Heroes attack automatically; player clicks add separate damage. Reference: in-game descriptions, not runtime-tested formulas or interactions.
Four parts of a fight
| Part | What it contributes | What to check |
|---|---|---|
| Hero attacks | Your party attacks automatically. | Which heroes are recruited and which attack upgrades you have. |
| Player clicks | A separate player-controlled source of damage. | Click-focused upgrades rather than assuming hero attack upgrades also strengthen clicks. |
| Active skills | Effects such as a temporary buff, crowd damage or protection. | Unlock status, readiness and what the skill actually affects. |
| Survival | More time to finish rooms and reach a Boss. | Whether the problem is enemy damage, ongoing Blight loss or insufficient recovery. |
Hero reference lists base stats; the skill tree identifies which abilities an upgrade affects. Base values are not upgraded save values.
Automatic attacks are not automatic skills
Automatic hero attacks do not establish skill autocast. Older autocast requests are not feature announcements; background running does not establish automatic retries.
The skills reference lists base timings, which can differ after upgrades.
Read skill interactions literally
Eternal Piercing Arrow makes Archer normal attacks and Triple Arrow pierce. Deep Piercing increases their piercing count; this does not establish that other piercing purchases become useless.
Activate immediately triggers another hero’s skill regardless of cooldown, without putting it into cooldown. This does not establish an unlimited loop or permanent immunity.
Battle Cry and War Roar start cooling down after the buff ends. War Roar describes a five-second buff but has a ten-second base cast-duration field; do not substitute cast duration for buff duration.
Separate the survival tools
Blight Ward reduces Blight in HP per second. Cleric unlocks Priest healing of 3 HP to all heroes every 3 seconds. Invincibility Aura prevents all damage during casting. Reduction, healing and immunity are separate effects.
General defense is not established as Blight resistance; see Blight survival.
Diagnose the failure before buying
Slow rooms: inspect click and hero damage separately. Steady health loss: inspect Blight protection and recovery. Boss-only failure: inspect skill readiness and the specific encounter.
Recorded progression: first-stage walkthrough, July 2026, build unknown.