Skip to content

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.