Guildrun
Combat notation · Demo 0.5.1

Guildrun Stats - Defense, Crit and Mana Formulas

Read every core stat in the same terms the game uses, including Defense scaling, two-second Mana pulses, Crit overflow, hex range, and the conversion from Omnivamp to healing.

15defined stats
Four rules worth memorizing

Core formulas that change build evaluation

Defense100 / (100 + Defense)

Approximate incoming damage multiplier.

Crit overflow100 + excess Crit

Each point above 100 adds 1% Crit Damage.

Mana pulseEvery 2 seconds

Mana Regen is applied in discrete pulses.

Omnivamp1 = 1%

Healing equals the listed percent of damage dealt.

Offense reference

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 reference

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 reference

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 reference

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.
From tooltip to board decision

Use stats to explain a result

  1. Start with timing.Check movement, first contact, attacks per second, and time to first cast.
  2. Separate survival layers.Max HP, Defense, Shields, healing, and HP/S answer different kinds of damage.
  3. Count repeatable triggers.Attack Speed and Mana Regen matter through the extra effects they activate.
  4. Change one input.Move, equip, or rank one Hero and compare the same encounter again.