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Assassin Leveling Combat Guide: How to Fight Enemies and What They Reward

Fight enemies effectively in +1 Assassin Leveling: how clicks, Strength, daggers and items scale damage, what strength gates mean, and what defeats reward.

Combat in +1 Assassin Leveling is click-driven: you click to attack, enemies arrive in waves with a boss between them, and every hit you land levels you up and adds Strength. Defeating enemies is also where progression comes from — Wins, item drops, quest currency and strength rewards all flow out of fighting, and the loop repeats as long as you keep attacking.

How a fight works

The attack input is the click itself. In one recorded session, the player clicked at a pack of enemies and cleared it in seconds ("Wave clear"), then a boss appeared between waves and went down to the same clicking. Success is easy to recognize: the wave clears, the boss dies, and payouts appear immediately — that first boss dropped 10 Wins plus a batch of items. Because the same player immediately re-entered and fought again, the wave–boss loop is fully repeatable.

Two extras sit on top of the normal clicks. There is a special attack separate from your regular swings; the session shows it existing but also sometimes unavailable in the moment ("Nope. I cannot"), so treat it as a bonus rather than the core of your plan — its trigger conditions aren't documented. Your attack type can also be switched during play ("Change attack. Change attack."), which is worth knowing when a different swing fits the group you're facing.

Assassin character in +1 Assassin Leveling holding a golden and a flaming dagger while +1 Strength pop-ups appear around him
Clicking attacks enemies and pops +1 Strength gains — the same action fights and trains at once.

What makes each hit stronger

Damage scales with your whole power stack, and every part of it comes from actions you perform anyway while fighting:

  • Strength: every click grants +1 Strength, and you level up and grow stronger with every hit, so each fight directly builds the damage you bring to the next one.
  • Daggers: you unlock daggers as you level, each stronger than the last.
  • Damage items: equippable damage gear is bought and drops from play in observed tiers of 50, 100 and 250 — keep the best one equipped as you upgrade.
  • Crit chance: crit-chance gear also drops from play; the session shows one dropping, but exact crit percentages aren't shown anywhere.
  • Pets: hatched pets provide powerful boosts on top of your swings.
  • Friends: each friend playing with you adds +10% Strength — the friend bonus makes crowded servers quietly stronger.
  • Rebirth: rebirth makes you even stronger, and the session shows strength gain accelerating afterward.
  • Temporary boosts: claims can hand out limited-time multipliers such as double strength.

Stacking these changes outcomes visibly: once the recorded player's power was high enough, entire groups died to a single hit.

Strength gates on fight areas

Some fight areas display a Strength/power requirement before you can enter, and the game surfaces it before you commit. In the session, the player walked up to a fight area, tried it, and the game showed it required 150 million — which he didn't have ("There it says I need 150 million. I don't have enough."). He fixed it by doubling his power from 200 million to 400 million with a temporary boost, collecting his best items, and then walked straight in; later, once power was sufficient, entry was simply "Can we fight? Yes, we can."

Read the displayed number instead of memorizing values: 150 million is one observed gate, other areas show their own current requirements, and those numbers can shift with updates. The way past any gate is the same: raise Strength through clicking, rebirth, training, items, boosts and friends until you clear the sign.

What defeating enemies pays

Fighting feeds several progression tracks at once:

  • Wins. A boss defeat banked 10 Wins in the session, matching the official promise to earn Wins and climb the leaderboards. Only a boss award is shown in that one session, so treat boss fights as the confirmed Wins source — the how to get wins page covers the wider routes.
  • Item drops. Wave clears collect items — 25 items from a single clear in the session — and those items feed weekly item-collection quests.
  • Currency. Combat-tied quests paid out around 10k repeatedly during the session.
  • Strength and multipliers. Quest claims can grant Strength directly ("Ooh, strength") and limited-time multipliers — double strength (2 minutes observed), double wins and double attack all appeared as claim rewards.
  • Leveling. Every hit levels you up and adds Strength, so the reward from one fight is the damage you carry into the next.

Because waves, bosses and quests all repeat, every one of these payouts is earned again simply by fighting more.

Common combat blockers

  • The gate number is above your power. Raise Strength until you clear the displayed requirement — clicking, a temporary boost, rebirth and your best items are the fast levers, and the strength guide covers the long-term route.
  • Your best gear isn't equipped. After a run of drops, take the best of each type before re-entering; the session player's "take the best" habit is part of why later fights became one-shots.
  • The special attack won't fire. Keep clicking — normal attacks keep killing waves without it.