Fighters¶
Fighters are the combatants in a Cowculator battle. Their configuration combines resources, combat stats, active skills, passive skills, and a fallback skill.
Fighter stats¶
Each fighter has resources and combat stats that determine how they act and respond during battle:
| Stat | What it controls |
|---|---|
health |
Damage the fighter can sustain before being knocked out |
energy |
Resource spent when executing active skills |
attack |
Base offensive strength used by attacks and some healing effects |
defence |
Mitigation of incoming normal damage |
speed |
How quickly the fighter's turn meter increases |
critical_rate |
Base chance for an attack to become critical |
critical_damage |
Damage multiplier applied on a critical hit |
critical_resistance |
Reduction applied to an attacker's critical chance |
damage_multiplier |
General multiplier applied to outgoing attack damage |
damage_reduction |
Reduction of incoming normal damage |
dot_reduction |
Reduction of incoming damage-over-time effects |
health_regen_1 |
End-of-turn regeneration based on maximum health |
health_regen_2 |
End-of-turn regeneration based on current health |
energy_regen_1 |
End-of-turn regeneration based on maximum energy |
energy_regen_2 |
End-of-turn regeneration based on current energy |
Skills¶
| Field | Purpose |
|---|---|
skills |
Required array of active skills used in the fighter's configured rotation. It may be empty. |
passives |
Required array of triggered effects that run automatically. It may be empty. |
fallback_skill |
Required skill that executes without an energy cost when the skills rotation is empty or the intended active skill is unaffordable |
See the Skills guide for ordering, targeting, passive timing, and examples.
See Damage calculation for how these stats interact.
Looking for exact fields?
Use the OpenAPI reference for the complete fighter request schema, defaults, and validation rules.