> For the complete documentation index, see [llms.txt](https://herobattle.gitbook.io/herobattle/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://herobattle.gitbook.io/herobattle/tutorial/how-to-play-english/reward.md).

# Reward

## **Rules for calculating Rewards:**

**Each battle you will receive the rewards:**

1. HRB Token Reward: HRB will be received based on your team's Total Battle Strength. The system will automatically suggest 4 bosses that match your Team's battle strength, divided into 4 win rates: 80%, 60%. 40%, 20%
2. The experience reward increases steadily for the characters: Based on your team's Total Battle Strength.

![](https://4201675396-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MhN_wnhalJH6DkG7Smq%2F-Misf_N8yGWSm4WsTBTW%2F-MissqDd6LqAUC-Zbt-c%2FGuide3.jpg?alt=media\&token=450e3c02-1145-4f77-b2c0-d9775f007768)

**Additional Notes:**

* Teams with 5 characters, 5 activation systems, increase the team's total combat strength by 10%
* Equip weapons  same element as the character increased by 3%
* 5 Characters equipped with fully weapons with high combat power will have a higher win rate.
* Higher levels will have a more pronounced reward ratio.

## **Calculation formula:**

1\. basePower of the characters: = (1000+ level/10)\*(level/10 +1)

CharPower = basePower + basePower \* charStarBonus/100

* star = 1 ->charStarBonus = 0&#x20;
* star = 2 ->charStarBonus = 2
* star = 3 ->charStarBonus = 3&#x20;
* star = 4 ->charStarBonus = 7&#x20;
* star = 5 ->charStarBonus = 10&#x20;

2\. When wearing weapons:

basePower = CharPower + WeaponPower;

If they have the same elements: bonus =3;

* If weaponStar = 1 bonus +=1
* If weaponStar = 2 bonus +=1
* If weaponStar = 3 bonus +=3
* If weaponStar = 4 bonus +=5
* If weaponStar = 5 bonus +=10

Final Power = basePower + basePower \* bonus/100<br>

3\. When forming Team:

totalPower = Total Power 5 charaters

If 5 charaters of 5 elements +  10%

4\. Reward:

reward == bonusReward + (baseReward \* sqrt(bossPower/1000))/2<br>
