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Stats

/stats

Combat

Stats

What each stat on the hero screen does in a fight. Enemies follow the same rules unless a card says heroes only.

Damage

ATK

Each normal attack and skill deals its own share of ATK. Whether that share is physical, magical or an element is set by the attack, not by the hero.

CRIT Rate and CRIT RES

The chance to crit is the attacker's CRIT Rate minus the target's CRIT RES, in percent. CRIT RES does not lower crit damage.

CRIT DMG

A crit multiplies the damage by CRIT DMG. At 150% a crit deals 1.5 times the damage.

P.PEN and M.PEN

Ignores that share of the target's P.DEF or M.DEF, up to 100%. Penetration does nothing against elemental damage.

Fire, Water, Lightning and Earth DMG Bonus

Raises only the part of a hit that has that element.

Defense

P.DEF and M.DEF

P.DEF cuts physical damage and M.DEF cuts magical damage by DEF ÷ (DEF + K), at most 75%. K depends on the stage: it is the DEF that cuts damage in half there. It rises from 50 at Normal 1-1 to 72,461 at Hell 4-10.

Fire, Water, Lightning and Earth RES

Cuts damage of that element by the RES value in percent, at most 75%.

DMG Reduction

Cuts all damage by its value in percent, at most 75%, after DEF and RES. A hit that lands always deals at least 1 damage.

Evasion

The chance to take no damage from a hit. 25 Evasion gives 20%, 50 gives 33.3%, 100 gives 41.7% and 300 gives 50.4%. It never reaches 53.5%. It also dodges ailment damage.

DEF that halves damage

The K value from the P.DEF and M.DEF card. Each chapter page lists it for every stage.

50 to 1,358
Normal 1-1 to 4-10
1,404 to 5,113
Torment 1-1 to 4-10
5,285 to 19,248
Nightmare 1-1 to 4-10
19,897 to 72,461
Hell 1-1 to 4-10

Ailments

Chance

Burn Chance is rolled for each hit with fire damage, Freeze Chance for water, Shock Chance for lightning and Petrify Chance for earth. The value is the chance in percent.

Burn and Freeze

The target takes 15% of the fire or water damage that caused it every 0.5 s for 5 s. Freeze does not stop or slow the target.

Shock and Petrify

Each time the target is hit again, it takes 6% of the lightning or earth damage that caused it, up to 20 times within 10 s. Petrify does not stop the target.

Same kind again

A new ailment of the same kind replaces the old one, so they do not stack. Ailment damage goes through the target's RES, DMG Reduction and Evasion.

Speed and healing

ATK SPD

Speeds up the attack animation and the wait between attacks by the same factor. A hero's ATK SPD stops at 500%.

Skill Haste

Shortens skill cooldowns. 50 gives 33.33% shorter, 100 gives 50%, 150 gives 60% and 300 gives 67.5%. It never reaches 73.75%.

Revive Haste

A fallen hero comes back after 120 seconds, shortened by Revive Haste on the same curve as Skill Haste. If every hero falls, the stage is failed.

HP Regen

Heroes only. Each hero heals this much HP every second.

Heal on Hit

Heals this much HP each time a normal attack starts, whether it lands or not.