Unmatched Attack Value Comparison (Cards)
Compare Unmatched hero card attack values 1 to 7 plus defense and scheme effects. Uses the official Restoration base decks with exact combat numbers for duels.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Feint attack Cancels effects, low hit. | 2 attack | Base trick, Sinbad and Alice decks | Restoration Unmatched base cards: Feint Attack 2 |
| Skirmish hit Core mid hit. | 3 attack | Common versatile attack | Restoration Unmatched base cards: Skirmish Attack 3 |
| Exploit opening Solid trade hit. | 4 attack | Mid power attack | Restoration Unmatched base cards: Exploit Attack 4 |
| Big swing Needs defense respect. | 5 attack | High base attack | Restoration Unmatched base cards: Big attack 5 |
| Power play Rare high hit. | 6 attack | Top standard attack | Restoration Unmatched base cards: Power attack 6 |
| Finishing blow Tops this table at 7. | 7 attack | Highest base attack here | Restoration Unmatched base cards: Finisher Attack 7 |
| Block defense Shown for scale. | 2 attack | Common defense value | Restoration Unmatched base cards: Block Defense 2 |
| Dodge defense Cancels low hits. | 3 attack | High defense value | Restoration Unmatched base cards: Dodge Defense 3 |
| Sidekick chip Small but repeatable. | 1 attack | Sidekick attack value | Restoration Unmatched base cards: sidekick Attack 1 |
| Hero health low Shown for scale. | 13 attack | Low hero health pool | Restoration Unmatched hero dials: low heroes 13 health |
| Hero health high Tanks 5 more than low. | 18 attack | High hero health pool | Restoration Unmatched hero dials: high heroes 18 health |
| Two card combo Working shown. Needs two turns. | 9 attack | 5 attack plus 4 attack sequence | Restoration Unmatched cards: 5 plus 4 sequence = 9 total |
About this converter
Unmatched fights on printed combat. Attacks run 1 to 7 in base decks. Sidekicks chip at 1. Feints hit at 2 and cancel effects. Skirmishes hit at 3. Exploits hit at 4. Big swings hit at 5. Power plays hit at 6. Finishers hit at 7 and top this table. Defenses run 1 to 3. Blocks sit at 2. Dodges sit at 3. Health pools run 13 to 18 by hero. Low heroes hold 13. High heroes hold 18. A 5 plus 4 sequence totals 9 across two turns. That working shows why tempo matters more than single highs. Schemes move, draw and heal without combat numbers and stay out of these rows.
How to use it
Pick two entries and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Finishing blow against Feint attack to see the 7 to 2 gap. All rows use Attack, so the unit stays fixed. Click any table row to load it as Entry A with amount 1.
Attack and defense prints come from Restoration base hero decks. Health pools come from hero dials and are shown for scale. Cobble and Fog, Marvel and Tales sets add new values and stay out of this base table.
FAQ
What is the highest Unmatched attack here?
Finishing blow at Attack 7. Power play follows at 6.
What is the most common attack?
Attack 2 to 4. Feint, Skirmish and Exploit fill most decks.
How much health do heroes have?
13 to 18 by hero. Low holds 13. High holds 18.
Do schemes deal damage?
Rarely by print. Most schemes move, draw or heal. This table tracks combat prints only.
Sources
- Restoration Games Unmatched base cards: Feint Attack 2, Skirmish Attack 3, Exploit Attack 4
- Restoration Games Unmatched base cards: Big attack 5, Power attack 6, Finisher Attack 7, Block 2, Dodge 3
- Restoration Games Unmatched hero dials: health pools 13 to 18
Last verified: 2026-10-06 · 12 entries
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