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Stats and formulas

Every fighter has five stats: Vitality, Strength, Dexterity, Agility, Intelligence. Each starts at 1. You spread 10 stat points over them as you like, and your class adds a bonus. The totals feed the formulas below, so a stat is only as useful as the values it drives.

What each stat drives

Vitality
Maximum health (+8 health per point), Body damage (+0.2 health per point), Weight (+1% per point), Poison resistance (+1% per point), Bleed resistance (+1% per point)
Strength
Physical power (+3% per point), Body damage (+0.4 health per point), Knockback (+18 u/s per point), Projectile speed (+3% per point), Weight (+1% per point), Poison resistance (+0.6% per point), Bleed resistance (+0.6% per point)
Dexterity
Spin power (+2.5% per point), Critical chance (+1% per point), Bleed chance bonus (+2% per point)
Agility
Movement speed (+8 u/s per point)
Intelligence
Magic power (+4% per point)

Derived values

Derived values and their formulas
Value Formula What it does
Maximum health65 + 8 × Vitality healthHow much damage a fighter can take before it is defeated.
Movement speed230 + 8 × Agility u/sHow fast the sphere travels across the arena.
Body size40 uThe size of the sphere, which sets how easy it is to hit.
Physical power100% + 3% × StrengthScales the physical damage your weapon and body deal.
Magic power100% + 4% × IntelligenceScales the magic damage your abilities deal.
Spin power100% + 2.5% × DexterityScales how fast your weapon spins, which sets how often blades connect.
Critical chance1% × DexterityThe chance that a hit is a critical hit.
Critical damage150%How much more damage a critical hit deals.
Body damage(10 + 4 × Strength + 2 × Vitality) ÷ 10 healthDamage dealt when balls collide.
Knockback80 + 18 × Strength u/sHow hard your weapon and projectile hits push the opponent.
Projectile speed85% + 3% × StrengthHow fast your projectiles fly.
Weight100% + 1% × Strength + 1% × VitalityHow hard it is to push you: heavier fighters take less knockback.
Poison resistance80% × v ÷ (v + 60%), where v = 0.6% × Strength + 1% × VitalityHow much of each poison stack’s drain and debuff you shrug off. Gains shrink with every point and never reach full immunity.
Bleed resistance80% × v ÷ (v + 60%), where v = 0.6% × Strength + 1% × VitalityHow much of each bleed stack’s drain and debuff you shrug off. Gains shrink with every point and never reach full immunity.
Bleed chance bonus2% × DexterityMakes your blade hits more likely to cause bleeding: a share on top of the weapon’s own chance.

Example: Warrior with its recommended stat points

Maximum health
121 health
Movement speed
254 u/s
Body size
40 u
Physical power
124%
Magic power
104%
Spin power
102.5%
Critical chance
1%
Critical damage
150%
Body damage
6 health
Knockback
224 u/s
Projectile speed
109%
Weight
115%
Poison resistance
13.1%
Bleed resistance
13.1%
Bleed chance bonus
2%

Stat points

Every fighter has 10 points to spend. Put them where your build needs them: all in one stat, or spread out. Points you leave unspent are wasted.

Arena points use your permanent peak rank: Peasant (0 peak Elo). Each rank raises the points you may spend, from 10 to 40 at Primordial. Knight, Count, King, Emperor, God each add an ability slot, and Duke, Demigod each add a trait slot. Unlocks stay available if your Elo drops. World fighters have their own budget and do not receive arena rank points.