Reference
Stats explained
Understand base values, growth, critical tiers and diminishing returns.
Stat reference#
| Stat | Stat-sheet default | What it does |
|---|---|---|
| Armor Pierce | 0% | Armor penetration used against enemy defenses. |
| Attack | 0 | The base strength used by normal attacks and attack-scaled skill effects. |
| Attack Speed | 1 | Shortens the basic attack interval up to the tempo threshold. Further speed increases damage per swing. |
| Boss Damage | 1 | Damage bonus against bosses. |
| Cooldown Reduction | 0% | Reduces skill cooldowns. Above the overflow knee gains diminish; a cooldown never becomes zero. |
| Critical Chance | 0% | Determines critical tiers. Above 100%, every hit is critical and overflow can add another tier. |
| Critical Damage | 1.5 | Multiplier for the first critical tier. Each additional tier uses Super Critical Damage. |
| Defense | 0 | Reduces incoming damage; the final result also depends on the attacker and armor penetration. |
| Dodge Chance | 0% | Chance to avoid a hit. Above the overflow knee it approaches 100% with diminishing returns. |
| Drop Rate | 1 | Resource-drop modifier; applies where a reward system explicitly uses it. |
| Elite Damage | 1 | Damage bonus against elite enemies. |
| Frenzy Damage | 1 | Power bonus used during frenzy. |
| Gold Gain | 1 | Bonus to eligible gold income. |
| Healing Power | 1 | Bonus used for healing effects. |
| HP Regeneration | 0 | Flat health regeneration. |
| Lifesteal | 0% | Health returned through lifesteal effects when dealing damage. |
| Max HP | 1 | Maximum health. Hero resource HP is multiplied by the global hero HP scale before progression bonuses. |
| Multi-strike Chance | 0% | Strength of the follow-up strike; values above 100% continue to increase its power. |
| Offline Gain | 1 | Bonus used for offline earnings. |
| Pet Bonus | 1 | Power bonus used by pet-related effects. |
| Regeneration | 0% | Health regeneration as a share of maximum health. |
| Skill Power | 1 | Scales skill effects, alongside their own attack and health coefficients. |
| Super Critical Damage | 2 | Additional multiplier applied for each critical tier beyond the first. |
| Wave Shield | 0% | Shield granted by wave-shield effects. |
| XP Gain | 1 | Bonus to eligible experience income. |
Levels, rarity & stars#
Level growth for HP, attack and defense is 1.035^(level − 1). Resource HP first receives the ×0.7 hero scale. Rarity and stars then add their own multipliers; passives and team upgrades also contribute.
| Rarity | HP & attack multiplier |
|---|---|
| Common | ×1 |
| Rare | ×1.08 |
| Epic | ×1.18 |
| Legendary | ×1.3 |
Each star adds 20% to the star HP/attack multiplier. Mastery adds 3% attack and HP per level, up to level 20.
Overflow & diminishing returns#
150% critical chance means one guaranteed critical tier and a 50% chance of the next tier. Extra tiers multiply by Super Critical Damage.
Dodge is linear up to 50%. Cooldown reduction is linear up to 40%. Above the knee, the effective chance is 1 − (1 − knee)² / (1 − knee + value − knee).
Attack speed shortens swings up to ×5; overflow scales swing damage instead. Multi-strike overflow increases follow-up power.