Divine, Ancient & Tyrant Dragons
From Dragon Mania Legends (DML) Wiki
- There are currently 58 Divine, 45 Ancient, and 12 Tyrant Dragons (excluding Clan Dragons) entered.
- Stats for newly entered Dragons may NOT be correct. Thus, new pages for Dragons must be visited to determine if the information about each Dragon is known.
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Select a Rarity | ||||||||||||||
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![]() Common |
![]() Uncommon |
![]() Rare |
![]() Epic |
![]() Legendary |
![]() Primal |
![]() Divine |
![]() Ancient |
![]() Tyrant |
![]() Boss |
![]() Clan |
Health
The base Health value is affected by the Elements of the Dragon. Earth, Water, Plant, Metal, Void, Light, Legendary, Primal, Divine, Ancient, and Tyrant Elements increase Health, while Fire, Wind, Energy, and Shadow Elements decrease it. The "base" Health value with no Elements is 200. Any secondary Elements of a Legendary, Divine, Ancient or Tyrant Dragon apply after they have been awoken.
Dragons of the rarities Divine and up usually don’t follow this rule and have different values - see the Exceptions section.
The full equation for determining Base Health from Elements is:
Base Health = 2 * (100 + (Sum of Element Values))
Element values are:
- Fire = -3
- Wind = -1
- Earth = 7
- Water = 5
- Plant = 4
- Metal = 8
- Energy = -4
- Void = 3
- Light = 4
- Shadow = -3
- Legendary = 20
- Primal = 20
- Divine = 21
- Ancient = 23
- Tyrant = 23
If the Dragon is a Boss Dragon, the final result is multiplied by 4.
Examples
First Example
The Agent Dragon is an Epic Dragon with Metal, Void, and Earth Elements.
So,
- Base Health = 2 * (100 + (MetalValue + VoidValue + EarthValue))
- Base Health = 2 * (100 + (8 + 3 + 7))
- Base Health = 2 * (100 + 18)
- Base Health = 236
Second Example
The Ash Dragon is an Epic Dragon with Fire, Plant, and Wind Elements.
So,
- Base Health = 2 * (100 + (FireValue + PlantValue + WindValue))
- Base Health = 2 * (100 + (-3 + 4 + -1))
- Base Health = 2 * (100 + 0)
- Base Health = 200
Attack
The base Attack value is affected by the Elements of the Dragon. Fire, Wind, Water, Plant, Energy, Void, Light, Shadow, Legendary, Primal, Divine, Ancient and Tyrant Elements increase the Attack of a Dragon while Earth and Metal decrease its Attack. The "base" Attack value with no Elements is 60. Any secondary Elements of a Legendary, Divine, Ancient or Tyrant Dragon apply after they have been awoken.
Dragons of the rarities Divine and up usually don’t follow this rule and have different values - see the Exceptions section.
The full equation for determining Base Attack from Elements is:
Base Attack = 60 + ROUND(Sum of Element Values)
Element values are:
- Fire = 3
- Wind = 1.8
- Earth = -1.8
- Water = 0
- Plant = 1.2
- Metal = -1.8
- Energy = 5.4
- Void = 2.4
- Light = 3
- Shadow = 6
- Legendary = 12
- Primal = 12
- Divine = 13.8
- Ancient = special
- Tyrant = special
If the Dragon is a Boss Dragon, the final result is multiplied by 4.
Examples
First Example
The Agent Dragon is an Epic Dragon with Metal, Void, and Earth Elements.
So,
- Base Attack = 60 + Round(MetalValue + VoidValue + EarthValue)
- Base Attack = 60 + Round(-1.8 + 2.4 + -1.8)
- Base Attack = 60 + Round(-1.2)
- Base Attack = 60 + -1
- Base Attack = 59
Second Example
The Ash Dragon is an Epic Dragon with Fire, Plant, and Wind Elements.
So,
- Base Attack = 60 + Round(FireValue + PlantValue + WindValue)
- Base Attack = 60 + Round(3 + 1.2 + 1.8)
- Base Attack = 60 + Round(6)
- Base Attack = 60 + 6
- Base Attack = 66
Gold
The base Gold per Hour value is affected by the Elements and rarity type of the Dragon. The Water Element and the Common type have no effect. All other Elements and types increase the value. The "base" Gold per Hour value with no Elements is 180. In the case of Legendary, Divine, and Ancient Dragons, all three Elements are applied, regardless of awoken status.
Base Gold/Hour = Sum of Element values + Type value
Element Values
The Element values are:
- Fire = 30
- Wind = 20
- Earth = 30
- Water = 0
- Plant = 60
- Metal = 75
- Energy = 100
- Void = 140
- Light = 180
- Shadow = 180
- Legendary = 200
- Primal = 200
- Divine = 220
- Ancient = 220
- Tyrant = 220
Type Values
The type values are:
- Common = 180
- Uncommon = 190
- Rare = 250
- Epic = 300
- Legendary = 450
- Primal = 450
- Divine = 550
- Ancient = 550
- Tyrant = 550
Examples
First Example
The Kongming Dragon is an Epic Dragon with Light, Shadow and Fire Elements.
So,
- Base Gold/Hour = EpicValue + LightValue + ShadowValue + FireValue
- Base Gold/Hour = 300 + 180 + 180 + 30
- Base Gold/Hour = 690
Second Example
The Water Dragon is a Common Dragon with the Water Element.
So,
- Base Gold/Hour = CommonValue + WaterValue
- Base Gold/Hour = 180 + 0
- Base Gold/Hour = 180
Elements
See Notable Formulas or Tables for information on calculating these attributes.
Elements, along with types, influence the attributes of a Dragon. Elements influence all stats, breeding and hatching time. In the case of Dragons with unlockable Elements, their Elements influence their attributes as follows: only the base Element applies to breeding and hatching; all Elements apply to the Base Gold per Hour stat, regardless if they are awoken or not; the secondary Elements apply to the Base Attack and Base Health stats only when they are awoken.
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
# Dragons | 278 | 254 | 274 | 267 | 273 | 236 | 256 | 221 | 238 | 209 | 217 | 17 | 69 | 45 | 12 |
Breeding | 2 | 2 | 2 | 2 | 4 | 4 | 6 | 6 | 8 | 8 | 0 | 0 | 0 | 0 | 0 |
Hatching | 1.6 | 1.6 | 1.6 | 1.6 | 1.2 | 1.2 | 1.2 | 1.2 | 1.1 | 1.1 | 1.2 | 1.2 | 1.2 | 1.2 | 1.2 |
Health | -3 | -1 | 7 | 5 | 4 | 8 | -4 | 3 | 4 | -3 | 20 | 20 | 21 | 23 | 23 |
Attack | 3 | 1.8 | -1.8 | 0 | 1.2 | -1.8 | 5.4 | 2.4 | 3 | 6 | 12 | 12 | 13.8 | special | special |
Gold/Hour | 30 | 20 | 30 | 0 | 60 | 75 | 100 | 140 | 180 | 180 | 200 | 200 | 220 | 220 | 220 |