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mmadersbacher

castle-clash-mcp

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
db_statusA

Show row counts and when the data was last refreshed.

list_heroesB

List heroes ranked by tier. mode e.g. overall/Guild War/Arena/Dungeons; tier filters (S+, S, A+...).

get_heroA

Full hero record: the complete game data (combat, base per evolution, level curves, main skill per level, totem, icon) merged with tier + build tags.

tier_listC

Ranked tier list for a mode (overall/Guild War/Arena/Dungeons/HBM-LBF/Blitz).

get_talentC

Talent effect and capability tags.

get_insigniaC

Insignia/crest-item (Equipment table, 208 items): per-level Hp/Attack + effect text.

get_crestC

Career crest (Camp: Oracle/Saint/Brawler/Orderbound/Voidwalker): per-level Attack/HP/Tenacity/Crit/Dodge/Hit_DMG.

get_runeC

Rune (Runes table, 101): per-level Hp/Attack + effect.

get_enchantmentB

Enchantment = Soul-Arms skill (e.g. 'Bold Ambition', 'Forest Ward'): per-level from game data.

get_equipmentB

Equipment item (Equipment table): per-level Hp/Attack + effect text.

effect_at_levelB

Effect of a talent or hero skill at a specific level. kind='talent' or 'hero'. Returns that level's effect text (+ might/cooldown if present) and the full range.

hero_statsA

LIVE fully-computed stats for a hero at a given level (1-200), via casclash's calculator (there is no official IGG API). Returns HP, Attack, ATK SPD, MOV SPD, Attack Range, ACC, Dodge, CRIT, CRIT DMG, CRIT Resist. talent = talent NAME (e.g. 'Tenacity') or id, with talent_lvl 1-10; reincarnation=1 is the normal evolved form. camp(crest)/pet/inscription are numeric ids (0 = none).

hero_stats_calcA

TRUSTWORTHY formula-based stats (validated exactly vs the user's real game: Serratica 10 stars/L200 = 180,695 HP). stat = perStarStars + inc(Level-1); evo=1/2 uses Fandom's exact Legendary evolution params. Optional talent name + level applies its HP/ATK %. Prefer this over hero_stats (casclash caps stars at 4). inscription/soularms/artifact are LEVELS; gear_json is a JSON list of {type:'insignia'|'rune', name, level} — all fold into the returned effective stats (flat HP/ATK on top of the talent-% base).

hero_level_statsA

EXACT per-level HP/Attack/MOV/Might from casclash's tables (Lv1-80, per evolution), authoritative, no formula. evo = 'Ordinary'|'Evolution1'|'Evolution2'|'max'. For level>80 or higher stars use hero_stats_calc (formula).

skill_levelsB

Per-level effect + English description for any of the 421 game skills (from decoded Skill.data). skill = name (e.g. 'Divine Shield') or numeric name_id.

hero_skillsC

A hero's skills: totem skill (name + level count, from Hero.data naming scheme) and a pointer to the main active skill (via get_hero / hero_level_stats from the wiki).

list_game_tablesA

List all 182 game data tables extracted from the APK (buildings, dungeons, pets, soul arms, inscriptions, summon rates, battle pass, guild, monsters, ...).

get_game_tableB

Rows of a game data table by name (see list_game_tables). Rows carry English *_en fields.

search_game_dataA

Full-text search across ALL 182 game tables. Returns matching rows with their table name.

get_petA

Pet lookup (Pet table): id, mark, and its pet-talent. Note: pets give a team-wide %% aura, browsable here but not folded into hero_stats_calc's per-hero flat stats.

get_soularmB

Soul-Arms base stats at a given level (flat Attack/HP/Tenacity added to a hero).

game_systemsB

Every Castle Clash data system and its entry count (heroes, skills, talents, crests, insignias, gear, holy, traits, relics, soul, pets, magic, buildings, monsters, gacha, items...).

get_systemC

Rows of a game system (see game_systems). English-annotated (name_en).

system_lookupB

One entry from a system by English name, with its full per-level/per-star data (e.g. system_lookup('holy','Divine Roots'), ('crest','Revive Crest I'), ('gear','Dragon Ring')).

hero_completeA

The COMPLETE hero record: combat stats, base per evolution, full level curves (Ord/Evo1/Evo2 1-80), main skill per level, totem skill, icon. The authoritative all-in-one hero entry.

get_iconA

Icon path for a hero/skill/item/pet (kind from icon_maps). Omit key to list icon kinds.

gacha_oddsA

Drop odds for a gacha pool (by Type): each reward with its weight and probability %. Omit/unknown type returns the list of available pool types.

search_allB

Search across ALL 28 game systems at once (heroes, skills, talents, gear, items, ...).

compare_heroesB

Side-by-side computed stats for two heroes at the same stars/level.

rank_heroesB

Rank heroes by a computed stat (HP/Attack) at given stars/level. Newest epics may be missing.

totem_skillB

A hero's Totem skill with English description per level (from totem_skills_full).

hero_sheetC

EVERYTHING about a hero in one call: complete stats + main skill + totem skill summary + tier + a recommended build. The one-stop hero overview.

recommend_buildB

Recommend a full 5-slot build (talent, crest, insignia, enchantment, pet). Pass any slot to fix it (e.g. talent='Wicked Armor'); the engine fills the rest without anti-synergies (reflection in the enchant slot, energy in talent-or-crest) and explains every pick.

check_buildA

Validate a 5-slot build: flags reflection redundancy (two slots), energy gaps, missing reflection/ATK, signature-talent HP penalties, and revive suggestions. Returns findings + ok.

list_categoriesA

List catalog categories and how many entries each has (talent, enchantment, pet, crest, trait, signature, buildings, decorations, dungen, watchers, ...).

list_catalogB

List all entries in a catalog category (e.g. pet, crest, trait, signature, buildings, decorations, dungen, watchers, slime, talent, enchantment).

get_catalog_entryC

Get one catalog entry (effect/stats where casclash provides them).

refresh_dataA

Rebuild the database: load seed catalog and (unless seed_only) scrape casclash. limit caps heroes scraped.

combat_mathB

Explain one hit using the engine's exact formulas (recovered from libgame.so, see docs/GAME_MATH.md). attack_type/armor_type 1..5 (Melee, Pierce, Magic, Siege, Hero); player heroes attack as 5. skill_coeff=1.0 for a normal hit or skill%/100 for a skill. Ratings are raw Hero.data stats. Also returns crit chance and crit-damage that the ratings convert to.

simulate_fightA

Simulate a 1v1 auto-attack duel between two hero builds using the verified damage formulas (see docs/GAME_MATH.md). Returns the expected winner, each side's DPS, crit chance (with the opponent's Tenacity), and time-to-kill. reduce_a/reduce_b are optional damage-reduce ratings from each build. Skills, energy, heals, shields and crowd control are not yet modeled.

combat_effectsA

The effect-engine taxonomy recovered from the binary (docs/GAME_MATH.md sec 9). With no argument: counts by handler category across the 59 in-use BufferTypes. With a buffer_type: that type's mechanic + state bit. Status bits map to crowd control (type 39 = hard CC / halt; type 3 = immunity/cleanse).

hero_dossierA

Everything about one hero in a single call: base combat ratings, every evolution grade's exact formula params + 10*/L200 HP/ATK, main + totem skill, tier/role, and a recommended build. Ordinary stats are formula-verified; evolved grades come from live_hero_params (with a reconciliation flag when a multi-form hero mis-extracts its Ordinary grade).

skill_dataA

Numeric per-level data for a skill (from Skill.data): damage % of ATK, targets, duration, effect %. 274 of 426 skills carry a real damage coefficient. Use skill_damage to turn a % into an actual number.

skill_damageA

Exact skill damage for a given ATK, using the verified skill primitive (ceil(damage% * ATK / 100), from docs/GAME_MATH.md). Defaults to the skill's max level. Returns per-hit damage and the target count.

build_scoreA

Grade a build by numbers without a fight: effective stats plus EHP (tankiness) and an offense score (ATK x attacks/sec x average crit factor), all from the verified combat math. loadout_json is the same shape hero_stats_calc takes. Use it to compare builds on one hero.

relatedA

Cross-reference any name: resolve whether it is a hero, a skill, or a catalog item, and return what connects to it (a skill points to the heroes that use it, a hero points to its skill, an item points to its system).

generate_buildA

Rank the talent and crest slots for a hero by the numbers (build_score), for objective 'offense', 'ehp' or 'balanced', and return the best full build (talent + crest scored together) plus the top options per slot. Pure stat ranking → cross-check recommend_build for the capability caveats.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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