Every 5th floor of the 100-floor climb is a boss. For each: how its damage splits by element and damage type — Melee & Ranged are stopped by DEF, Magic by MDEF — plus the crowd control, DoTs and debuffs it lands. Built for paladins & priests deciding what to swap.
Modeled estimates — not a live parse.
These percentages describe each boss's damage composition (what share is which element / type), not the raw numbers it hits you for. They are computed from the game data, not measured in-game, so treat them as planning guidance and expect a point or two of wobble. Spot something off? DM Buhhhryan on Discord.
How this is calculated
For each boss we run a seeded simulation of its cast loop over 60 seconds: on every action it rolls its skills in listed order and casts the first that is off-cooldown and passes its cast chance, otherwise it auto-attacks. Every hit is weighted by skill multiplier × hits × how often it fires. Element follows the game's rule — a skill keeps its own element unless it's Neutral, in which case it takes the boss's element (auto-attacks are Melee, boss-element). Source data: monsters.json, skills-combat.json and dungeons.json from the game export. Two approximations to keep in mind: a fixed ~2-second action cadence, and physical vs magic damage scaling off comparable ATK/MATK (true for single-archetype bosses, rougher for mixed kits like Echo Shinobi).
Filter
Floor
Boss
Element
Damage Type
Crowd Control · DoT · Debuffs
Swap toward
Computing boss damage profiles…
Reading the Swap column: the defense call (DEF / MDEF / Split) comes from the type chart, the element is the one to resist via armor, and the CC is what to guard. Multi-element bosses (marked *) can't be fully resisted — lean on raw mitigation. Afflictions: hard CC locks you out (stun / freeze / silence); DoTs tick over time; debuffs weaken you — Curse is the priest trap (your heals damage you). Chances are per landed cast at the boss's skill level. Game build 0.30.0 EA.