Viltho

Viltho · Updated 13 September 2026

Promotion fights: how the simulator works

How the analyzer estimates a promotion boss, models crits, death strikes, mana and skill timing, and decides whether you're ready.

A promotion is the single largest power jump in Slayer Legends, and failing the fight costs time. The analyzer can play a promotion fight with your build before you try it. This guide explains what that simulation models, what it doesn’t, and how to read its verdict.

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 taken as 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:

PromotionRecommended stageRange
Bronze10±1
Iron50±5
Gold100±5
Mithril145±10
Aurorite1,790±10

Boss HP climbs astronomically: about 10,780 at stage 10, 444 million at stage 50 and 6.7 trillion at stage 100. Every fight lasts 60 seconds, and the question is simply whether your total damage in that time reaches the boss’s HP.

How a hit is calculated

Instead of rolling random crits, the simulator uses the expected damage of a hit, which gives the same result every run. With crit chance c and death strike chance d, a hit averages four cases: no crit or death strike, 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 cast multiplies that expected hit by the skill’s power, by one plus its bonuses (element damage, Refinement DMG Increase, Heart of Fire, Ignition, the Statue of Demon and Luna’s Wisdom of War), by element amplification and by the number of hits. Black Orb boss damage multiplies every hit, basic attacks included.

The timeline

The fight advances in steps of 0.02 seconds, following these rules:

  • Basic attacks happen once per second, faster with Bracelet of Speed and attack-speed buffs.
  • Cooldown skills start the fight ready. Strike skills count your basic attacks and fire when the count is reached.
  • Every ready skill casts at once. Each cast delays your next basic attack by 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. Recasting refreshes the timer rather than stacking.

Skills with special rules

Several skills behave differently, and the simulator follows each one:

  • Wrath of Gods starts on cooldown: it first casts 20 seconds in, then every 30 seconds. Meditation and Cooldown Stones only shorten the later cooldowns, not the first.
  • Warrior Burn spends half your current HP for an ATK boost lasting 5 seconds. Lightning Body also costs half your current HP, for attack speed.
  • Breath of Waves heals half your current HP, capped at your maximum, and speeds up cooldowns for 5 seconds. Starting from 1,000 HP, Warrior Burn takes you to 500 and Breath of Waves back up to 750.
  • Rage adds ATK for every 1% of HP you’re missing, but stops HP recovery while it lasts. That pairs naturally with skills that spend HP.
  • Rave stores the damage you deal over 5 seconds and releases a share of it when used again. Demon Hunt plays its hits in stopped time, so cooldowns and buffs pause while it runs.
  • Meditation instantly charges every other skill’s cooldown and strike count.
  • 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 in the fight because its bonus is already part of your ATK and HP. A mounted wolf’s ATK buff is modelled. Skills whose effects can’t be expressed as damage or a simple buff are skipped, and the analyzer lists which ones after each render.

Manual skills

Before rendering, you can switch any skill tile between auto and manual. Auto skills cast as soon as they’re ready; manual skills wait for you to tap them during the fight. That lets you test the timing you actually play with, such as saving Breath of Waves until after Warrior Burn.

Reading the verdict

After 60 seconds, the simulator compares your total damage with the boss HP range:

  • High chance of success: you beat the HP of the highest stage in the range.
  • Good chance: you beat the recommended stage’s boss.
  • Some chance: you beat the lowest stage in the range.
  • Not yet: you’d need about N times more damage.

Suggestions when you fall short

If you’re not ready, the analyzer works out how far each lever would need to move on its own to close the gap. For levers that scale damage in proportion (Enhance ATK, weapons, classes, Extra ATK, spirits and Breakthrough) that’s the damage ratio directly, and Enhance ATK is converted to an approximate enhance level. For crit damage, crit chance and death strike, which don’t scale in proportion, it re-runs the fight to find the value needed. It shows the four smallest changes.

It also shows a spread figure: the fifth root of the ratio. That’s how much five separate ATK groups would each need to grow to close the gap together. A 2× gap needs each of five groups to rise by only about 15%. That’s the practical lesson of how stats are calculated: spreading upgrades across groups beats piling them into one.

Limits worth knowing

The boss HP is an estimate from stage data, not a published promotion table, so treat “Some chance” as a real risk. Some systems, such as spirit skills and most familiar special effects, are shown in the analyzer but not counted in the fight. If you can clear the fight comfortably at “Good chance” or better, your odds in the game are strong.