Nen Battle Simulator
Turn-based combat · 7 waves · Shareable result card
How to play
- Strike — basic attack, no aura cost. Deals ATK × variance, reduced by enemy DEF.
- Hatsu — your Nen type's signature ability (costs 30 aura). Higher multiplier with special effects.
- Ten — guard stance: +50% DEF this turn and regenerate 15 aura.
- Focus — skip the attack, recover 30 aura.
- Between waves you heal 25% HP and refill all aura.
- Type matchups matter: each type deals 1.4× vs its weak target and 0.7× vs its counter.
More HxH content
How the simulator models a Nen fight
Each fighter carries an aura pool, attack and defence values, and a set of techniques taken from their canonical abilities. A turn resolves by spending aura on a technique and comparing it against what the defender has left to guard with, so the deciding factor is usually how the pool was spent rather than who started with the bigger numbers.
That is a deliberate choice. Enhancement is cheap and repeatable, which makes an Enhancer dangerous over a long exchange; transmuted and emitted techniques hit harder or reach further but burn the pool faster. The matchups that feel right in the manga tend to fall out of that difference on their own.
Why power levels do not really exist in Hunter x Hunter
Worth saying plainly, since this is a simulator: the series goes out of its way to avoid stats. Uvogin could not be beaten on strength by anyone in Yorknew and lost to a chain with a vow attached. Netero threw a hundred of the fastest strikes in the story at Meruem and killed him with a bomb instead. Knuckle beat Youpi without ever being stronger than him, by turning damage into a debt.
So treat a result here as a model of one dimension of a fight, not a verdict. The dimension the manga actually cares about — information, conditions, and what each side has agreed to give up — is the one no simulator reproduces. The ability builder is the tool for that side of the system.
Reading a matchup before you run it
Check the categories first. Two fighters in adjacent categories on the affinity hexagon tend to produce close fights because their toolkits overlap; opposite categories produce lopsided ones, since each is weakest at exactly what the other does best. A Conjurer against an Emitter is the clearest example: whoever controls the distance controls the match.
Frequently asked questions
How does the Nen battle simulator work?
Each fighter has aura, attack and defence values plus a set of techniques drawn from their canonical abilities. Turns resolve by comparing the attacking technique against the defender's remaining aura and guard, so the fight is decided by how aura is spent rather than by raw stats alone.
Who wins between Gon and Killua?
In the simulator it depends on how the aura is spent. Gon's Enhancement output is higher per hit but his strongest attacks need charging, while Killua's transmuted electricity is faster and cheaper but drains quickly. A short fight favours Killua and a long one favours Gon, which is roughly how the manga treats the pairing.
Is the battle simulator canon-accurate?
The techniques, categories and relative strengths follow the manga, but the numbers are a model, not canon. Hunter x Hunter deliberately avoids power levels: fights there are decided by conditions, information and restriction rather than by stats, and no simulator captures that fully.
Is the Nen battle simulator free?
Yes, free and with no account. Pick two fighters, run the match, and download a card of the result. Nothing you do leaves your browser.