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Reference

Stats explained

Understand base values, growth, critical tiers and diminishing returns.

Stat reference#

StatStat-sheet defaultWhat it does
Armor Pierce0%Armor penetration used against enemy defenses.
Attack0The base strength used by normal attacks and attack-scaled skill effects.
Attack Speed1Shortens the basic attack interval up to the tempo threshold. Further speed increases damage per swing.
Boss Damage1Damage bonus against bosses.
Cooldown Reduction0%Reduces skill cooldowns. Above the overflow knee gains diminish; a cooldown never becomes zero.
Critical Chance0%Determines critical tiers. Above 100%, every hit is critical and overflow can add another tier.
Critical Damage1.5Multiplier for the first critical tier. Each additional tier uses Super Critical Damage.
Defense0Reduces incoming damage; the final result also depends on the attacker and armor penetration.
Dodge Chance0%Chance to avoid a hit. Above the overflow knee it approaches 100% with diminishing returns.
Drop Rate1Resource-drop modifier; applies where a reward system explicitly uses it.
Elite Damage1Damage bonus against elite enemies.
Frenzy Damage1Power bonus used during frenzy.
Gold Gain1Bonus to eligible gold income.
Healing Power1Bonus used for healing effects.
HP Regeneration0Flat health regeneration.
Lifesteal0%Health returned through lifesteal effects when dealing damage.
Max HP1Maximum health. Hero resource HP is multiplied by the global hero HP scale before progression bonuses.
Multi-strike Chance0%Strength of the follow-up strike; values above 100% continue to increase its power.
Offline Gain1Bonus used for offline earnings.
Pet Bonus1Power bonus used by pet-related effects.
Regeneration0%Health regeneration as a share of maximum health.
Skill Power1Scales skill effects, alongside their own attack and health coefficients.
Super Critical Damage2Additional multiplier applied for each critical tier beyond the first.
Wave Shield0%Shield granted by wave-shield effects.
XP Gain1Bonus 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.

RarityHP & 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.

Knights of Bloom is in development. Balance values may change.

Data reviewed 03 Nov 2026 · © 2026 White Pants Games