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Fighters

Fighters are the combatants in a Cowculator battle. Their configuration combines resources, combat stats, active skills, passive skills, and an optional fallback skill.

Fighter stats

Each fighter has resources and combat stats that determine how they act and respond during battle:

Stat What it controls
maximum_health Health capacity and the default starting health
initial_health Optional starting health. It defaults to maximum_health when omitted
maximum_energy Energy capacity and the default starting energy. It defaults to 0 when omitted
initial_energy Optional starting energy. It defaults to maximum_energy when omitted
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
regeneration.health Ordered end-of-turn health regeneration components
regeneration.energy Ordered end-of-turn energy regeneration components

Starting resources let you begin a battle with an injured fighter or a partly filled energy bar. initial_health must be at least 1, and neither initial resource can exceed its maximum. Omit an initial value to start at the maximum.

Each regeneration component uses type: "percentage", a basis of current or maximum, and a non-negative fractional value. Cowculator adds the components for a resource and rounds the final total half up once. Stat buffs and debuffs can modify the combined health or energy regeneration total.

Skills

Field Purpose
active_skills Active skills used in the fighter's configured rotation. It defaults to an empty array.
passive_skills Triggered effects that run automatically. It defaults to an empty array.
fallback_skill Optional zero-cost skill used when the 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.