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Basic stats describe the unit, while combat stats combine those values with equipment and effects. Avoid and Dodge are different: Avoid helps evade an attack, while Dodge helps prevent a critical.
Unit stats
Stat | Function |
|---|---|
HP | Health; reaching 0 defeats the unit |
Movement | How many spaces the unit can move |
Build | Offsets the Attack Speed penalty from weight |
Rating | Sum of the unit's basic stats |
Strength | Contributes to physical attack damage |
Magic | Contributes to magical attack damage and healing |
Speed | Contributes to Attack Speed and Avoid |
Dexterity | Contributes to Hit and Critical |
Defense | Reduces physical damage |
Resistance | Reduces magical damage |
Luck | Has several effects, including reducing enemy critical risk |
Charm | Contributes to Gambit hit rate |
Combat stats
Stat | Function |
|---|---|
Physical Attack | Attack power for physical weapons |
Mystical Attack | Attack power for magic and magical weapons |
Attack Speed | Used for the 4-point follow-up threshold |
Hit | Chance of connecting an attack |
Critical | Chance of a triple-damage critical |
Protection | Reduces physical damage; includes Shield |
Resilience | Reduces magical damage; includes Shield |
Avoid | Reduces enemy hit chance |
Dodge | Reduces enemy critical chance |
Shield | Contributes to both Protection and Resilience |
Equipment fields
Field | Function |
|---|---|
Durability | Weapon budget spent by Combat Arts |
Uses | Remaining casts of a spell |
Might | Power of the weapon or spell |
Hit | The weapon or spell's accuracy value |
Weight | Can reduce Attack Speed after Build offsets it |
Range | Valid distance to a target |
Curse | Equipment's effect on a user's Blaze system; behavior varies by Blaze type |
Follow-ups and critical hits
Attack Speed is Speed minus any weight left after Build: AS = Spd - max(0, Wt - Bld), plus applicable bonuses. A unit needs at least 4 more AS than the opponent to follow up. Build above the weight value does not add extra AS.
Critical hits deal three times the forecast damage. Dexterity helps Critical, while the foe's Dodge resists it. A Secret Book permanently adds 2 Dexterity. Support positioning, abilities, Combat Arts, accessories and refinement provide other ways to influence the result.
Myrmidon mastery gives Ravaging Arts, adding 6 critical damage. This flat bonus is separate from the normal 3x multiplier. Hunter's Ring gives Critical+3; Mars's Kneepads give Attack+3 and Critical+10 on Combat Arts. Check accessory weight before trading away a follow-up for more critical rate.
Critical Art examples
Critical modifier | Examples |
|---|---|
+5 | Smash, Vital Shot, Deal Death, Gale Spear and Crosswise Cut+ |
+10 | Vital Shot+, Hunter's Cross, Deal Death+ and Sunder |
+15 | Deadly Spear and Deadly Blade |
+20 | Bloodletting and Bloodletting+ |
+100 | Hidden Bladerule and Hidden Bladerule+; fixed Hit 10 and no follow-up |
A large critical modifier does not guarantee a hit. Hidden Bladerule sets Hit to 10, so its Critical+100 does not override that accuracy limitation. See Combat Arts for each Art's full cost, Might, range and restrictions.
Training progresses through E, E+, D, D+, C, C+, B, B+, A, A+ and S. Some abilities require S+; check the individual ability entry rather than treating S as the final requirement.
Related pages
Combat System, Attack Speed, Combat Arts, Skills, Accessories, Weapons