Core formulas that change build evaluation
Approximate incoming damage multiplier.
Each point above 100 adds 1% Crit Damage.
Mana Regen is applied in discrete pulses.
Healing equals the listed percent of damage dealt.
Offense stats
Base Attack Damage
The amount of damage a character deals with auto attacks. Increased by Attack.
Use it as the starting value before Attack scaling and other effects.Attack
Increases the damage of auto attacks.
Warriors also use Attack to scale many active abilities.Base Attack Speed
The number of times a character auto attacks per second. Increased by Attack Speed.
Trigger-heavy Duelist and Crit builds care about attack frequency as much as hit size.Attack Speed
Increases how often a character auto attacks.
Evaluate it through attacks per second and the triggers each extra attack creates.Crit
The percent chance that an auto attack or active ability deals double damage. Each Crit above 100 increases Crit Damage by 1%.
Crit above 100 is not wasted; it moves from chance into higher critical damage.Ability stats
Max Mana
Characters cast their active ability whenever their Max Mana becomes full.
Starting Mana and Mana Regen determine time to the first and later casts.Mana Regen
The amount of Mana a character gains every 2 seconds.
Treat it as a two-second pulse rather than a continuous per-second gain.Magic
Increases the effectiveness of abilities.
Read each ability to see whether Magic increases damage, Shields, healing, or another effect.Starting Mana
The amount of Mana a character begins combat with.
Use it to move a decisive first cast ahead of an enemy ability or frontline collapse.Survival stats
Max HP
A character dies when their Health reaches 0.
Compare effective durability with Defense and Shields, not Max HP alone.Defense
Reduces incoming damage. 100 Defense means 1/2 damage received, 200 means 1/3, and 300 means 1/4.
Each additional 100 Defense adds another part to the divisor: damage received is scaled by 100 / (100 + Defense).Omnivamp
Restores Health based on damage dealt. 1 Omnivamp equals 1% healing from damage dealt.
It is strongest on heroes that deal reliable damage and survive long enough to convert it into healing.HP Per Second
Characters restore Health equal to their HP/S each second.
Sustained recovery needs time; it does not replace protection from opening burst damage.Positioning stats
Move Speed
The speed a character moves from hex to hex during combat.
Movement time can delay first contact even when the target is technically in reach.Attack Range
The distance in hexes that a character can auto attack from.
Range is measured on the hex board; visual distance alone can be misleading.Use stats to explain a result
- Start with timing.Check movement, first contact, attacks per second, and time to first cast.
- Separate survival layers.Max HP, Defense, Shields, healing, and HP/S answer different kinds of damage.
- Count repeatable triggers.Attack Speed and Mana Regen matter through the extra effects they activate.
- Change one input.Move, equip, or rank one Hero and compare the same encounter again.