All our currently known information about how combat functions in Shop Titans. Including devised formulas, probability, and all other relevant data.
All mentions of “Hero” or “Heroes” also includes Champions. Their mechanics work just the same as heroes.
Heroes appear to be randomly placed in the fights, with no discovered method on how to affect this… yet.
The enemy always attacks first.
The player’s team turn order always follows the same pattern:
- For 3 slot quests, the order is:
- Middle
- Left
- Right
- For 4 slot quests, the order is:
- Middle Left
- Far Left
- Far Right
- Middle Right
- For 5 slot quests, the order is:
- (Will be filled in after next LCOG)

Hero Damage
ATK = Damage
Enemies have no defense values. This results in champions and heroes dealing exactly their ‘in combat attack values’ as base damage.
‘In combat attack values’ is potentially different than hero sheet displayed attack before the quest. Many spirits do not apply their value add until in combat, and certain skills can also affect in combat values.

Enemy Damage
Damage Taken = <variable based on quest and defense>
Enemies deal damage based on the player’s champion and/or heroes defense values.
There exists a ‘Defense Cap’, where the defense value of the players champion or hero has reached a breakpoint to cause the enemy to deal its hard coded minimum damage. Any defense above this value is ineffective.
Before the cap, there are 2 slope changes as Defense values rise. One at 50% damage mitigation, and another at 70% damage mitigated.
Every quest has its own unique values and breakpoints for Defense Caps and Enemy DMG. These values possibly change with game patches. The most recent known values will always exist over on the ‘Quests Data’ page, located here.
Every quest is listed and includes the Defense Caps and Enemy DMG.
- Enemy DMG = Base damage value of the enemy
- Minimum DMG = Enemy DMG * 0.25
- This is a hard floor on damage mitigation
- Maximum DMG = Enemy DMG * 1.5
- This is a hard ceiling on enemy attack potency
- Defense Cap = The quantity of defense required to reach the Minimum DMG

HP
HP = (Base HP + Seed HP
+ (Weapon & Gear HP + Enchants) * (1+ Gear Skill) )
* (1 + HP Modifiers)
Basically the same as the ATK and DEF formulas except weapon and shield skills don’t affect secondary stats since the 4.3 update so you’d just factor in gear skills like Extended Maintenance and Super Genius since these still do affect secondary stats

Hero CR and CD
Chance to crit = CR
Critical Damage = ATK * Critical Damage Modifier
These values are displayed on a champion and/or heroes equipment screen, viewed by tapping or clicking on the actual ATK value displayed.
Displayed critical rate is the effective chance to obtain a critical hit on every swing from the champion or hero.
Critical damage is applied directly to normal damage in simple multiplication.

Enemy CR and CD
Chance to crit = 10%~
Critical Damage = 1.5x
All enemies appear (sample size is not large enough yet to claim full accuracy) to have a 10% chance to deal a critical hit to the player’s champions or heroes.
Enemy critical damage is 150%, or 1.5x. However, enemy base damage is utilized at all defense values above half the first soft cap.
For example, the first soft defense cap on Castle Hard is 5760. At all defense values 2880 and above, the enemy will assume its base damage as the value used in CD. For all defense values 2880+, heroes will take 100 * 1.5 damage on all critical hits.

Evasion
Chance to evade = EVA%
Enemies have 0% EVA with the exception of Agile mini-bosses who have a 40% EVA

Area of Effect Attacks
AoE chance = 20-25% pending on Quest/Enemy
AoE damage = Damage taken * .5-.75
Enemies will only AoE if there is more than 1 hero to attack. Solo heroes will never experience an AoE attack.
AoE damage varies from 50% to 75%, as each quest has a base AoE DMG value. These values are typically 50% in the higher tier quests, but areas before Chronos Ruins are sporadic. Check the table on the ‘Quest Data’ page for up to date percentages, located here.

Threat
% Chance for hero to be targeted = Hero’s threat / Total party threat
A higher threat rating will result in more hits being taken, however its still a percent chance. There is no current way to reach a high enough threat level to ‘tank’ every hit.

Break Chance
It is unknown exactly when and how break chance rolls happen, however there are certain facts that are known:
- Break chances accumulate per round but are not rolled until the end of the fight
- You can only break 1 item per hero
- Dead heroes do not roll break chances
- Certain items roll break chance on certain actions
- What these triggers are is currently unknown
- Theory is weapons and accessories roll break chance on attacks performed, while armor and shields roll break chance on being attacked

Power Rating
Whilst Power Rating is used to prevent heroes entering dungeons too hard for them (at least, that’s how it’s meant to work anyway,) it has absolutely no impact on combat at all.
Thank you to Ress for helping update the page