Attributes
Attributes are a measure of a heroes battle power which are unique to each hero. Currently 35 attributes exist which can be increased though several different types of equipment and upgrades.
Attribute List
There are currently 35 attributes since version 1.0.0.184.
- 1.0.0.184 – Attribute Added: Poison (3b)
- 1.0.0.132 – Attributes Added: Paralyze (2a), and Protection (4).
# | Main Attributes | Amount | Attributes |
1 | Base Stats | 8 | Power | HP | Attack | Armor | Speed | Hit | Dodge | Fury |
2a | Control | 1 | Crowd Control | Anti-Control |
2b | Crowd Control | 7 | Petrify | Freeze | Stun | Silence | Taunt | Blind | Paralyze |
3a | Battle (Offensive) | 6 | Crit | Crit Damage | Armor Penetration | Ignore Armor | Skill Damage | Real Damage | Adding Damage |
3b | Adding Damage | 5 | Additional Damage | Burn | Bleed | Poison | Damage Settlement |
3c | Battle (Defensive) | 8 | Anti-Crit | Real Armor | Reduce Hurt | Resistance | Healing | Extra Healing | Shield | Protection |
X | Total | 35 | All Attributes |
Base Stats
# | Image | Stat | Information |
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1 | Hit Points (HP) | Also known as HP represents how much health a hero has. • Any damage a hero takes reduces it's HP by a certain amount. • Stronger attacks take away more HP. If a hero is healed HP is restored to the hero. At or below Zero HP the hero dies, and they fade away in battle. • Armor, Real Armor and Reduce Hurt can help a hero survive longer reducing the total amount of damage received. • Only the special Revive skill can bring heroes back to life with a certain percentage of their HP. • Revive Hero Examples: Phoenix (70%) or Panda (50%). |
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2 | Power | Also known as PWR or Battle Power is a measurement of the overall stats of a hero calculated using their HP, Attack, and Defense. A hero with a higher power simply means they have greater stats, so they aren't necessarily a better hero due to their power. [ Formula ]: Base Power = HP*0.1667 + Attack + Defense Note: Only Base Stats are used in the formula, so skills or % multipliers that increase stats are not included. |
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3 | Attack (ATK) | Determines the Damage Per Second (DPS) of a hero. [ Formula ]: Damage = f(Damage(Attacker), Armor) • Although it is a flat value there are offensive and defensive attributes that can increase and decrease the total damage dealt. |
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3a | Base Attack (BAtk) | Is the value (Sword Symbol) shown on a hero's page after tapping on any hero in the bag. If the Attack value is affected by Passives from Hero Skills, to calculate the hero's True Base Attack it requires division. True Base Attack = (Base Attack) / (% Attack Passive) Example: Hydra has an Attack value of 45254 displayed, but also has a +25% attack passive from his second skill. • Hydra's true Base Attack is calculated using BAtk / 1.25 • Therefore his true BAtk is: 45254 / 1.25 = 36203. |
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3b | Adjusted Base Attack (ABAtk) | Is the Base Attack (BAtk) value that is adjusted only by Flat (non-percentage) Attack Additions from: • Equipment (Weapon & Jewelry), Artifacts, and Badges. • Attack that has been Stolen also Temporarily adds to ABAtk. |
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3c | Attack % Modifier (AtkMod) | Is percentage values modifying attack % from various sources which are all added together into one single percentage value. Attack % Sources Include: • Weapon Upgrades, Equipment Set Bonuses, Combat Lab, Statues, Badges, Hero Passive Skills, Camp Auras, Camp Restraints, and Buffs and Debuffs Attack % Modifier Base = 100% (Min = 0%, Max = 300%) [ Formula ]: Total Attack (ATK) = ABAtk x AtkMod |
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4 | Armor | Reduces the amount of damage received from an attack. [ Formula ]: Armor = Armor(Defender) * (1 - Penetration(Attacker)) • Both attack attributes including armor penetration and ignore armor can decrease the effectiveness of armor. |
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4a | Armor Mitigation Factor (AMF) | The effect Armor has on a heroes damage that is going to be received. [ Formula ]: Armor Mitigation Factor (AMF) = 1000 / [1000 + (1 - AP) * Armor + Real Armor] Note: Ignore Armor attacks ignore both Armor and Real Armor, so both are calculated using a value of 1. |
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5 | Speed | Determines all heroes attack order for each round in battles. • The hero with the highest speed goes first, and lowest goes last. • See the full explanation below the table. |
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6 | Hit | Is the % chance of an attack to damage the opponent. [ Formula ]: Hit = Hit(Attacker) - Dodge(Defender) • The base hit of a hero is 100% which can be increased from skills, badges, statues, auras, etc. • It is directly affected by dodge. |
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7 | Dodge | Is the % chance to negate an opponents attack. [ Formula ]: Dodge = Dodge(Defender) - Hit(Attacker) • A hero has a base of 0% dodge which can be increased from skills, badges, statues, auras, etc. • It is directly affected by hit. It is capped at 60% which means it will be calculated as 60% if it's any higher. • If a defender has 60% Dodge the attacker will have 40% Hit (100% Hit - 60% Dodge = 40% Hit) Example: 115% Hit (Attacker) vs. 25% Dodge (Defender) • Attacker: 90% chance for the attack to hit. (115-25=90% Hit) • Defender: 10% chance to dodge. (25-15=10% Dodge) |
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8 | Fury Multiplier (FM) (Fury) | Is represented by a bar below a hero's HP and is filled with Fury points which can be obtained from ordinary attacks, passive skills, or from stealing points. Every ordinary attack increases a hero's Fury points by 50 (1 bar), and it requires 100 Fury points for a hero to use their Ultimate (Primary Skill 1). Above 100 Fury the damage of a hero's Ultimate will be increased by a specific percent depending on how many Fury points the hero has. Anytime a hero reaches 100 or more Fury points the full amount of Fury will be used (reset to 0) to activate their Ultimate during the hero's turn. By default heroes start at 50 Fury points (1 bar) with a maximum of 100 (2 bars), however through upgrades and skills the maximum amount can be increased to 200 (4 bars). 150 Fury multiplies the total damage by 50%, and 200 Fury multiplies the total damage by 100%. |
Speed Explanation
For example say: Hero A has 200 speed, B has 175 speed, C has 60 speed, and D has 110 speed.
- First Round (1):
- A attacks first.
- Then opponent E with 190 speed uses a skill and reduces A’s speed by 100.
- B attacks next, but has a full fury bar, so their skill buffs C’s speed by 100 for 2 rounds.
- C now has 160 speed and they attack.
- Lastly it’s D’s turn, and it buffs itself for 200 speed for the following round.
- Second Round (2):
- Here are the final speed calculations after Round 1’s results:
- A has 100 speed.
- B has 175 speed.
- C has 120 speed.
- D has 220 speed.
- In conclusion D attacks first followed by B, C then A in the second round.
- Here are the final speed calculations after Round 1’s results:
Offensive and Defensive Counters
The table below shows the offensive and defensive counters for attack stats.
# | Offensive Stats | Defensive Stats |
1 | Crit / Crit Damage | Anti-Crit |
2 | Armor Penetration / Ignore Armor | Real Armor |
3 | Skill Damage | |
4 | Adding Damage | Reduce Hurt |
5 | Resistance (Negative) | Resistance (Positive) |
6 | Extra Healing |
The total damage dealt is dependent on a heroes base attack and the 5 stats above, but also on opponents armor and other defensive stats and skills.
Control
Control, also known as Crowd Control (CC) is an ability that prevents an enemy’s action or dodging for a number of rounds. The 7 types of CC are: Petrify, Freeze, Stun, Silence, Taunt, Blind, and Paralyze.
The image below shows the visual graphics during battle for all types of control that are listed above.
The formula below calculates the % chance of a CC ability to hit.
• [ Formula ]: Crowd Control = CC(Attacker) * (1 – Anti-CC(Defender))
Control Types
# | Image | Types | Information |
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1 | Petrify | Petrified heroes cannot move or dodge. • When Petrification is removed: The enemy has a 50% chance of being Silenced for 1 round. Example Heroes: Captain Hook, Cleopatra, etc. |
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2 | Freeze | Frozen heroes cannot move or dodge. • Frozen heroes will not gain fury points when attacked. Example Heroes: Bone Dragon, Ice Queen, etc. |
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3 | Stun | Stunned heroes cannot move or dodge. • When Stun is removed: The enemy’s Hit Rate will be reduced by 20% next round. Example Heroes: Fire Wing, Punk Fists, F2 Guardian, etc. |
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4 | Silence | Silenced heroes cannot cast any skill. Example Heroes: Cerberus, Taurus, etc. |
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5 | Taunt | Taunted heroes cannot cast any skills. • They can only attack the hero(es) they have been taunted by. • Counter Attacks and additional moves are not affected by taunting. Example Hero: Axe King • Skills: Berserk Attack III, and Taunt III |
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6 | Blind | Blinded heroes are guaranteed to miss their ordinary attack. • It does not affect any skills, pursuit or counter attacks, and guaranteed hits. Guaranteed Hit Example: (Astrolabe) Blood Thirsty War Flag Example Hero: Spirit Queen, etc. |
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7 | Paralyze | Paralyzed heroes cannot obtain fury points from ordinary attacks or taking damage. • For 1 round after paralysis is removed, the affected hero’s Dodge will be reduced by 20%. Example Heroes: Kyrin and Nine Tailed Fox, etc. |
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8 | Anti-Control (300%) | Prevents crowd control abilities with a % chance. [ Formula ]: Total Anti-Control = Attacker(Petrify%) * Defender(Petrify%) Anti-Control Example: • An opponent attacks with a 30% chance to petrify a hero. • If the defender has a 50% resistance to petrify or anti-control, the opponents 30% chance will be reduced by 50%. • 50% = 0.50%, so 30%*(0.50%) = 15%. • Overall that means the attackers 30% chance to petrify was reduced by 50%, and is now only 15% chance to petrify. Example Hero: Light Wizard, etc. (300%): is the cap for Anti-Control. |
Battle Attributes
There are 19 attributes which are explained in the table below including ones with visual icons that that can be seen above heroes during battle.
Brown Icons represent Debuffs, Negative, or Reduced Attributes.
Blue or Red Icons represent Buffs, Positive, or Increased Attributes.
Limits: Pay close attention to attributes added from Skills, Combat Lab, Badges, Statues, etc. because stats above the limit are not counted. For example the Critical limit is 80%, so a hero with any value above 80% will only count as 80% Critical.
Attributes limit or cap values in the table below are highlighted in (red).
# | Image | Attribute | Type | Information |
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1 | Critical (Crit) (80%) | Offensive | Determines the percent chance to for an attack to deal critical damage. [Formula]: Crit = Crit(Attacker) – Anti-Crit(Defender) • Crit can be gained from badges, statues, passive skills, astrolab, combat lab, and auras. • The cap can be reached easily since it can be obtained in many ways, so make sure heroes are not already over the cap. |
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2 | Critical Damage (CRD) (300%) | Offensive | Also known as Crit Damage multiplies the damage of a critical attack by a percentage. The Base Critical Damage for all heroes is 150%. | |
3 | Anti-Critical (Anti-Crit) | Defensive Counter | Directly reduces the percent chance of receiving critical hits. • Since Crit is capped at 80% this “technically” gives all heroes a passive ‘20% Anti Crit’. |
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4 | Armor Penetration (AP) (100%) | Offensive | Reduces an enemies armor by a specific percentage. The base AP for all heroes is 0%. It must be >= 0, which means it cannot be negative number. Example: If an opponent with 1000 armor is hit by a 10% armor penetrating skill from an attacker, the final damage will be calculated with 900 armor. |
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5 | Ignore Armor | Offensive | Completely ignores 100% of the enemies armor. • The enemies armor is calculated as 1 when armor is ignored. |
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6 | Real Armor | Defensive Counter | Additional permanent armor that cannot be affected by Armor Penetration. • However Ignore Armor ignores all Armor including Real Armor. Example: Night Daughter (Skill 3: Lunar Eclipse) |
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X | Damage Modifier (DmgMod) | Offensive | Is a single percentage value based on the total added together from a hero's Skills and Conditional Damage Modifiers. The base Damage Modifier value is 100%. Conditional Damage Modifiers Examples: • Additional % Damage against a specific camp, a back row enemy, a petrified enemy, etc.) |
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7 | Skill Damage (SkDmg) (100%) | Offensive | Is a Conditional Damage Modifier % that is added to DmgMod when a hero uses its Ultimate (Primary Skill 1). Increases the base skill damage percent of a heroes skill. Example: Night Daughter (Skill 1: Moon Shadow III) • The base is 280%, so 20% skill damage would increase it to 300%. |
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8 | Real Damage | Offensive | Is based on a set value or portion of the initial damage and directly affects HP. • It also ignores blocking, shields, reflection, and protection. |
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9 | Adding Damage (AD) (100%) | Offensive | Is damage added from Artifacts and Camp Restraints (25% more damage). The adding damage default value is 0% for all heroes. There are 2 other types of damage: • Additional Damage and Damage Over Time (DOT) There are 2 types of DOT including Burn, Bleed, and Poison. • |
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9a | Additional Damage | Offensive | A percent of additional damage that’s multiplied with ordinary attacks, and/or added to a skills damage percent. • It also includes additional damage against specific types of controlled heroes. Example Heroes: Inventor, Captain Hook, etc. |
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10 | Burn | Offensive | Each round deals a percentage of damage to an enemies total HP. | |
11 | Bleed | Offensive | Each round inflicts a percentage of damage based on the heroes attack. • When bleeding the hero’s [Extra Healing] will be reduced to 30%. |
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12 | Poison | Offensive | Belongs to Damage Buffs. It deals a % damage over a number of rounds based on the targets Current HP, and leaves them with a mark that prohibits an action once. | |
12a | Poison (Marker) | Offensive | The mark prevents a hero's next action including Ordinary Attacks, Skills, Counter Attacks, Pursuit Hits, Preemptive Attacks, or any other additional action, and will disappear afterwards. The mark and it's effect are not stackable. The mark is not a Control debuff, so it is not affected by Anti-Control or Dispel. • For example Justice Angels 4th Skill, or Crystal Lion's 4th Skill. • Thor is currently the only hero able to remove the mark. |
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13 | Damage Settlement | Offensive | Removes the Bleeding or Burn statuses immediately, and inflicts damage afterwards. • [ Formula ]: Damage done in 1 round * Number of Rounds * Settled Damage Ratio. Permanent bleeding will settle after 3 rounds. • Once settled the status will be removed. |
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14 | Reduce Hurt (RH) | Defensive Counter | Decreases the amount of damage inflicted on a hero. [ Formula ]: Total Reduce Hurt (RH) = Permanent (RH) + Temporary (RH) There are 2 types of Reduce Hurt which includes Permanent and Temporary. • Permanent Reduce Hurt with Temporary Reduce hurt combined will equal the total amount of Reduce Hurt. Temporary Reduce Hurt Examples: • Barbarian King (Skill 4: Odin’s Anger), Ice Queen (Skill 4: Extremely Cold Boundary) • Astrolabe: Attached Spirit of Martyr (60.0%): is the cap for Permanent Reduce Hurt. (99.9%): is the cap for Total Reduce Hurt. |
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15 | Resistance (Res) (100%) | Offensive Defensive | Increases or decreases the percent effectiveness of players heroes debuff(s) against the opponents hero(es). The Base Resistance for all heroes is 0% [ Formula ]: Total Resistance = Resistance(Attacker) * Resistance(Defender) • The % of the debuffs effect is multiplied by the defender(s) Resistance for the final % effectiveness of the hero(es) debuff. Debuff effects include: 1: Reduced attributes (not including fury points) 2: Stolen attributes (not including fury points). • This does not include crowd control effects. The default value is 0%, and it can also be a negative number. • Positive Resistance (Above 0%): Debuffs will be less effective against opponents. • Negative Resistance (Below 0%): Debuffs will be more effective against opponents. |
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16 | Healing Effect (HE) | Defensive | Recovers a hero's health (HP) by a specific percentage determined by the Healers attack or percentage of a hero's total HP. The Healing Effect amount can be directly increased by a percentage with Extra Healing. Priests usually have skills with Healing Effects, however there are some other hero types (majors) that can provide healing effects with their skills or leader skills as well. |
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17 | Extra Healing (EH) (100%) | Defensive | Extra healing adds a percentage to a heroes base healing skill percentage to increase the overall effectiveness of Priests and other healing skills. Example Heroes: Ancient Tree, Kyrin Astrolabe: Firm Barrier, and Prayer for Luck also increase Extra Healing. |
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18 | Shield | Defensive | Shielded heroes gain a protective barrier with a certain amount of shield points. • If the current attack or skill damage exceeds the shields points, it will not effect the target’s HP. • Shields cannot be stacked. When multiple shield effects are used, the most recent shield used will overwrite old shields. • The current shield will not gain previous shields points. • Certain Damage Buffs and Real Damage ignore shields. Example Hero: Flaming Panda |
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19 | Protection | Defensive | Heroes that have protection can protect multiple friendly heroes at the same time • However, a hero can only be protected by one protector at the same time. • When the shared damage exceeds the protector’s remaining HP, protection will not be triggered. Example Hero: Blade of Flames |
Final Damage Formula
DMG = ATK * (DmgMod + SkDmg {if ult}) * AMF * (1 – RH) * (1 + AD) * FM * CRD {if Crit} * LDM {if Leader vs. Non-Leader}
DMG = Attack * (Damage Modifier + Skill Damage {if Ultimate}) * Armor Mitigation Factor * (1 – Reduce Hurt) * (1 + Adding Damage) * Fury Multiplier * Critical Damage {if Critical} * Leader Damage Mitigation {if Leader vs. Non-Leader}
Final Healing Formula
HEAL = ATK * HealMod * SkDmg {if ult} * (1 + HE {Healer}) * (1 + EH {Target})
HEAL = Attack * HealMod * Skill Damage {if Ultimate} * (1 + Healing Effect {Healer}) * (1 + Extra Healing {Target})
Refer to the tables above for more information on attributes.
Detailed Explanations
Additional Damage, Resistance, and Extra Healing are further explained below.
Additional Damage
- Inventor (Skill 2: Electricity Armed III)
- The skill has a chance to deal 130% additional damage.
- First Calculation: Ordinary Attack = Total Attack * 1.3
- Second Calculation: Skill Damage = Total Attack * (2.7 + 1.3 = 4)
- Captain Hook (Skill 4: Treacherous III)
- Deals an additional 180% damage to petrified enemies.
- First Calculation: Ordinary Attack = Total Attack * 1.8
- Second Calculation: Skill Damage = Total Attack * (1.35 + 1.8 = 3.15)
Resistance
- Nidhogg’s skill makes the enemies resistance -20%.
- As a result Nidhogg’s 10% attack stealing debuff will be 20% more effective.
- The calculation is: 10% * 0.20% (20%) = 2% more effective debuff.
- In conclusion Nidhogg’s debuff now steals (10%+2%) 12% of all enemies attacks.
- The order of Nidhogg’s skill is:
- First it debuffs: Resistance is reduced by 20% for all enemies.
- Second it steals: 10% increases to 12% attack stolen from all enemies.
- Lastly it Damages: Dealing (attack stolen * skill damage) to all enemies.
Extra Healing
- A 10-Star Ancient Tree has a base stat of 627,412 health points.
- Rough Skin III (Skill 2) increases its received healing by 35%.
- Tranquil III (Skill 4) heals back-line allies for 6% total HP for 2 rounds.
- 1. Total Healing = (Total HP * 6%) + (35% Extra Healing)
- 2. Total Healing = (627,412 * 0.06) * (1.35)
- 3. Total Healing = 37645 * 1.35 (37644.72 > Rounded Up)
- 4. Total Healing = 50821, Difference = +13176 = (50821 – 37645)
- In conclusion a 10-Star Ancient Tree with its original base stats will receive extra healing of 13,176 more HP for 2 rounds when positioned in the backline.
Other Attributes
1) Leader Damage / Mitigation (LD/LDM)
Adds an extra 20% damage and mitigated damage against non-leader targets or attackers.
These skills are unlocked by upgrading heroes to Leader 1 and Leader 3. They are multiplied separately to calculate the final damage.
2) Camp Restraints
Add an additional +25% Adding Damage and +10% Hit for the attacking hero when having an advantage over the defending hero’s camp. It is indicated by direction of the camp restraint arrows which go from the Attackers Camp to the Defenders Camp. The Camp Restraint Bonus is not applied to the overall Aura, but instead applied to specific heroes attacking against defending heroes.
For more information on heroes check out the following pages:
- Information – General information on heroes and how to obtain them.
- Upgrades – The costs and requirements involved in promoting heroes.
- Skill List – A list of every hero skill and leader skills for all heroes.
- Tier List – Hero rankings and details on their strengths and weaknesses.
About the additional damage on ordinary attack:
Night Fury’s second skill has a chance to deal 90% additional damage,so his ordinary attack = total attack * 0.9,that would be less than the original ordinary attack.
And Nezha’s ordinary attack has been changed to deal 150% damage due to his third skill,but his fourth skill deals 120% additional damage to Dark Camp,so would the ordinary attack to Dark Camp be total attack * 1.2,or total attack * 1.5 * 1.2?
Hi Karl. Night Fury’s additional damage is 90%, so it would be (Ordinary Attack * 0.9).
For example if his Ordinary Attack did 1000 damage then * 0.9 would be an additional 900 damage, so it would be 1900.
Nezha is similar. It would be Ordinary Attack * 1.5 (Back row) * 1.2 (Dark Camp) like you mentioned.
For example if she did 1000 damage then it would be 1000 * 1.5 * 1.2, so she would deal 1800 damage.
Thanks for replying.
But sorry I still don’t get the logic, if Night Fury’s Ordinary Attack did 1000 damage and the final damage was 1900, then the formula would be Ordinary Attack * (ONE + 0.9(additional damage rate)).
Follow this formula, if Nezha did 1000 damage then final damage would be 1000 * 1.5 * (ONE + 1.2(additional damage rate)) = 3300, or, 1000 * (1.5 + 1.2(additional damage rate)) = 2700 (the difference is just which the cardinal is, 1500 or 1000, but that’s not the question we discuss).
I just wanna figure out the formula about the additional damage on Ordinary Attack, is it Ordinary Attack * additional damage rate, or, Ordinary Attack * (ONE + additional damage rate)?
Hey Karl, If you’re still looking for an answer, try asking through the in-game support. I can only make assumptions on what the formula is, but they should let you know the exactly what you’re looking for. If you get a reply with their answer I’m interested to know as well.
Hey do you have pictures of what those symbols mean above the heroes?
Like what the mean. Sry english not good. Definition
The battle icons / symbols have finally been added!
I will also be adding any missing icons and more information on them sometime next week.
Hey Ataman, yes I have all of the ‘symbols above heroes’. I will be adding the images to this page tomorrow!
For lvl 240 heroes only, Amplexus on Epic Summoners Discord Channel [ https://discord.gg/WfKfxjs ] used regression on a game derived data set of damages and armors recorded by tb44 to determine that, firstly
(Damage Taken Ratio) := 1,000/[1,000 + real armor + (1 – armor pen)*(normal armor)]
Damage(armor) = (1 + Adding Damage from artifact if matching major + Adding Damage from other sources)*(Damage Taken Ratio)*(Attack)*(skill dmg from skill description + skill dmg from other sources)*(1 – Reduce Hurt)
where all variables above are in standard decimal format (so 14% would be 0.14, and 115% would be 1.15, etc).
I tested Inventor’s Skill with the 130% extra damage, and it seemed to actually just add 130% of his attack to the 270% that his skill normally has to simply bring it to 400%. Numbers vs same enemy: 53864 and 79799. 53864 / 2.7 = 19949.63, 19949.63 * 4.00 = 79799. Your calculation would have it at 53864 * 1.3 = 70023. Perhaps it’s a bug on Inventor, or maybe additional damage is intended to be exactly the same as skill damage, it just applies to all attacks instead of just skills.
It’s not a bug. I think the way additional damage is intended to work is like you mentioned. On ordinary attacks additional damage is multiplied, and when skills are activated it’s added with the skills damage. I just assumed that it was additional damage added to the total damage in all cases, so thanks for noticing that.
It’s definitely more effective when being applied with skills since it’s directly added to the skill damage multiplier. I’ve updated the formulas and information, so I hope it’s all correct now.