# Battle: Dragma

## Overview

<figure><img src="/files/6xidS2lkKt9XPQr1X3ve" alt=""><figcaption></figcaption></figure>

Send your Heroes to battle Dragma in 12-hour runs to **collect rare materials** used for **crafting gear sets**. Survival depends on **DEF**, a new stat that scales with your Hero’s level and equipped gear. Unlike Underling battles, Heroes **can die** if they’re not ready. Each zone drops the materials needed to craft stronger gear and progress into further zones.

{% hint style="success" %}
💪 **Underleveled? No problem!**

The [**Speed Training** ](/archive/season-2-dragma/phase-2-dragma/event-speed-training.md)event (available during **Phase 2**) is a quick way for underleveled Heroes to catch up and get back in the fight. Make use of the extra push while it lasts.
{% endhint %}

***

## Dragma's Zones

<figure><img src="/files/CorU4GAxlmycZDvfaOE1" alt=""><figcaption></figcaption></figure>

Each run, send a Hero to battle one of **Dragma’s 4 zones**. They’ll battle for **12 hours**, gathering rare materials — if they survive.

😺 Heroes are transported by Mewro couriers, and a **small travel fee** is required **per Hero**.

| Zone  | Difficulty  | Travel Fee |
| ----- | ----------- | ---------- |
| Tail  | Entry-Level | 500 $HERO  |
| Legs  | Moderate    | 1000 $HERO |
| Torso | Advanced    | 1500 $HERO |
| Head  | Late-Game   | 2000 $HERO |

{% hint style="warning" %}
⚔️ **Weapon Notice:** Battling Dragma **does not** reduce weapon **durability** or **sharpness**. However, if your Hero **dies** during a Dragma battle, both durability and sharpness are reduced by **2**.
{% endhint %}

### Zone Phasing

<figure><img src="/files/7H6hZ8rqXpGbPtDO5Rsk" alt=""><figcaption></figcaption></figure>

To help players prepare and pace their progress, Dragma’s zones will unlock gradually over the first week of Phase 2:

| Day | Zones Unlocked |
| --- | -------------- |
| 1   | Tail + Legs    |
| 4   | Torso          |
| 7   | Head           |

{% hint style="success" %}
💡 Zone phasing helps create a smoother early game experience and encourages progression through each area.
{% endhint %}

***

## Progression and Survivability

<figure><img src="/files/FWPkKdPI9NUoKga88ezy" alt=""><figcaption></figcaption></figure>

Progression against Dragma depends on your Hero’s ability to survive, measured by **DEF** — a new stat based on Hero level and gear. This section explains how DEF affects death risk, the penalties for dying, reviving and why meeting zone DEF recommendations is essential to advance.

### What is DEF?

<figure><img src="/files/rKc6XbavfB0r2Jqi2fFw" alt="" width="375"><figcaption></figcaption></figure>

**DEF (Defense)** measures your Hero’s ability to survive in each Dragma zone. It’s calculated from your Hero’s level plus the **DEF** provided by their **equipped gear**. Each zone has its own death risk scale, and higher DEF reduces the chance your Hero will die based on that zone’s difficulty.

> Higher DEF = lower Death Risk.

```
DEF = (1 × Hero Level) + Sum(EquipmentDefenseScore)
```

> **Example:** A Level 25 Hero with Dragma Geaves: Standard (25 DEF): → `DEF = (1 × 25) + 25 = 50`

{% hint style="success" %}
Learn more about gear sets: [Crafting: Gear Sets](/archive/season-2-dragma/phase-2-dragma/crafting-gear-sets.md)
{% endhint %}

{% hint style="info" %}
💡 Not sure if your Hero is ready? Each zone has **recommended stats in game**—use them as a guide before sending your Hero into battle.
{% endhint %}

{% hint style="info" %}
Gear and Hero DEF mechanics will be reworked every season. Expect changes to how defense scales and functions.
{% endhint %}

***

### Death Risk

<figure><img src="/files/JXYqm7nWk2FLnX3PRIGk" alt=""><figcaption></figcaption></figure>

Each zone has a **Baseline DEF Threshold** — the minimum defense your Hero should have to reduce their chance of dying.

Death risk scales based on how far **below or above** your Hero’s DEF is compared to the threshold.

#### 🔽 Death Risk: **Below the Baseline DEF Threshold**

Heroes below the threshold have a significantly higher chance of death. The risk increases the lower your DEF is.

```
Death Risk = 100 - (40 / Baseline Def) * Hero DEF
```

> For example:
>
> Hero DEF = 21 , Baseline Def is 25 → **66.4**% death chance
>
> Hero DEF = 15, Baseline Def is 130 → **95.4%** death chance
>
> Hero DEF = 200, Baseline Def is  → **65.9%** death chance

#### ▶️ Death Risk: **At the Baseline**

Once your Hero reaches the **Baseline DEF**, death risk **drops sharply**

|       | LVL Req | Baseline DEF | Death Risk Shift |
| ----- | ------- | ------------ | ---------------- |
| Tail  | 25      | 25           | 60%→25%          |
| Legs  | 30      | 130          | 60%→30%          |
| Torso | 35      | 235          | 60%→35%          |
| Head  | 40      | 340          | 60%→40%          |

#### **🔼** Death Risk: **Above the Baseline**

<figure><img src="/files/k2rshXiS6CAXqNMZoPqC" alt=""><figcaption></figcaption></figure>

Death risk decreases **linearly** toward **1%** as your Hero’s DEF approaches the current baseline DEF + 105.

#### Death Risk: Penalties

<figure><img src="/files/K5GQpBFr3KuUMR2HsPxu" alt=""><figcaption></figcaption></figure>

The following penalties apply if your Hero dies:

* Your Hero will be unusable
* Their equipped weapon **cannot be unequipped** until revived
* The weapon equipped **loses 2 durability** and **2 sharpness**

  > *Mythic weapons are immune to this penalty*

***

### Reviving Heroes

<figure><img src="/files/ck0EH1y0Q7MYtOd3xFAG" alt=""><figcaption></figcaption></figure>

If your Hero falls in battle, all is not lost.

You now have two options to bring them back:

* **Free Revival**: Wait out a cooldown period based on where your Hero fell.
* **Instant Revival**: Skip the wait by spending 6900 $HERO or using a Revive Voucher.

To begin the revival process, speak with **Commander Larp**.

#### Free Revival Cooldowns

| Zone of Death       | Cooldown Time |
| ------------------- | ------------- |
| Dragma: Tail        | 1 days        |
| Dragma: Legs        | 2 days        |
| Dragma: Torso       | 3 days        |
| Dragma: Head        | 4 days        |
| Fishing: Magma Mire | 1 day         |

#### Instant Revival Options

|                                       Revive Method                                      |          Cost          |                                                        Notes                                                       |
| :--------------------------------------------------------------------------------------: | :--------------------: | :----------------------------------------------------------------------------------------------------------------: |
|  <p><strong>$HERO Revive</strong><br><img src="/files/gWtiw0jx0YqbKsyRLSLs" alt=""></p>  |    6,900 $HERO/ Hero   |                       Reviving draws on the Commander’s strength—costs fluctuate with demand.                      |
| <p><strong>Revive Voucher</strong><br><img src="/files/QRLsDu00L9IRleIc8SRQ" alt=""></p> | 1 Revive Voucher/ Hero | Revive Vouchers are rare Bonus Catches obtained from fishing in [Magma Mire](/hidden-archive/season-2/fishing.md). |

***

## Rewards & Drop Rates

<figure><img src="/files/U2G6cuNrfQ4i5XlybePy" alt=""><figcaption></figcaption></figure>

Each zone’s drops are split into 3 tiers: **Primary**, **Secondary**, and **Tertiary**. The drops for each zone are as follows:

<table data-full-width="false"><thead><tr><th width="103" align="center"></th><th align="center">Primary</th><th align="center">Secondary 1</th><th align="center">Secondary 2</th><th align="center">Secondary 3</th><th align="center">Tertiary</th></tr></thead><tbody><tr><td align="center">Tail</td><td align="center">Dragma Tail<br><img src="/files/iu7TSrA664QnIcgG98Tc" alt=""></td><td align="center">Dragma Balls<br><img src="/files/3cWc3UktL98SntWfDp1F" alt=""></td><td align="center">Obsidian<br><img src="/files/2gdOOH11jIXcGkdojD8f" alt=""></td><td align="center">Ashes<br><img src="/files/M7MInib1PWBNaCcc8FVb" alt=""></td><td align="center">Dragmite Ore<br><img src="/files/AIZcEfMVFT6UUyUkHZ48" alt=""></td></tr><tr><td align="center">Legs</td><td align="center">Dragma Plate<br><img src="/files/eSiPtrtMs3rwvJ6WXZXF" alt=""></td><td align="center">Dragma Claw<br><img src="/files/kmtI64Dz6ak9uFxQq7HE" alt=""></td><td align="center">Magma Shell<br><img src="/files/PZBmoUIoZILTwj996VMC" alt=""></td><td align="center">Magma Goop<br><img src="/files/EjCJupFGTMmIYfioCRhq" alt=""></td><td align="center">Dragmite Ore<br><img src="/files/tn96W0RKS3vdH65TgCk9" alt=""></td></tr><tr><td align="center">Torso</td><td align="center">Dragma Core<br><img src="/files/BUSl01oHcmNGIYB2bdp4" alt=""></td><td align="center">Dragma Chunk<br><img src="/files/Uufr7Z8S7BZpYVwy6igd" alt=""></td><td align="center">World Boss Shard<br><img src="/files/NMfRzKI1R4h97Pn06Fuf" alt=""></td><td align="center">Magma Leather<br><img src="/files/UDYTdxGIcpL7sKqWzWva" alt=""></td><td align="center">Dragmite Ore<br><img src="/files/2hJCI38esj35xjCqrVpZ" alt=""></td></tr><tr><td align="center">Head</td><td align="center">World Boss Soul<br><img src="/files/OrDbNZV22qX9sDT1zxuE" alt=""></td><td align="center">Dragma Lens<br><img src="/files/oLejzZ0FOyZhrbS7yp31" alt=""></td><td align="center">Dragma Essence<br><img src="/files/zrN03wPEwvDo0uVEB3tB" alt=""></td><td align="center">Dragma Horn<br><img src="/files/88MhHXI03R65ZYgWTogq" alt=""></td><td align="center">Dragmite Ore<br><img src="/files/cKnNaf1k1GzSmrU5FmD0" alt=""></td></tr></tbody></table>

#### Crafting Material Drop Rates

Drop rates are different for each drop tier. Drop rates are determined by your Hero’s **ATK stat**.

|           | Formula           | Example (250 ATK) |
| --------- | ----------------- | ----------------- |
| Primary   | `(ATK ÷ 20) × 3`  | 37.5%             |
| Secondary | `(ATK ÷ 20) × 9`  | 112.5%            |
| Tertiary  | `(ATK ÷ 20) × 30` | 375%              |

> ✅ If drop rate goes over 100%, you get guaranteed drops.

> ✅ For every full 100%, you get a chance at an additional drop. The remainder becomes the additional drop’s drop rate.
>
> e.g. 375% = 3 guaranteed + 75% chance at another drop

***

### Bonus Rewards

<figure><img src="/files/ohKAqG5uq1WS26pnyNJr" alt=""><figcaption></figcaption></figure>

Bonus rewards are additional items you can earn on top of regular drops. Their drop rates scale with a Hero's equipped weapon rarity and the zone they're battling in.

> 🎁 Each Hero can earn **1 Gacha Token** per run

{% hint style="info" %}
💡 **More gacha machines are on the way!** Save or spend your tokens carefully — future machines will offer new and exciting rewards.
{% endhint %}

{% tabs %}
{% tab title="Tail" %}

| Weapon Rarity | Bronze Gacha   | Silver Gacha   | Gold Gacha     | Rainbow Gacha  | Weapon Shard |
| ------------- | -------------- | -------------- | -------------- | -------------- | ------------ |
| **Common**    | 0%             | 0%             | 0%             | 0%             | 2.5%         |
| **Uncommon**  | 0.2&#x35;**%** | 0%             | 0%             | 0%             | 5%           |
| **Rare**      | 0.&#x35;**%**  | 0.2&#x35;**%** | 0%             | 0%             | 7.5%         |
| **Epic**      | 0.7&#x35;**%** | 0.&#x35;**%**  | 0.2&#x35;**%** | 0%             | 12.5%        |
| **Heroic**    | 1.2&#x35;**%** | 0.7&#x35;**%** | 0.&#x35;**%**  | 0%             | 20%          |
| **Legendary** | &#x32;**%**    | 1.2&#x35;**%** | 0.7&#x35;**%** | 0.02%          | 32.5%        |
| **Mythic**    | 3.2&#x35;**%** | &#x32;**%**    | 1.2&#x35;**%** | 0.7&#x35;**%** | 52.5%        |
| {% endtab %}  |                |                |                |                |              |

{% tab title="Legs" %}

| Weapon Rarity | Bronze Gacha | Silver Gacha | Gold Gacha | Rainbow Gacha | Weapon Shard |
| ------------- | ------------ | ------------ | ---------- | ------------- | ------------ |
| **Common**    | 0%           | 0%           | 0%         | 0%            | 5%           |
| **Uncommon**  | 0.5%         | 0%           | 0%         | 0%            | 10%          |
| **Rare**      | 1%           | 0.5%         | 0%         | 0%            | 15%          |
| **Epic**      | 1.5%         | 1%           | 0.5%       | 0%            | 25%          |
| **Heroic**    | 2.5%         | 1.5%         | 1%         | 0%            | 40%          |
| **Legendary** | 4%           | 2.5%         | 1.5%       | 0.05%         | 65%          |
| **Mythic**    | 6.5%         | 4%           | 2.5%       | 1.5%          | 105%         |
| {% endtab %}  |              |              |            |               |              |

{% tab title="Torso" %}

| Weapon Rarity | Bronze Gacha   | Silver Gacha   | Gold Gacha     | Rainbow Gacha | Weapon Shard    |
| ------------- | -------------- | -------------- | -------------- | ------------- | --------------- |
| **Common**    | 0%             | 0%             | 0%             | 0%            | 7.5%            |
| **Uncommon**  | 0.7&#x35;**%** | 0%             | 0%             | 0%            | 15%             |
| **Rare**      | 1.&#x35;**%**  | 0.7&#x35;**%** | 0%             | 0%            | 22.&#x35;**%**  |
| **Epic**      | 2.2&#x35;**%** | 1.&#x35;**%**  | 0.7&#x35;**%** | 0%            | 37.5%           |
| **Heroic**    | 3.7&#x35;**%** | 2.2&#x35;**%** | 1.&#x35;**%**  | 0%            | 60%             |
| **Legendary** | &#x36;**%**    | 3.7&#x35;**%** | 2.2&#x35;**%** | 0.07%         | 97.&#x35;**%**  |
| **Mythic**    | 9.7&#x35;**%** | 6%             | 3.75%          | 2.25%         | 157.&#x35;**%** |
| {% endtab %}  |                |                |                |               |                 |

{% tab title="Head" %}

| Weapon Rarity | Bronze Gacha | Silver Gacha | Gold Gacha | Rainbow Gacha | Weapon Shard |
| ------------- | ------------ | ------------ | ---------- | ------------- | ------------ |
| **Common**    | 0%           | 0%           | 0%         | 0%            | 10%          |
| **Uncommon**  | 1%           | 0%           | 0%         | 0%            | 20%          |
| **Rare**      | 2%           | 1%           | 0%         | 0%            | 30%          |
| **Epic**      | 3%           | 2%           | 1%         | 0%            | 50%          |
| **Heroic**    | 5%           | 3%           | 2%         | 0%            | 80%          |
| **Legendary** | 8%           | 5%           | 3%         | 0.1%          | 130%         |
| **Mythic**    | 13%          | 8%           | 5%         | 3%            | 210%         |
| {% endtab %}  |              |              |            |               |              |
| {% endtabs %} |              |              |            |               |              |


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