Damage Reduction Caps in Story, Hard Mode, Dungeon Dive, and more

Last Updated on October 8, 2025 by Meow

capybara go damage reduction guide
Updated for Version 1.7 (mechanics reference back to 1.2.2+)

What is Damage Reduction? #

Damage Reduction (DR) lowers incoming damage. If a monster hits for 100M and you are at cap, you typically take 25M instead (i.e., 75% basic/skill reduction applied before other modifiers).
When your DR% is the same as enemy DMG%, you take full damage from the enemy. For every 1% of DR over enemy’s DMG%, you reduce dmg taken by 1%, up to 75% reduced dmg. For simplicity’s sake, this 75% DMG reduction has been included in every DR cap below.

Where is my Damage Reduction shown? #

On your Stats Details screen (see image), the UI commonly splits DR into labeled parts:

  • A + B = Total Basic ATK DMG Reduction (BDR)
  • A + C = Total Skill DMG Reduction (SDR)

DMG Reduction Image

The 4* Main Types of Damage Reduction #

    • Total Basic ATK DMG Reduction (BDR) – reduces normal hits received (basic, combo, counter).
    • Total Skill DMG Reduction (SDR) – reduces skill-based hits (lightning, dagger, rage, sword chi, divine spear, etc.). Does NOT reduce DoT damage.
    • Total Final DMG Reduction (FDR) – applied to the final incoming damage; works independently of BDR and SDR; is the only main type of DR that defends against DoT.
      • Example: 100M incoming AFTER BDR or SDR calculation with 10% FDR → 90M taken.
      • FDR stat is shown near the bottom of your Stats Details screen.
      • FDR has a max cap of 90%; only achievable by whales.
        FDR and GDR
    • Total In-battle DMG Reduction (IDR) – applies after BDR or SDR calculation; also works independently of BDR and SDR; comes from enhanced specialization tree skills and is not shown in the Stats Details screen.
    • Bonus 5th: Total Global DMG Reduction (GDR) – applies after BDR or SDR calculation, from certain mounts or adventurers.

As of V1.7: niche DR stats (e.g., Burning/Poison/Bleed DR) can help specific Tower stages by swapping a pet loadout, but they aren’t general investments.

Other sources of DR like Physical/Lightning/Fire/Combo/Counter are situationally useful but not as versatile as BDR, SDR, FDR, or IDR.

Types of Damage (via Solitude) #

Attacks in the game are coded as different attributes. If there is no attribute, it’s simply your ATK stat × DMG increase %. Every attack is affected by DMG increase % regardless of attribute.
Attributes include (not an exhaustive list): basic attack, combo, counter, skill, physical, chi, dagger and so on. Attributes are not mutually exclusive, meaning an attack can be multiple attributes. E.g. sword chi is chi, skill, and physical. Full list of attributes here.
If you’re wondering how to reduce enemy’s dagger damage, refer to the table below. Dagger damage is therefore reduced by DR, SDR, Physical DR, as well as Final DR, In-battle DR, and Global DR.

Some Attributes How it’s calculated
Skill dmg% + skill dmg%
Rage dmg% + skill dmg% + rage skill dmg% + [all other attributes]
Sword chi dmg% + skill dmg% + physical dmg% + chi dmg%
Physical dmg% + physical dmg%
Most physical attacks are also skills.
Dagger dmg% + skill dmg% + physical dmg% + dagger dmg%
Basic/Normal attack dmg% + basic attack dmg%
Artifact dmg% + skill dmg% + artifact dmg% + [artifact’s own attribute]
e.g., Heaven’s Mark counts as sword chi.
Pet dmg% + skill dmg% + pet dmg%
Adventurer dmg% + skill dmg% + adventurer dmg% + [adventurer’s attributes]
Each adventurer has multiple attributes—check Discord for specifics.
Combo dmg% + basic attack dmg% + combo dmg%
Counter dmg% + basic attack dmg% + counter dmg%
Lightning, etc. dmg% + skill dmg% + lightning dmg% …

DoT Attribute Damage Calculations are UNIQUE

  • Poison: Affected by DoT and Poison
  • Bleed: Affected by DoT and Bleed
  • Burn: Affected by DoT, Burn and Fire DMG%

DoT can’t be mitigated by BDR, SDR and we think IDR/GDR too. Only FDR and specific DoT Reduction mitigates DoT. That’s why higher floor enemy’s burn/poison hurts so much.

Where to View All Damage Types of Skills #

Refer to the Skills Database: Hidden Coefficients and Damage Attributes explained article.

Simple Damage Reduction Calculation Example #

Scenario 1: Enemy deals 100B of basic attack damage to you before any damage reduction modifiers.
Your Sample DR Modifiers:

  • 50% BDR
  • 20% FDR
  • 8% IDR

Final Calculation: 100B * 0.5 * 0.8 * 0.92 = 36.8B of damage taken
Scenario 2: Enemy deals 100B of pre-crit skill attack damage before any damage reduction modifiers AND it crit. Assume they have 500% crit dmg multiplier.
Your Sample DR Modifiers:

  • 50% SDR
  • 20% FDR
  • 8% IDR
  • 50% Crit DR

Final Calculation: 100B * 0.5 * 0.8 * 0.92 * (5-0.5)= 165.6B of damage taken

Story Chapter #

Hit or exceed the cap for both BDR and SDR. Even being off by 1% can hurt at high chapters due to how damage is calculated.

Chapters DR Cap
1–80 75%
81–110 (Chapter + 15)%
111–250 125%

Hard Mode #

Hard Mode Level DR Cap
1–32 75%
33–62 (Chapter + 63)%
63–200 125%

PvP #

PvP DR Cap = 75% + Enemy DMG.
Example: If an opponent has +100% Skill DMG, you need 175% SDR to cap against that source. Likewise if they have +100% Basic ATK DMG, you need 175% BDR.

Gulu Mine #

Floor DR Cap
1–8 75%
9 80%
10 85%
11 90%
12 95%
13 105%
14 110%
15 115%
16–30 125%

Tower #

DR cap is 75% for floors 1–100. It then increases by ~20% every 5 floors, capping at 275% on floor 146.

Floors DR Cap
101–105 95%
106–110 115%
111–115 135%
116–120 155%
121–125 175%
126–130 195%
131–135 215%
136–140 235%
141–145 255%
146–200 275%

Guild Boss #

Boss Tier DR Cap
1–3 75%
4–6 85%
7–9 95%
10–12 115%
13–15 135%
16–18 155%
19–21 175%
22–24 195%
25–27 215%
28–30 235%

Pro Tip: Nobody should be capping their DR for Guild Boss. Late game players can easily survive 15 turns VS the Tier 30 boss with ~125% BDR and CC (e.g., Icy Bubble).

Dungeon Dive #

We believe the data shows DR to be 75% for ALL floors in Dungeon Dive not including any random stage modifiers.
However, the ATK scaling of enemies in the dungeon gets so high past Floor 1000, that no feasible amounts of DR will help you survive.
Once you’re unable to tank a hit, plan around a glass cannon DPS + CC (freeze/stun) build.

Seal Battle #

Focus should be on doing the most damage within 10 turns. Only the absolute newest players need DR to survive.
Max DR cap is 75%.

Raid: Dragon’s Lair, Celestial Tree, Phantom Sword Island, Temple of Tides #

These raid dungeons have 9 unique boss gimmicks.

  1. Monster Critical Rate +40%
  2. Monster Lifesteal +25%
  3. Monster is immune to freezing and stun.
  4. Monster Counter Rate +50%
  5. Monster takes 35% less Skill DMG
  6. Monster Rage Skill always CRIT
  7. Monster Dodge Rate +20%
  8. Monster Combo Rate +50%
  9. Monster takes 35% less Basic Attack DMG

While the specific DR for each stage hasn’t been deciphered, the minimum DR cap is 75% and the max DR cap for the final stages (floor 100) are 275%.

Sources of Damage Reduction #

Pet Passive Stats are the easiest, most widely available source of BDR and SDR.
Pet DMG Reduction
Legacy Passives
Capybara Go Legacy Passives

  • Skeleton up to 20% BDR and SDR.
  • Knight up to 20% SDR.
  • Ranger up to 20% BDR and SDR.
  • Ghost up to 20% BDR.
  • Dragon up to 50% BDR, up to 30% SDR + various FDR; all nodes in Dragon Tree are always active once unlocked

Mount Passives
Sea Hero Capybara Go

  • Simply unlocking the mounts Sea Hero and Toffee provide 10% DMG Reduction each, up to 20% when reaching 5-stars.

Specialization Tree
Specialization Tree Capybara Go

  • Knight’s Wall: DR while Mounted +10%
  • Various additional DR while mounting specific mounts by up to 10%
  • There’s also Final Adventurer DR, PVP DR, Artifact DR, Crit DR

Common In-game Skills (Non-exhaustive)

Icon Skill Name Base DR Enhanced Via Specialization Tree
Hardened icon Hardened 10% 5% in-battle DR
Hardened+ icon Hardened+ 15% 8% in-battle DR
Battle-Hardened icon Battle-Hardened 8% per round, up to 75% 4% in-battle DR per round, up to 20%
Indestructible icon Indestructible 25% 10% in-battle DR
Glass Cannon icon Glass Cannon -30% -10% in-battle DR
Mind Focus icon Mind Focus 10% 5% in-battle DR
Mind Focus+ icon Mind Focus+ 15% 8% in-battle DR
Toffee (deploy skill) icon Toffee (deploy skill) 10% Global 8% in-battle DR
Catastrophe (deploy skill) icon Catastrophe (deploy skill) 10% Global N/A
Wukong 7* Skill icon Wukong 7* Adventurer Skill 15% Global Skill N/A
Thousand Thunder (deploy skill) icon Thousand Thunder (deploy skill) 50% 10% in-battle DR for 2 turns

There’s also the Brave Turtle mount but ain’t nobody is using that Turtle.

Gems

  1. Armor Gems: FDR up to 15%; BDR up to 35%; Physical/Lightning/Fire/Combo/Counter up to 45%; Immune to first 2 instances + FDR up to 6%; first turn FDR 50%.
  2. Accessory Gems: BDR up to 35%; Physical/Lightning/Fire/Combo/Counter up to 45%.

View the full database of gems here.
Final DR Sources

  • Gems, SS Equipment Passives, Brand (polarization), SS Equipment Psychic Attributes, Adventurer, and Fashion Level (Thanks @ynnika)

Other (non-exhaustive list)

  • The Sword in the Stone collectible gives minimum DR 3%
  • The Flowing Gold Mooncake collective gives minimum BDR 2%
  • A2 (Arcana) SS Dracula Chestplate gives 10% DR, A5 gives 10% FDR, and A10 Frostsoul Guardian gives 10% FDR
  • Mushroom Hammer gives 25% DR next round after Counter; Mythic gives 30% DR when shielded; A10 gives 15% global DR when shielded
  • There may be other sources added as we receive updates

Practical Tips & Notes #

  • Try to reach (or exceed) the DR cap for your content. Being even 1% short can mean getting chunked at high chapters.
  • For end game content, no amount of DR may be enough: build pure damage and CC like freeze/stun to survive.
  • Prioritize Basic & Skill DR first; use Final DR to smooth spike damage.
  • Mode matters: caps differ for Chapters, Hard, PvP, Gulu Mine, Tower, Guild Boss, Dungeon Dive, Seal Battle, and Raids; swap loadouts accordingly.
  • Niche DR (Burning/Poison): handy for specific Tower stages on a spare pet loadout; not core investments.

FAQ: Capybara Go Damage Reduction #

Why am I getting one-shot even with high DR?

You may be under the cap for that specific mode or floor, missing Final DR, or facing an enemy that deals primarily skill damage when you stacked basic DR (or vice versa). At higher story chapters 200+ and Dungeon Dive Floor 1000+, it may be impossible to survive even with max DR. You may be better off building for pure damage in those circumstances.

Does Final DMG Reduction replace Basic/Skill DR?

No. Final DR multiplies what’s left after Basic/Skill DR. You still need to hit the mode-specific cap on Basic/Skill DR.

Are the higher-chapter caps confirmed?

All the caps holds up through in-game testing and datamine.

Credits: Raine, Tide, X-0, S1kh, Meow, Solitude, Capydata Squad + discord community testing. If you spot errors, please ping us on Discord so we can refine these caps.