Battle Opener Simulator EXPERIMENTAL
Script the offense, let the defense play its highest-available ability, and watch the opening turns resolve — buffs, debuffs, turn-meter and reorders included. Fill just one side to inspect what that team spawns with on its own.
Experimental — a strong estimate of the opening, not a guarantee. It models spawn effects (buffs, debuffs, immunities, prevention), the abilities each character uses, turn-meter, assists, summons, and speed reorders. Here's what it assumes:
- Max ability level & benchmark stats. Every character is at max ability level with the same benchmark stats as the Stats Table — Level 110, Gear 21, 5 Diamonds, Awakened, no ISO-8. It does not use your own roster's levels, gear, or ISO.
- The defense is AI. Each defender plays the highest-cost ability it can afford; you can't steer its choices. Only the offense is scripted, and only the offense can set a focus target.
- Damage, health & deaths are approximate. Enough that fragile summons die, but this is not a damage calculator — death-triggered effects are rough.
- Targeting is positional-blind. Board positions aren't in the game data, so "adjacent"/splash and random targets are resolved by roster order.
- Sub-100% chances are skipped (treated as not firing), and genuine ties (equal Speed and Speed Bar) are flagged rather than guessed.
Offense (you script)
0 / 10
Mode
Turns
Defense (AI)
0 / 10
Offense Battle Script
Moves are used in order, one per matching character's turn. Any offense character with no scripted move (and all defenders) uses the highest ability it can afford.