Read the selected card
| Field | What the UI supports |
|---|---|
| HP | The selected card’s displayed health in its current state. |
| ATK | Attack value; read ability targeting separately. |
| HEAL | A healer’s displayed healing field, not automatically ATK. |
| SPEED | A separate card stat. The complete action-order and tie rules are unverified. |
| Ability | Trigger interval, target and effect text. |
| Trait | An additional effect with possible mode restrictions. |
A card panel may already reflect its level, border or trait. Do not label it “base stats” unless those conditions are controlled. That matters when a Sturdy card has extra health or a Gold card is compared with a normal one.
Position and targets
The lineup says drag to reorder, with FRONT at the right. Halberdier’s Sweep hits the front three every third turn. Gold Sun Knight’s Solar Flare hits the front two every third turn and blinds them so their next attack misses. A protection or heal effect can keep such a card alive long enough to act; a raw rarity ranking misses that interaction.
The battle display has turn counters such as 3/40. This confirms a turn-based battle structure in the recorded mode; it is not enough to prove one universal battle-length cap across Story, Tower, raids and Arena.
Speed controls versus combat strength
The progression route advertises ×3 battle speed at stage 40. War Drums officially offers immediate ×2 and ×3 plus exclusive ×4. Those are viewing-speed controls. The separate Quick Hands pass speeds rolls, and the account Roll Speed stat is another rolling field. Do not add any of these to a card’s ATK or count them as damage amplification.
For decisions use team planning, the card reference and upgrades. The site does not output a fake DPS simulator while targeting, damage reduction and turn-order rules remain incomplete.