they do not use in a turn or 15% of their Maximum Stamina by skipping their entire turn. If a character reaches 0 Stamina, they will enter Stasis. If a character is in Stasis, they will be immobile for 4 turns and regain 25% of their Maximum Stamina per turn. Immobilization reduces the user's Speed to 0, meaning that they cannot dodge any incoming attacks.
 * Strength. Strength is a character's ability to inflict Damage to their target. Strength can be increased by leveling up, using abilities that increase the Strength stat, or by purchasing Protein Serums from the Shop.
 * Speed. Speed determines a character's ability to land and evade hits. Speed can be increased by leveling up, using abilities that increase the Speed stat, or by purchasing Agility Serums from the Shop. Speed is the combined stat of Accuracy and Evasion, but increasing Speed will subsequently increase Accuracy and Evasion as well. The way Speed is used to determine whether an attack hits or misses is by simply adding both the attacker's and the target's speed together and plugging the sum into a Random Number Generator. If the number that comes out is equal to or less than the attacker's speed, the attack is considered to be a hit. If an attack is hitting multiple targets, each target is calculated separately.

Advanced Stats
NOTE: Any stat that can be thought of that is not designated here is automatically considered an Advanced Stat. Status Effects may only have a maximum potency of 5% and a maximum accuracy of 25%.
 * Accuracy. Accuracy is the stat that determines a user's ability to land attacks. Accuracy is passively increased whenever Speed is increased. Accuracy can also be increased separately. If only accuracy is increased and not Speed as a whole, the user's Speed stat will be increased by the Accuracy boost whenever they attack.
 * Evasion. Evasion is the stat that determines a user's ability to avoid attacks. Evasion is passively increased whenever Speed is increased. Evasion can also be increased separately. If only evasion is increased and not Speed as a whole, the user's Speed stat will be increased by the Evasion boost whenever they are attacked.
 * Resistance. Resistance determines how much damage of an attack a character is capable of resisting. Resistance can be increased by purchasing certain equipment. Within Resistance there are three sub-stats which are Physical Resistance, Technique Resistance, and Weapon Resistance. These stats are still considered an Advanced Stat but because they are weaker they are sometimes easier to get passed when creating a custom attack or ability.

Status Effects
On this wiki there are several types of Status Effects that are commonly occurring. The list below is to explain what each effect does.
 * Bleed. When a character is affected by bleed, they will lose HP equal to % Max HP. Ex: 5% Bleed will deal 5% of the character's Max HP per turn the bleed is active.
 * Burn. When a character is affected by burn, they will lose Base Strength equal to % Original Base Strength. Ex: A character who enters battle with 50 Strength will lose 2.5 Base Strength from a 5% Burn until the battle is over.
 * Paralysis. When a character is affected by paralysis, they will lose Base Speed equal to % Original Base Strength. Ex: A character who enters battle with 50 Speed will lose 2.5 Base Speed from a 5% paralysis until the battle is over.
 * Poison. When a character is affected by poison, they will lose Stamina equal to % Max Stamina. Ex: 5% Poison will reduce the target's Current Stamina by 5% of their Max Stamina per turn the poison is active.
 * Stun. When a character is stunned, they will have their Speed reduced to 0 on their next turn.
 * Stasis. A character in stasis has their Speed reduced to 0 and gains 25% of their Maximum Stamina per turn.

Player 1

 * Health: 5,000/5,000
 * Stamina: 500/500
 * Focused Breathing Meter: 1/5
 * Strength: 5
 * Speed: 5
 * Equipment: N/A
 * Enhanced Attack A: N/A
 * Enhanced Attack B: N/A
 * Enhanced Attack C: N/A
 * Unique Form: N/A
 * Overdrive: N/A
 * Effects: N/A

Player 2

 * Health: 5,000/5,000
 * Stamina: 500/500
 * Focused Breathing Meter: 1/5
 * Strength: 5
 * Speed: 5
 * Equipment: N/A
 * Enhanced Attack A: N/A
 * Enhanced Attack B: N/A
 * Enhanced Attack C: N/A
 * Unique Form: N/A
 * Overdrive: N/A
 * Effects: N/A

BATTLE START! Fight to 1HP!

 * Turn Order: Player 2, Player 1