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
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.
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.
A crit multiplies the damage by CRIT DMG. At 150% a crit deals 1.5 times the damage.
Ignores that share of the target's P.DEF or M.DEF, up to 100%. Penetration does nothing against elemental damage.
Raises only the part of a hit that has that element.
Defense
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.
Cuts damage of that element by the RES value in percent, at most 75%.
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.
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
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.
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.
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.
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
Speeds up the attack animation and the wait between attacks by the same factor. A hero's ATK SPD stops at 500%.
Shortens skill cooldowns. 50 gives 33.33% shorter, 100 gives 50%, 150 gives 60% and 300 gives 67.5%. It never reaches 73.75%.
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.
Heroes only. Each hero heals this much HP every second.
Heals this much HP each time a normal attack starts, whether it lands or not.
