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How squads are rated

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The squad tiers on Squads: best compositions and the suggestions of the squad builder rest on a combat model, not on total Might. The model answers two questions: how much a squad withstands and how much damage it manages to deal. This page explains how those two quantities are computed, where the hero stats come from and which parts of combat the model deliberately leaves out. A player who only wants to put a squad together does not need it; it exists so that the tiers can be read with the right amount of trust.

Two quantities

Every five-hero squad gets two scores, both computed over one reference fight of 30 seconds.

Survivability shows how much damage the squad withstands before it dies and is computed as effective HP. The HP of all five heroes is added up, the shields and healing they manage to produce during the fight are added on top, and the sum is divided by one minus the total damage reduction. Damage reduction is not taken at face value but weighted by how long it is actually up: a 5-second skill on a 7-second cooldown covers three quarters of the fight. The model counts no more than 75% reduction, however much stacks up.

Damage is the squad's total damage over the fight divided by its length. The auto attack fires on its own interval. An active skill fires the first time after its initial delay, taken from the game's data; for ultimates that delay equals the cooldown, so there is no use at second zero, and after that the skill repeats once per cooldown. Only damage dealt to enemies counts.

Effectiveness, on which the tiers are built, is survivability multiplied by damage: how much damage the squad lands before it dies. The best squad's effectiveness is taken as 100 and the rest are scaled to it.

Where the numbers come from

Every hero's stats are taken at full investment: levels and stars through the hero's own growth coefficient, plus awakening and the Exclusive Weapon. The faction bonus multiplies HP, ATK and DEF, so it enters all three quantities. A shield is counted from its owner's HP or DEF and healing from the owner's ATK, as the skills themselves describe.

What the model leaves out

DEF is not part of the calculation: how it converts into damage reduction cannot be recovered from the game's open data, since that part of combat is resolved on the server. The clause "the shield absorbs 50% of damage" is not applied, and the shield is taken at face value. The troops each hero leads are not counted either: their number depends on the player's command stat and buildings, not on the squad.

There is a more general limit as well. The model compares maximums: every hero is assumed to be fully upgraded. That never happens for a live player, and two invested SSR heroes will beat five bare UR ones. The list therefore answers "what to invest in", not "who to play tonight": a hero upgraded twice as far as the rest will outperform any starless tier S hero.

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How squads are rated | Last Asylum: Plague Wiki