Battle: Dragma
Overview

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.
💪 Underleveled? No problem!
The Speed Training 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.
Dragma's Zones

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.
Tail
Entry-Level
500 $HERO
Legs
Moderate
1000 $HERO
Torso
Advanced
1500 $HERO
Head
Late-Game
2000 $HERO
⚔️ 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.
Zone Phasing

To help players prepare and pace their progress, Dragma’s zones will unlock gradually over the first week of Phase 2:
1
Tail + Legs
4
Torso
7
Head
💡 Zone phasing helps create a smoother early game experience and encourages progression through each area.
Progression and Survivability

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?

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
Learn more about gear sets: Crafting: Gear Sets
Death Risk

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
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

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

The following penalties apply if your Hero dies:
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

If your Hero falls in battle, all is not lost. You can revive them by speaking with Commander Larp, who accepts payment either in $HERO or a rare Revive Voucher for a free revival.
$HERO Revive
6,900 $HERO/ Hero
Reviving draws on the Commander’s strength—costs fluctuate with demand.
Revive Voucher
1 Revive Voucher/ Hero
Revive Vouchers are rare Bonus Catches obtained from fishing in Magma Mire.
Rewards & Drop Rates

Each zone’s drops are split into 3 tiers: Primary, Secondary, and Tertiary. The drops for each zone are as follows:
Tail
Dragma Tail
Dragma Balls
Obsidian
Ashes
Dragmite Ore
Legs
Dragma Plate
Dragma Claw
Magma Shell
Magma Goop
Dragmite Ore
Torso
Dragma Core
Dragma Chunk
World Boss Shard
Magma Leather
Dragmite Ore
Head
World Boss Soul
Dragma Lens
Dragma Essence
Dragma Horn
Dragmite Ore
Crafting Material Drop Rates
Drop rates are different for each drop tier. Drop rates are determined by your Hero’s ATK stat.
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

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
Common
0%
0%
0%
0%
2.5%
Uncommon
0.25%
0%
0%
0%
5%
Rare
0.5%
0.25%
0%
0%
7.5%
Epic
0.75%
0.5%
0.25%
0%
12.5%
Heroic
1.25%
0.75%
0.5%
0%
20%
Legendary
2%
1.25%
0.75%
0.02%
32.5%
Mythic
3.25%
2%
1.25%
0.75%
52.5%
Last updated