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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.
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.
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.
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
Bonus damage multiplier applied when an attack is a Critical Hit. It increases how much harder crits hit compared to normal hits.
Example:
Increases the chance to successfully apply debuffs and other on-hit effects to enemies. Accuracy is directly opposed by the target’s Resistance.
Example:
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:
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:
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:
Reduces the effective cooldown of skills. Higher Skill Recovery means abilities become ready for use again faster after being cast.
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Increases the amount of Ultimate and Anima resource the hero gains from any source (hits, taking damage, passives, etc.).
Example:
AI behavior stat. Instinct determines:
Example:
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:
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