By Attabrain Zee, server 4. Last updated 11/30/2017
See more Dragon Soul guidesplugin-autotooltip__default plugin-autotooltip_bigAttabrain's DragonSoul Guides
DragonSoul is a fun and addictive game for iOS and Android, published by PerBlue. In DragonSoul, you collect heroes, and team them up to fight in a variety of scenarios. It is possible to enjoy this game without paying any money, and a minimum payment of $3 (USD) gets rid of some of the little annoyances to enhance the experience.
The heroes' Power numbers confuse a lot of people. Why does my more powerful hero keep losing fights? Why does my Drakul have 2000 less power than yours?
The most important thing to know about Power is that it's only one measure of how strong your hero is. A big chunk of the game's strategy is figuring out how to use a low-power team to beat a high-power team. You do this by choosing good runesplugin-autotooltip__default plugin-autotooltip_bigDragon Soul Rune Guide
By Attabrain Zee, server 4. Updated 2018-07-05
See more Dragon Soul guides
In this guide, I analyze each rune set and the various powers of runes, so you can make intelligent decisions on your own. There are some other excellent guides out there, if you'd prefer just to be told which runes are the best for each hero. for your heroes, enchantingplugin-autotooltip__default plugin-autotooltip_bigDragon Soul Enchanting Guide
By Attabrain Zee, from server 4. Updated for 2.7
See more Dragon Soul guides
Enchanting in DragonSoul requires a lot of money, and you have to destroy some equipment to do it. So when do you enchant?
Why enchant?
Enchanting only makes your heroes a little stronger, but that little bit can make a big difference. Unenchanted heroes will lose  fights in the pit and colosseum, and it will be very hard to move up in the ranks. Higher fight pit and colosseum tiers mea… intelligently, and most importantly, putting together a good team of heroes which work well together.
Patriarch_Xavier_II, on the DragonSoul forums, figured out the formula for Power. Looking through it, you can see that it's very easy to inflate a hero's power without making that hero stronger. For example, Magic Penetration has a much larger effect than Skill Power, but Magic Penetration doesn't benefit all heroes, and you can have too much of it.
Here's the formula. I haven't personally verified it:
When you make a critical hit, you deal double damage, plus any +Crit Damage runes.
This formula was posted to Reddit by a PerBlue employee:
Chance to crit = Attacker Crit Rating / (Attacker Crit Raiting + 100 * Foe Level)
For example, if your crit rating is 1000 and you're attacking a level 50 enemy, your chance is 100%*1000/(1000+100*50) = 1/6.
You can also calculate critical hits' effect on your average damage:
For example, with a crit rating of 1000 and crit damage of 205%, against a level 50 enemy, you'll average (1/6)*2.05 = 34% more damage.
Let's look at some real examples.
Clearly, crit rating boosts are most useful if your hero has a low crit rating. Crit damage boosts, on the other hand, are most useful for heroes with a high rating.
Do you ever really want Crit Rating runes? In my opinion, no. An extra 0.8% gives Cyclops around 200 more damage. A 5* Basic Damage rune, on the other hand, will give him around 450 damage. Crit rating affects skills as well as attacks, but you're probably better off with +Skill Power if you want to focus on that.
Before I get to the math, here are some basic facts:
Note: I use Armor in all my calculations below. The same formulas apply to Magic Resistance.
Posted to Reddit by a PerBlue employee:
Some examples:
This obviously can't be how armor works, or it would be nearly useless. 1500 armor only protects you from 115 damage?
The easiest solution is to turn the 8% into 8, making the formula:
Damage Done = Damage / (1 + 8 * (armor - armor penetration) / damage)
Some examples:
If this is correct, then you always want more armor. There are diminishing returns, but not enough to stop you from wanting more.
Most formulas include the enemy hero's level. So maybe the Damage Input denominator was meant to be enemy level:
Damage Done = Damage / (1 + 0.08 * (armor - armor penetration) / enemy level)
Some examples with an enemy level of 100:
In this case, armor is really damage reduction, lowering the damage you take by a percentage based on your armor value. The numbers show that no matter how hard you try, you won't do much better than 60% damage reduction, even with Snap Dragon, so overdoing it on armor isn't worth the effort.
I plan to compare health runes and the tree set with armor/resist runes and rock/mist.
According to the official documentation, Disables include to blind, stun, silence and petrify. Some examples are:
Some less clear cases include:
Putting Improved Disables runes on a hero who doesn't have disable skills has no effect.
Tenacity reduces the duration of disables, so it's valuable to any hero. The formula for Tenacity has not been disclosed, but experimenting shows that 450 Tenacity reduces the duration nearly to zero, and even a small amount of Tenacity helps.
How to figure out whether an effect is a disable: If it's a multiple-target effect, you can go against a hero with that effect in expedition. If it ends on all of your team at the same time, it's not a disable, because Tenacity doesn't affect it. If it's a single-target effect, you'll have to count the seconds yourself, which is difficult in some cases, like Kraken's 0.5s stun. Credit for this trick goes to @Zenwhoa.
I found this formula on the forums, but I'm not sure whether it's been confirmed by the DragonSoul development team:
Life Healed = Physical Damage Done * Attacker Life Steal Rating / (Attacker Life Steal Rating + 100 + Target Level)
So the more damage you deal, the more life you heal. Does this mean that Flame runes are better than Bolt? Not necessarily. Healing more is great, but healing more frequently could save your life, even if the total healing is lower. On the other hand, it's easy to end up with too much life steal. It caps at 100% of damage dealt. Once you reach 800 or so, you're very close to that cap, and more isn't going to help you much.
This formula also means that Armor Penetration will improve your Life Steal.