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
| Value | Formula | What it does |
|---|---|---|
| Maximum health | 65 + 8 × Vitality health | How much damage a fighter can take before it is defeated. |
| Movement speed | 230 + 8 × Agility u/s | How fast the sphere travels across the arena. |
| Body size | 40 u | The size of the sphere, which sets how easy it is to hit. |
| Physical power | 100% + 3% × Strength | Scales the physical damage your weapon and body deal. |
| Magic power | 100% + 4% × Intelligence | Scales the magic damage your abilities deal. |
| Spin power | 100% + 2.5% × Dexterity | Scales how fast your weapon spins, which sets how often blades connect. |
| Critical chance | 1% × Dexterity | The chance that a hit is a critical hit. |
| Critical damage | 150% | How much more damage a critical hit deals. |
| Body damage | (10 + 4 × Strength + 2 × Vitality) ÷ 10 health | Damage dealt when balls collide. |
| Knockback | 80 + 18 × Strength u/s | How hard your weapon and projectile hits push the opponent. |
| Projectile speed | 85% + 3% × Strength | How fast your projectiles fly. |
| Weight | 100% + 1% × Strength + 1% × Vitality | How hard it is to push you: heavier fighters take less knockback. |
| Poison resistance | 80% × v ÷ (v + 60%), where v = 0.6% × Strength + 1% × Vitality | How much of each poison stack’s drain and debuff you shrug off. Gains shrink with every point and never reach full immunity. |
| Bleed resistance | 80% × v ÷ (v + 60%), where v = 0.6% × Strength + 1% × Vitality | How much of each bleed stack’s drain and debuff you shrug off. Gains shrink with every point and never reach full immunity. |
| Bleed chance bonus | 2% × Dexterity | Makes 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.