The damage system in the Wars series is not based on formulas; rather, the formulas merely alter the base damage for the unit matchup. In the case of an attack that ends in decimal figures, the final damage is **rounded down**.This base damage is documented in the game in question's damage chart (shown below). The formulas are as follow:

## Gameboy Wars 3

Total ATK: Used ATK * ((100 + Level Value + Flank Value) * HP / 100)

Total DEF: Used DEF * ((200 + Land Value + Level Value + Flank Value) * HP / 200)

New HP is determined as such: min(old HP,ceiling((Total ATK - Total DEF) / (Used DEF * 2)))

## Advance Wars/Advance Wars 2: Black Hole Rising/Advance Wars: Dual Strike

f= [(b * s / d) * (a * .1)]- r [(t * .1) - (t * .01 * h)] (%)

f = Final damage

b = Base damage (in damage chart)

s = Strength modifier of CO (day-to-day boosts, i.e. 120% mechs for Sami)

d = Defense modifier of CO (again, day-to-day, i.e. 90% artillery for Max)

a = HP of attacker

r = Defense rating (number of stars)

t = Total damage. This is the first part of the equation, (b * s / d) * (a *. 1).

h = HP lost by defender

## Advance Wars: Days of Ruin

**Simplified:**
(BaseDamage) * (AttackerHP / 10) * (AttackStat / TargerDefenseStat)

**Precise:** floor(floor(floor(BaseDamage * (AttackStat / 100 + 1)) * (AttackerHP / 10)) * (100 / (100 + TargetDefenseStat)))

The formula to calculate the amount of Luck damage dealt has also changed:

RandomNumber[0-1] * UnitHP * (AttackStat / TargetDefenseStat)

### Attack Stat

- The default value for attack is 100%.
- If the unit is at Level 1, add another 5%.
- If the unit is at Level 2, add another 10%.
- If the unit is at Level Ace/Vet, add another 20%
- If the unit is in the Command (CO) Zone, add another 10%.
- If the unit is in the CO Zone and meets the COs criteria, add another 10% for each star.
- If the team has any Communication Tower in their possession, add another 5% for each one.
- If there is a Sandstorm in effect (and the CO is not Penny), subtract 30%.

### Defense Stat

- The default value for defense is 100%.
- If the unit has Ace/Veteran status, add another 20%.
- If the unit is in the CO Zone, add another 10%.
- If the unit is in the CO Zone and fills the COs criteria, add another 10% for each star.
- If the team has any Communication Tower in their possession, add another 5% for each one.
- If the unit is lying on defensive cover, add another 1% for each star, multiplied by the units HP.
- If Waylon's CO Power (Bad Company) is in effect, add another 270%.

## Luck damage

During any attack, there is a chance that a deviation in Damage dealt will occur, based on the Luck factor. In the first 3 Advance Wars game, luck can change the damage dealt based on whether the CO of the attacking unit has good or bad luck - good luck will result in more damage dealt, and bad luck will result in reduced damage. Almost all COs have a luck factor of between ±0% to +9%, changing the damage dealt by the same amount, while others have higher or lower levels of luck. In Days of Ruin, luck damage is also affected by the stats of the attacking and defending units, and is a random value between 0 and 1. In all games, luck damage is affected by the attacker's firepower as well as the defender's terrain defense bonus. Luck is multiplied by the unit HP to give up to an additional 10% damage. This means that weaker units cannot unexpectedly deal another 1 HP of damage, and weaker units will generally deal less luck damage than healthy units.

## Counter Attack Damage

A counter-attack only occurs under the following conditions:

- The attacking unit was a direct unit.
- The defending unit survives (dead units do not fire back).
- The defending unit can attack the attacking unit.

The counter-attack damage follows the same formula as above but the defender and attacker are swapped and the original defender can only attack with the reduced HP.

A special case for counter-attacks exists when a unit gets attacked during Sonja's SCOP.