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.