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Battle (System)

From Dragon Mania Legends (DML) Wiki

(Redirected from Battle)
Battle Icon.png

Battle is a primary game component, allowing Trainers to engage in fights against other players and automated opponents to obtain rewards and progress in the game. There are several battle venues, each unlocks at a different Player Level, and is accessible by tapping the respective Building or button. The Battle System is an interface menu that appears after Player Level 20, which groups all accessible battle venues together for quicker access.

First, this page provides an overview of Battle in general, then of the Battle System interface which also provides a brief overview of each battle venue.


The Battle System menu is accessed by pressing:

  • The Battle Button.png button (bottom-left of main screen, appears after level 20).
  • The individual battle venues, accessible before level 20, are accessed by pressing:
    • The Attack (Old) Icon.png button, for the Campaign (appears at Player level 1).
    • The Dragon League Icon.png button, for the Dragon League (appears at Player Level 11).



Campaign Button.png Sigil Campaign Button.png
Arena Button.jpg Dungeon Button.png

  1. Campaign button, accesses whichever Campaign Map mode was last used (top-left).
  2. Sigil Campaign button, accesses the current Sigil Campaign event (if an event is in-progress, top-right).
  3. Dragon League button, accesses the current Dragon League (bottom-left).
  4. Bottomless Dungeon button, accesses the current dungeon iteration (bottom-right).

Above the 4 main interface items appears:

  • The x close button, to close the interface.

General Battle Mechanics

The general mechanics of battle apply to almost all venues and going into battle requires energy units: Portal Energy Icon.png for Campaign Map Quests, Arena Energy Icon.png for fights in the Dragon League, and Sigil Energy Icon.png in the Sigil Campaign.

Before going into battle, one Dragon can be trained to be the Champion. Training lasts for two hours (or until an alternate Dragon is trained) and it temporarily increases the Dragon's Health and Attack. Trainers that have achieved VIP Level 3 or higher have the option to train regularly or use the auto-training option.

Battle Team

It is essential to have the proper Dragon team built up when going into battle. Dragons need to be raised to Level 4 or higher before they can participate in battle. A minimum of six Dragons should be chosen and prepared for battles. Only three are needed for regular battles, but six are needed to complete the Bottomless Dungeon. Dragons should be selected according to their level and the strength of abilities against various opposing teams. Once a team of Dragons is selected, the Dragons need to be properly levelled and trained.

Several factors should be considered when levelling, selecting or training a team. A Dragon's level and Enchantment Level should be comparable to the opponents it battles. Selecting a team that is more than one or two levels (depending on Elemental or Sigil abilities) below the opposing Dragons can easily result in defeat.

Having a Dragon's Elemental skills built up is vital. These abilities should be raised to the highest level at the Dragon Academy, as quickly as possible. Increased Elemental abilities allow the Dragon to do more damage and provide better defenses in battle, as well as the ability to affect multiple targets. The highest level of skills also provide the added benefit of long-term effects and other advantages. Before a battle, the opposing team, along with their levels and abilities, is usually shown. This information may be used to strategize and select a team with abilities that have strong attacks. Trainers should select their team carefully based on the composition of the opposing team.

Team Planner

The DML Planner Team Planner provides a way to plan a Dragon Battle team that covers all or most elements at least once, which can provide a well-rounded battle team and may help ensure less difficulty is encountered in game features that restrict Dragons used in battle by Element, such as in Castle Events, and Boss Challenge Events.

Read more about this sister project, the DML Planner made by Toomas, a DML community member.

Dragon League Battle.png
Battle Team Slots

Pressing the   Select Team   button opens a teams screen, with groupings for six different teams of Dragons. Each team has three slots that can be filled by tapping a slot and then selecting a Dragon. The same Dragon can be assigned to different teams, but not the same team twice (unless using a duplicate Dragon). Team groupings allow the Trainer to choose different team configuration favorites by filling each slot and then pressing the   Select   button on their desired team, or they can use the Auto-select button which auto-selects the Trainer's three strongest Dragons.

Battle Team Slots.png  Battle Team Slots.png  Battle Team Slots.png

Battle Team Slots.png  Battle Team Slots.png  Battle Team Slots.png

Engaging the Battle

When going into battle, one to three Dragons can be selected to participate. Dragons currently in the Dragon Vault cannot participate in battles. In all battles, the Trainer always has the first strike. Regardless of the battle venue, the opposing Dragons always start with 100% health, have a 20% chance of missing, and a 60% chance of not using defensive skills. Additionally, opposing Dragons never inflict perfect hits. Lastly, all battles can be sped up using the x1 button. The Speed-Up button is available starting with Quest 3 (The Great Plains) in Normal Mode and toggles between x1, x2 and x4 speeds.

In wave battles, the Trainer encounters fights with two sets of enemy Dragons. These battles act the same as regular battles, the difference being that the second wave begins immediately after the first is defeated. The Trainer must defeat both waves to win the battle.

Dragon Level and Enchantment Level restrictions do not apply to the opposing Dragons operated by the game AI; thus, these Dragons can be higher than Level 100. Furthermore, Dragons which are normally not eligible for a certain Enchantment Level can be encountered with it.

Once the battle is engaged, the strength of an attack is determined by selecting one of the Elemental abilities of the attacking Dragon. This highlights a broken ring under each of the opposing Dragons.

Hit Types
Attack Bar.png

Once an attack is chosen, a curved gauge appears showing gray, green, and red sections. An arrow moves from the bottom of the gauge to the top, and tapping the screen stops the arrow from moving and either strikes or misses. If the screen has not been tapped before the arrow reaches the top of the gauge, it caused the strike to occur.

Where the arrow lands in the colored sections determines its status:

  •     – Perfect hit, damage inflicted is equal to between 105% and 110% of the attacking Dragon's strength (assuming there are no multipliers).
  •     – Miss, no damage dealt.
  •     – Regular hit, the damage inflicted is equal to the attacking Dragon's strength (assuming there are no multipliers).

Landing seven perfect hits on the opponent activates Dragon Fury. The number of hits acquired and still needed to achieve Dragon Fury is shown as a bar at the bottom left of the screen. This attack can be used to deliver several blows against all three opposing Dragons at once. Dragon Fury Essence can be used to activate the Dragon Fury immediately, without having to strike any perfect hits beforehand.

Health Bar
Full Health Bar.png
Empty Health Bar.png
Damage Preview Health Bar.png

The health bar of each Dragon indicates how much health they have remaining. Available health is shown in green, and missing health is shown in gray. When the Trainer hovers over an opposing Dragon with an attack, the bar indicates in red how much health that Dragon will lose following the inflicted damage of a successful normal hit.

Attack Strength

Symbols used in battle indicate the different attack strength levels:

  • Strong Attack – Green ring below target, green sword icon – 50% damage bonus Strong Attack Symbol.png
  • Normal Attack – Yellow ring below target, no sword icon – no damage bonus Neutral Attack Symbol.png
  • Weak Attack – Red ring below target, red shield icon – damage reduced by 50% Weak Attack Symbol.png

Auto (Battle)

Battle can be automated in most battle venues, and is done before a battle using the Attack (Old) Icon.png Auto Checkbox.png button. Pressing the button (or checkbox) toggles on the Checkbox.png checkbox, causing the automatic battle setting to persist on all subsequent battles until it is again unchecked. Auto-battle mode can also be toggled when in battle in most venues, by pressing the Auto Button.png Auto button. When using automatic battle, the game's AI plays the Trainer's Dragons as well as the opponent's Dragons. Automatic battle has a 5% chance of missing during an attack.

The Dragon Fury meter is filled if an automated attack is considered a perfect hit, though these do not count for tasks and quests.
The AI uses the Dragon Fury, distributed equally on all opponents, making 45–55 hits in total.

Battle Venues


Campaign Button.png

See Campaign Map for more information.

Pressing the Battle Button.png button and then selecting the Campaign option, transports the Trainer to the Campaign Map, where they can choose between different campaign modes. The Campaign map is also accessed by selecting the Ancient Portal and then tapping the Campaign Map Button.png button. Once a mode is chosen, the Trainer can engage in battle by selecting any available Main or Side Quest or any occupied mine.

When a Main Quest, Side Quest, or an occupied mine is selected, the name of the quest or mine is shown, as well as the enemy occupier (only mines), the in-game number of the quest (only Main or Side Quests), the level, rarity, Elements, skills (excluding the mastery), Enchantment Level, and Sigils of their Dragons, and the  Attack!  button. Once the attack button is pressed, the pre-battle screen appears. From here, the Trainer can see their high score and stars earned (applicable to mines only if they were previously conquered at some point; otherwise the stars are grayed out Score Star Gray Icon.png), the in-game number of the quest or mine, the allied and opposing characters, the rewards, and several options to choose from.

From this set of options, the Trainer can choose to:

  • Hire a friend's Dragon by selecting the  Hire  button.
  • Enable automatic battle by pressing the Attack (Old) Icon.png Auto Checkbox.png button.
  • Refill their energy by pressing the + button.
  • Change the Dragons taken into battle by pressing any Dragon's snapshot.
  • View a currently selected Dragon's info by pressing the Dragon Codex Icon.png  Info  button.
  • Engage in battle by pressing the  Battle Portal Energy Icon.png button.

Additionally, the following options can be found on the same screen:

  • i for viewing information on scoring battle points.
  • Element Information Button.png for seeing information on Element strengths and weaknesses.
  •  Select Team  for from 1 of 6 possible battle teams.
  • The Ranking Icon.png option brings up three different tabs:
    •  Friends  is for the Trainer to compare their high score to that of the Trainer's friends from their list.
    •  Global  is to compare their high score to all Trainers (on the same platform and server) that have previously conquered this mine.
    • Competitors is to compare their high score to Trainers that are near the Trainer in the rankings.
    • The option to view and compare rankings is also made available in the top-left corner of the screen after a battle is over.
  • Close the battle interface by pressing the x button.

The top 3 Dragons of the Trainer are included in the calculation that determines the level of the opposing Dragons in Side Quests, while the top 6 Dragons are considered for mines. On the Campaign Map, wave battles are only encountered starting with the sixth campaign island.

Hiring Dragons

If Trainers have enough Battle Energy, they can opt to hire a friend's Dragon before going into battle. The Dragon automatically listed for hire from each friend is always be the most powerful they have. This option can be useful for battles against stronger opponents where success is questionable with the available team. If the selected Dragon is trained as the champion when hired, the temporary benefits of increased Health and Attack do not carry over during the battle. However, any Enchantment or Elemental abilities the Dragon has acquired are included for the duration. The hired Dragon is only available for that battle and is not available to hire again for 24 hours, regardless of whether it participated in battle or not. The 24-hour waiting period can be bypassed only by paying with Gems. The Dragon automatically appears in battle only after one of the Trainer's Dragons is defeated, replacing that Dragon, or if the Trainer has two or fewer Dragons on their team.

Hiring Dragons is done by pressing the  Hire  button in the pre-battle screen. This opens a list where the Trainer can see each friend's strongest Dragon and its rarity, level, Elements, skill level, and Enchantment Level. The Trainer can choose to hire a Dragon by pressing the  Hire Portal Energy Icon.png button to the right of that Dragon. The amount of energy needed to hire the Dragon is shown on the button. If the Dragon is too tired to fight, the Skip Gems Icon.png option is shown, and the Trainer can pay to speed up Speed-Up Arrow Icon.png the waiting time and use that Dragon immediately. Energy is only consumed when the battle is started and not when the Dragon is hired; thus the Trainer can, at any time before commencing the battle, replace the hired Dragon. Additionally, in this same list, if the Trainer does not have their account connected to Facebook, they have the  Connect  option. If the Trainer modifies their team after hiring a friend's Dragon, the hiring slot is reset; thus the Trainer must rehire that Dragon.

Hiring Dragons is not available on the last island of either map.

Hiring Costs
Dragon Level
Portal Energy
1-5 1
6-11 2
12-15 3
16-20 4
21-29 5
30-35 6
36-70 7
71-100 9
Instant Win

Trainers that have achieved VIP Level 6 or higher have the option to battle regularly or use the fight-skipping option on any quest previously won with three stars, excluding mines. The Instant Win function only applies to the Campaign Map (Normal and Heroic Modes). By pressing the  Instant Win  1 Instant Win Ticket Icon.png button, the battle portion of the quest is skipped, providing an automatic win with three stars. Tickets that are not used by the reset time are permanently lost. Instant Win Tickets are automatically refilled each day at 00:00 UTC.

There is also a limit to how many free Instant Win Tickets Instant Win Ticket Icon.png are available per day and a limit to how many can be purchased each day, which depends on the Trainer's VIP Level. Purchasing extra tickets costs 5 Gems per ticket.

VIP Level 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Free/Day 3 6 7 8 9 10 12 14 16 18 20 25 30 35 40
Purchase Limit/Day 3 7 9 10 15 20 30 40 50 60 70 80 90 95 100

Sigil Campaign

Sigil Campaign Button.png

The Sigil Campaign is both an Event and a battle venue that unlocks when a Trainer reaches Player Level 20.

Initiating a Sigil Campaign battle costs 1 Sigil Energy. Progressing on the map, the Trainer completes Sigil-equipped battles until they can no longer win battles, or they reach the end of the map and the monthly Reward of the Month Dragon is obtained. Every month, the progress on the map is reset. The difficulty on the new map will be based on the Trainer's progress in the previous month. The game detects the last boss who has been defeated and calculates the next iteration's starting point based on the four Boss battles before that.

See Sigil System and Sigil Campaign for more information.

Note: The Auto button for automatic battle is not available on the Sigil Campaign.

Arena (Dragon League)

Arena Button.jpg

See Dragon League for more information.

When a Trainer reaches Level 11, the Dragon League can be accessed through the Dragon League Icon.png Dragon League button on the bottom left-hand side of the screen or by pressing the very same button after selecting the Arena. After reaching Player Level 20, all battle venue buttons are grouped together and are accessed by pressing the Battle Button.png in the bottom-left corner of the main screen instead, and then selecting the Arena option.

Going to Battle

Selecting the Battle option proceeds to the battle selection screen, where three opponent teams are presented. If the Trainer does not want to face any of the opponent teams, the  Free Refresh  button may be pressed to refresh opponent teams for free, once every 24 hours. Additional refreshes may be purchased using the Refresh  5 Gems Icon.png button, in exchange for 5 Gems each.

Pressing the Attack (Old) Icon.png Challenge button on a battle opens the pre-battle screen with the option to:

  • Change a Dragon by pressing its snapshot.
  • View the Element Bonus if applicable.
  • Enable automatic battle by pressing the Attack (Old) Icon.png Auto Checkbox.png button.
  • Attack by pressing the Attack!  Arena Energy Icon.png button for a regular attack.
  • Perform a "focus attack" battle, with a 50% increase in the damage inflicted for the duration of the battle, by pressing the Focus Attack
    +50% DMG 2 Arena Energy Icon.png

Additionally, the following options can be found on the same screen:

If all 3 of a Trainer's Dragons are defeated in battle, the Trainer can choose to revive all 3 Dragons for a cost of 8 Gems by pressing Revive, or they can select the Give Up button to conclude the battle. If the trainer opts to revive all 3 Dragons, the Dragons return to battle with 100% health.

Bottomless Dungeon

Dungeon Button.png

See Bottomless Dungeon for more information.

The Bottomless Dungeon is accessed by:

  • Selecting the physical building on Tycoon Island.
  • Pressing the Battle Button.png button (bottom-left of main screen), then selecting the Bottomless Dungeon option.
  • Pressing the Bottomless Dungeon Button.png button (bottom-left corner of the Campaign Map screen).

See Bottomless Dungeon for detailed information about Battle in the Dungeon.


See Campaign Map for more information.

Campaign Map

Battle Star Icon.png

Battle scoring consists of a point system for which stars are allocated. The number of stars received determines the level of rewards that will be given. Once three stars are obtained, a higher score will not give better rewards. The point system is divided into three tiers that are based on the difficulty of a battle (easy, medium and hard). The Trainers must earn a minimum number of points to obtain a certain number of stars:

Tier Score Star Icon.png Score Star Icon.pngScore Star Icon.png Score Star Icon.pngScore Star Icon.pngScore Star Icon.png
Easy 3,000 4,000 5,000
Medium 5,000 19,000 34,000
Hard 5,000 24,000 38,000

At the end of a battle, Trainers receive:

Score Action Maximum
1,000 points each for Every perfect hit landed 12
Every strong attack landed 12
2,000 points each for Unleashing Dragon Fury 2
5,000 points each for Each opposing Dragon defeated with only one hit 4
Each undefeated Dragon remaining once the battle is won 3
Bonus points Given for how quickly a battle is won[1] 17
Given by the remaining health the Trainer's Dragons have at the end of the battle[2] 15,000
  1. The bonus score decreases by 6% after each attack of any Dragon in the battle. After seventeen attacks, the bonus score is no longer decreased.
  2. The remaining health (in percentages) is multiplied by 50. Thus, a Dragon with 100% health will give a bonus of 5,000 (50 * 100)
Important Icon.png
Using Instant Win offers no score for that battle.

Sigil Campaign battles – See Sigil Campaign for scoring information.

Dragon League battles – Battle points are awarded based on opponent difficulty, on the Sigils and level of the opposing Dragons, number of KOs, and streak of consecutive victories. The battle points reset with each weekly iteration of the league.
Hard battles give twice the bonus of medium battles.
See Dragon League – Points for details.

Bottomless Dungeon battles – No scores are given for these battles.


Campaign Map battles – A chest is given based on the number of battle stars achieved. Chests can include Gold, Food, Scrolls, and experience points. Except for scrolls, the amount of each resource given is increased by 50% if the Trainer has an active VIP Status. Other chests appear on the Campaign Map after defeating a specific quest or opening a specific gate. The contents of these chests are not affected by the VIP Status. Additionally, if there are videos available to watch for that day in exchange for (2,000*Level Modifier) Gold, the Trainer is given the More Rewards Video Icon.png option for that purpose after winning a battle. Gold received from watching videos is not affected by the VIP Status.

Sigil Campaign battles – See Sigil Campaign for reward information.

Dragon League battlesWin streak which accumulates until broken or timed out. The rewards for win streaks can include Gold, Food, Scrolls, Gems, Arena Energy, and Dragon Fury Essence. Additional rewards are given by earning League Chests or league Promotion Prizes.

Bottomless Dungeon battles – Rewards include Gold, Food, Gems, Stepping Stones, Dungeon Tokens, Dragon Fury Essence, or unique Dragons.

VIP Status Increase

Rewards on the Campaign Map and Bottomless Dungeon are affected by the Trainer's VIP Status. When active, the Trainer receives a 50% increase to the rewards received after winning battles. If inactive, the Trainer has the  Buy VIP Ticket  option right after the battle to purchase VIP tickets. Activating the status through that option after the battle does not give the additional rewards that would have been given for winning that particular battle had the Trainer's VIP Status already been active.



  • Update 7.0: Added a checkbox to the Auto button, so it remains in auto battle mode when checked, and duplicated the button from inside the battle screen to the pre-battle screen.
    • Changed the Auto-select button to be a Select Team button, where battle team slots are now housed, and moved the Auto-select feature into this secondary screen. Available are now 6 team slots instead of the former 3.
  • Update 6.7: Added an Auto button for the AI to operate the Trainer's team (in addition to the opposing team) in battle.
  • Update 6.9: Fixed the position of Skill icons, so they display correctly.
  • Update 6.2: The Dragon League was merged with the Enchantment League-Pre 6.2 and an option to revive all Dragons upon Trainer defeat was added.
  • Update 6.0: Grouped all Battle components together in the Battle System to reduce interface clutter (initially labeled Combat and later renamed Battle).
  • Update 5.9: Introduced a x4 speed option, making the Speed-Up button toggle through 1x, 2x and 4x speed.
  • Update 5.3: Made the Dragon Info combat panel close by tapping anywhere outside the panel itself, except when tapping one’s own dragons.
    • Made "Strong/Normal/Weak Attack" text no longer appear Player Level 15.
    • Unified the font of combat text and slightly increased ability icon size for better readability on smaller screens.
  • Update 5.2: Added Dragon Info combat panels that, tapped during combat, display Dragon’s stats and skills.
    • Reworked the screen that appears before battle begins.
  • Update 4.6: Discontinued the Clockwork Dungeon and introduced the Bottomless Dungeon.
  • Update 4.4: Renamed Skip Fight to Instant Win.
  • Update 4.2: Altered and enhanced the graphical aspect of pre-battle and post-battle interfaces of Campaign Map Quests, Dragon League, and Clockwork Dungeon fights.
    • Changed it so only Dragons that are stored in the Dragon Vault are not eligible for battling. Before this update, Dragons that were preoccupied with timed actions such as exploring ruins, breeding, and other processes of this kind were not available until the said process was finished.
  • Update 4.0: Modified the pre-battle interface of the Enchantment League so that the strongest defender is displayed instead of a randomly featured defender.
    • Focus Attack now modifies the Attack of a Dragon rather than its Health.
    • The scoring system for the Dragon League was reworked.
  • Update 3.7: Replaced the Select button with the Change button in the Enchantment League pre-battle interface.
  • Update 3.6: Added ability to resume battles if gameplay is paused for a short period.
  • Update 3.3: Added Auto (Battle) for battles.
    • Made the x2 button remains active until turned off again.
  • Update 3.2: Added x2 Battle speed up button.
  • Update 2.8: Changed the Hire a Friend’s Dragons screen to show Dragon Enchantment Level.
  • Update 2.7: Introduced ad video watching in exchange for more rewards after defeating Campaign Map and Clockwork Dungeon quests.
  • Update 2.3: Changed the order of Elements in battle, the base Element was moved to the middle, the secondary Element at the top, and the last Element at the bottom.
  • Update 1.9: Modified the attack bar to prevent automatic misses.
  • Update 1.8: Added the Instant Win feature as part of the newly introduced VIP levels.
  • Update 1.3: Changed battles so opponents no longer prefer defensive skills over offensive ones, becoming generally more offensive.
    • Gave the Trainer the first strike.
  • Update 1.2: Reversed the order of Elements in battle, the base Element was no longer at the bottom.
    • Also made the skills of all enemy Dragons visible before and during battle.


This category has the following 8 subcategories, out of 8 total.





Pages in category "Battle (System)"

The following 4 pages are in this category, out of 4 total.

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