Viltho · Updated 14 September 2026
Promotion fights: how the simulator works
How the analyzer estimates a promotion boss, plays the fight with your skills, familiar, beast and spirits, reads the result, and plans the upgrades that win it.
A promotion is the single largest power jump in Slayer Legends, and failing the fight costs time. The analyzer plays the fight with your build before you try it, and when you fall short it plans the upgrades that close the gap. This guide explains what the fight models, how to read its result, and how the plan is built.
Choosing the enemy
On the Analysis tab, the checkboxes above the chart pick what you fight:
- Boss monster: the chosen promotion’s boss, for 75 seconds, about as long as the game gives you.
- Normal monster: one monster from that promotion’s stage, for 60 seconds. The fight ends as soon as it falls.
- Neither ticked: the stages analysis, a 60-second fight against stage bosses. It shows the highest stage your presets clear and compares it with the highest stage you entered in Settings.
- Stage farming: a stage’s ten waves and its box, walked through until the box breaks, with clears an hour.
- Element restricted: the enemy takes ×2 from the element that beats it and ×0.7 from the one it beats.
Estimating the boss
The game doesn’t publish promotion boss stats, so the analyzer uses each promotion’s recommended stage. The boss’s HP is the stage boss HP at that stage, with a range of stages around it, because the recommendation is a guide rather than an exact match:
| Promotion | Recommended stage | Range |
|---|---|---|
| Bronze | 10 | ±1 |
| Iron | 50 | ±5 |
| Gold | 100 | ±5 |
| Mithril | 145 | ±10 |
| Eisenhart | 1,400 | ±10 |
| Diadust | 1,490 | ±10 |
| Aurorite | 1,790 | ±10 |
Boss HP climbs astronomically: about 10,780 at stage 10, 444 million at stage 50 and 6.7 trillion at stage 100. Near the later promotions it grows about 6% a stage, so Diadust has roughly 52 times the HP of the stage 1,425 boss.
How a hit is calculated
Instead of rolling random crits, the fight uses the expected damage of a hit, so it plays out the same way every time. With crit chance c and death strike chance d, a hit averages four cases: neither, crit only, death strike only, and both. For example, 50% crit chance with ×3 crit damage makes an average hit worth twice your ATK. With 100% crit at ×3 and 100% death strike at ×2, every hit is worth six times your ATK.
A skill hit multiplies that by the skill’s power (with its Skill Mastery multiplier), and then by each of these on its own:
- Refinement DMG Increase
- the Mana Altar with the Statue of Demon
- Luna’s Wisdom of War
- element damage, with Heart of Fire’s bonus for Fire skills
- element amplification
- Loar’s Wilderness Roar against bosses (or Mum’s Reign against normal monsters)
- Black Orb boss or monster damage, which also multiplies basic attacks
The skills guide explains skill power and Mastery.
The timeline
The fight advances in steps of 0.02 seconds, following these rules:
- Basic attacks land once a second, faster with the Bracelet of Speed and attack-speed buffs.
- Every skill you can cast starts ready, except Meditation, which counts down 2 seconds first. After that, cooldown skills wait their cooldown and strike skills count your basic attacks.
- Ready skills cast without waiting for each other. Each cast pauses your basic attacks for its 0.3-second animation.
- Mana is spent in the order skills became ready. If a skill can’t afford its cost, the skills queued behind it wait too, so cheap skills can’t keep an expensive one from ever casting.
- HP and mana recover each second by your HP Recovery and Mana Recovery.
- Buffs last their duration from when they take effect. Casting one again refreshes the timer rather than stacking.
Skills with special rules
- Wrath of Gods first goes off 20 seconds in, then every 30 seconds, and Strong Current 2 seconds in, then every 50. Meditation and cooldown stones only shorten the later cooldowns, not that first countdown.
- Rave stores all the damage dealt over 5 seconds while the fight carries on: skills, basic attacks and spirit skills like Breath of Fire. Press it again and a pillar deals its share of that damage (110% at level 5) over 2 seconds, during which everything else stops: the battle timer, cooldowns, buffs and attacks. Its cooldown starts with the release.
- Meditation charges every skill that goes on a cooldown or a strike count, stacking buffs like Burning Sword, Curved Blade, Earth’s Will and Speed Sword included until their stacks are complete. Skills that go on a condition aren’t charged. The spirit skill Wind Force charges the same skills.
- Demon Hunt plays its hits in stopped time, so cooldowns, buffs and recovery pause while it runs.
- Rage adds ATK for every 1% of HP you’re missing, stops HP recovery and drains 0.5% of your max HP a second while it lasts. It ends early rather than taking your HP to zero.
- Warrior Burn spends half your current HP for ATK. Lightning Body also costs half your current HP, for attack speed. Breath of Waves heals half your current HP and speeds up cooldowns. Starting from 1,000 HP, Warrior Burn takes you to 500 and Breath of Waves back up to 750.
- Sea Judgment triggers after every three Water casts and gains a hit each time, up to seven. Blast Wind adds Wind skill damage for every five Wind casts, stacking.
Mantra isn’t cast because its bonus is already part of your ATK and HP. Skills whose effects can’t be expressed as damage or a buff are listed under the result as not modelled.
Familiars, beasts and spirits
- The familiar combines your attribute, battle and weapon familiars into one skill, shown as a tile next to your skills. It goes once a battle and hits its number of times for its share of your ATK as the attribute familiar’s element; Pe repeats the attack instead, a second apart. Each familiar’s special only works at 11 stars: Ku allows a second use 20 seconds later, Pe repeats 10% faster, and so on. You can leave it on auto or press it yourself.
- The equipped beast’s skill runs on its own, once a battle. Wolves go after strike skills, boars after knockbacks (a 50% chance every 10 seconds), and dracos once a stacking skill maxes out. Draco of Light waits for all of them, then raises boss damage for 60 seconds.
- Spirit skills of your spirit preset count in the fight. Breath of Fire takes a share of the enemy’s remaining HP every 12 seconds (10% at enhance 5), and Last Fight multiplies your damage in the last 5 seconds. Wilderness Roar raises skill damage to bosses. Judge’s Torpedo and Thief Wind only work on normal monsters. The partner, in the preset’s first slot, has its skill effect 10% stronger.
Pressing skills yourself
Before rendering, tap a skill to switch it between auto and manual. Auto skills cast as soon as they’re ready; manual skills light up when ready and wait for your tap. That lets you test the rotation you actually play. For example, you might press Rave as Wrath of Gods starts and release it after 5 seconds, or keep the familiar for the end of the fight. Which skills are manual is saved with the skill preset.
Reading the result
After a boss fight, your total damage is compared with the boss HP range:
- High chance of success: you’d clear even the highest stage in the range.
- Good chance of success: you beat the recommended stage’s boss.
- Some chance: enough for the lowest stage in the range, short of the recommended one.
- Not yet: you’d need about N times more damage.
A normal monster fight tells you how fast it went down and how many that is a minute. The stages analysis tells you the stage you’d reach and how far that is from your highest. Damage by source breaks the total down by skill, spirit skill and basic attacks.
How the upgrade plan is built
When a fight falls short, the analyzer plans how to win it. First it finds the gap: how many times your own damage has to grow. Your own damage leaves out spirit skills and Rave’s copy of them, because Breath of Fire takes a share of the enemy’s HP whatever your stats are. Planned fights press Rave at whichever timing deals the most, and the plan shows those times.
Then it builds the plan. Every piece of content that isn’t maxed is a curve from where it starts to its max: a spirit’s levels, an awakening’s tiers, a familiar’s stars, a statue’s levels, a skill’s levels, an enhance. Step by step, the plan moves the curve whose next stretch (5% of it) lifts your damage the most, until the enemy falls. That’s the steepest slope from where you are, not the biggest number at the end.
Upgrades that cost resources are held to their price. A stretch counts as big as its price measured against what you’ve already spent on these upgrades, and the plan spends at most three times that. A spirit whose next levels cost more crystals than you’ve ever earned loses to cheaper upgrades that add less. Each card shows its levels and cost, and the plan ends with what the fight deals after all of it.
That’s the practical lesson of how stats are calculated: stats multiply across groups, so several medium upgrades in different places beat one enormous one.
Limits worth knowing
Boss HP is an estimate from stage data, not a published promotion table, so treat “Some chance” as a real risk. Upgrades the workbook doesn’t price, like familiar stars, statues and skill levels, have no price in the plan. The model is checked against real players’ stats screens, but the game can change between updates.