Invokers: titan legacy - game guides

Invokers: titan legacy - game guidesInvokers: titan legacy - game guidesInvokers: titan legacy - game guides

Invokers: titan legacy - game guides

Invokers: titan legacy - game guidesInvokers: titan legacy - game guidesInvokers: titan legacy - game guides
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    • Invoker Stats Guide
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    • 1. The Bringer of Carnage
    • 2. The Thief of Starlight
    • 3. Secret of Stoneloom
    • 4. The Winter Queen
    • 5. The Empire of Steel
    • 6. The Heart of Hive
    • 7. The Death Crusade
    • 8. The Lord of Souls
    • 9. The Forsaken Hand
  • Bosses
    • Ulgorim - The Horde King
    • Omnissi - Garuda
    • Pentiax - Dragon
    • Yskara - Ice Queen
    • Hyxxis - Brood Mother
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    • Home
    • New Player Guides
      • Invoker Stats Guide
      • Corruptions & Tolerances
    • Campaign
      • 1. The Bringer of Carnage
      • 2. The Thief of Starlight
      • 3. Secret of Stoneloom
      • 4. The Winter Queen
      • 5. The Empire of Steel
      • 6. The Heart of Hive
      • 7. The Death Crusade
      • 8. The Lord of Souls
      • 9. The Forsaken Hand
    • Bosses
      • Ulgorim - The Horde King
      • Omnissi - Garuda
      • Pentiax - Dragon
      • Yskara - Ice Queen
      • Hyxxis - Brood Mother
    • Heroes and Titans
      • Lightseekers
      • Ironbands
      • Eldrin
      • Nocturna
      • Cambion
      • Freeborn
      • Beastbloods
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  • Home
  • New Player Guides
    • Invoker Stats Guide
    • Corruptions & Tolerances
  • Campaign
    • 1. The Bringer of Carnage
    • 2. The Thief of Starlight
    • 3. Secret of Stoneloom
    • 4. The Winter Queen
    • 5. The Empire of Steel
    • 6. The Heart of Hive
    • 7. The Death Crusade
    • 8. The Lord of Souls
    • 9. The Forsaken Hand
  • Bosses
    • Ulgorim - The Horde King
    • Omnissi - Garuda
    • Pentiax - Dragon
    • Yskara - Ice Queen
    • Hyxxis - Brood Mother
  • Heroes and Titans
    • Lightseekers
    • Ironbands
    • Eldrin
    • Nocturna
    • Cambion
    • Freeborn
    • Beastbloods
  • About

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Guide to Invoker Stats

Description of the stats

Health (HP, HP%)

Represents the character’s total health points. 


When a character is attacked, the incoming damage is reduced by Defense and the remaining amount is subtracted from their HP. A character dies when their HP reaches 0.

HP can also be used as a scaling value for healing skills: some healers scale their heals with their own HP, while others scale with the target’s HP.

Attack (ATK, ATK%)

Represents the character’s offensive power.

Most damaging skills use Attack as their primary scaling stat. Each damaging skill has its own damage multiplier, displayed in the skill description. When the skill is used, the character’s Attack is multiplied by that multiplier to determine the skill’s damage before other modifiers are applied (such as extra damage on Critical Hits, Defense, and other effects).


Attack is especially valuable on Melee Attackers, Ranged Attackers, and Healers whose heals scale from ATK. 


Skill upgrades significantly increase these damage multipliers (up to 100%), so make sure to upgrade the skills of your Invokers and Titans to maximize their potential.


Example:
A character has 1 000 Attack.

  • At skill level 1, the skill multiplier is 180% ATK and the skill deals 1 800 base damage before other modifiers.
     
  • After upgrading the skill to its maximum level, the multiplier becomes 360%. With the same 1 000 Attack, the skill now deals 3 600 base damage before Critical Hits, Defense, and other modifiers are applied.

Defense (DEF, DEF%)

Represents the character’s damage mitigation.


The higher the Defense, the larger portion of incoming damage is reduced before it is applied to the character’s HP. After all relevant modifiers (such as Defense buffs, Defense Down debuffs, and other damage reduction effects) are taken into account, only the remaining damage is subtracted from HP.


Some skills may use Defense as a scaling stat for their damage or shielding. This is especially useful for tanks.


Most bosses have very high Defense, which makes it much harder to damage them effectively. Characters who apply Defense Down debuffs are extremely valuable in boss fights, because lowering the boss’s Defense dramatically increases the damage your team can deal.


Example
An incoming hit would normally deal 10 000 damage.

  • The character’s Defense is converted into a percentage of damage mitigation (the higher the Defense, the higher the percentage). The incoming damage is then reduced by this percentage.


  • If Defense reduces the damage by 30%, the character will take 7 000 damage instead of 10 000.

Critical Rate (Crit Rate, CR, CR%)

Represents the chance for the character’s attacks to become Critical Hits instead of normal hits. 


The higher the Critical Rate, the more often the character will deal additional critical damage. When an attack becomes a Critical Hit, its damage is increased by the character’s Critical Damage stat (for example, with 100% Critical Damage, a critical hit deals 2× the normal damage; with 150% Critical Damage, it deals 2.5×, and so on).


Many Invokers and Titans trigger additional effects when they land a Critical Hit: they can apply extra buffs, inflict powerful debuffs, or heal themselves and their allies. For such characters, investing into Critical Rate is especially important, as more Critical Hits means more frequent activation of these extra effects.


To maximize Critical Rate, use gloves with CR% as the main stat and prioritize CR on sub stats of your equipment whenever possible. This greatly increases the character’s average damage output and the reliability of on-crit effects.


Example

  • A character has 70% Critical Rate and 100% Critical Damage.


  • On each hit, there is a 70% chance to deal 2× damage (critical hit) and a 30% chance to deal normal damage. 


  • Over a long fight, this results in much higher average damage and very frequent activation of any effects that are triggered on Critical Hits.

Critical Damage (Crit DMG, CD, CD%)

Bonus damage multiplier applied when an attack is a Critical Hit. It increases how much harder crits hit compared to normal hits.

Example:

  • If a normal hit deals 1 000 damage and the hero has +50% Critical Damage, a critical hit will deal 1 500 damage.

Accuracy (ACC)

Increases the chance to successfully apply debuffs and other on-hit effects to enemies. Accuracy is directly opposed by the target’s Resistance.

Example:

  • If two heroes use the same stun on a high-resistance boss, the one with higher Accuracy will see the stun land more often.

Resistance (RES)

Protects the hero from enemy debuffs and negative effects. Higher Resistance reduces the chance that enemy Accuracy-based effects (stuns, slows, corruptions, etc.) will successfully apply.

Example:

  • A hero with high Resistance will shrug off more enemy poisons, defense breaks and control effects compared to a low-resistance hero.

Combo Attack Speed (Combo SPD)

Increases the speed of animations during the hero’s combo attack sequence. This makes combos execute faster, but there is a practical visual limit around ~30% so that animations still look readable.

Example:

  • If a full combo normally takes 3.0 seconds to finish, with enough Combo Speed to give +20% the same combo will complete in about 2.5 seconds, letting the hero act again sooner.

Skill Speed (Skill SPD)

Increases the casting speed of skills by accelerating preparation, casting and execution animations and their internal timers. It also shortens the time between ticks of periodic effects, without changing their total duration.

Example:

  • A skill with a 4.0 second total cast time will take 3.2 seconds at +25% Skill Speed (4.0 / 1.25 = 3.2), effectively making the cast 20% faster.

Skill Recovery (Skill RECOV)

Reduces the effective cooldown of skills. Higher Skill Recovery means abilities become ready for use again faster after being cast.

Example:

  • If a skill has a 20 second base cooldown and the hero has +25% Skill Recovery, the effective cooldown becomes 16 seconds (20 / 1.25).

Mana Generation (Mana Gen)

Increases the amount of Ultimate and Anima resource the hero gains from any source (hits, taking damage, passives, etc.).

Example:

  • If a hero would normally gain 10 Ultimate and 15 Anima from an action, with +25% Mana Generation they will gain 12.5 Ultimate and 18.75 Anima.

Instinct

AI behavior stat. Instinct determines:

  1. The chance for an AI-controlled hero to move out of a Danger Zone (DZ) or Area-Over-Time (AOT) on the ground.
     
  2. The chance for an AI-controlled hero to switch their target to a scripted target in some boss fights. During Auto-Play, the active hero also counts as AI-controlled.

Example:

  • With high Instinct, when a damaging ground effect appears under the hero, there is a good chance the AI will immediately step out using the shortest safe path, avoiding extra damage.

Movement Speed

Determines how fast a hero moves, measured in meters per second. Outside of combat, the whole formation moves at the speed of the slowest hero; in combat, each hero moves at their own speed. 


Example:

  • If Hero A has 4.0 m/s Movement Speed and Hero B has 5.0 m/s, B will reach objectives and dodge telegraphed attacks faster in combat — but out of combat the party will move at 4.0 m/s if A is the slowest.

read other useful invokers: titan legacy guides

Guide to invoker stats

Click here to view chapter information.

Guide to corruptions

Click here to view chapter information.

rare Invokers tier list

Click here to view chapter information.

Common and uncommon Invokers tier list

Click here to view chapter information.

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