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Every stat explained

What HP, ATK, DEF, SPD, C.RATE, C.DMG, RES and ACC really do in a fight, how bonuses add up, and what to aim for.

How combat works · part 1 of 76 min readChecked 2026-10-14
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In short
  • Eight stats matter in a fight: HP, ATK, DEF, SPD, C.RATE, C.DMG, RES and ACC.
  • Only HP, ATK and DEF grow with a champion's level and star rank. The other five do not change with level.
  • All percentage bonuses (gear, sets, auras, Great Hall...) are added together and applied to the base stat. They do not multiply each other.
  • C.RATE and C.DMG are percentage points, not percentages of a bigger number.
  • Rules of thumb: 100% C.RATE for crit-based attackers, ACC about 30 above the enemy's RES, and as much SPD as your plan can use.

The eight stats at a glance

StatWhat it doesWhat to aim for
HPYour health. At 0 the champion is down. A few skills also scale their damage or healing with it.Enough to live through the hits you actually take. A must for tanks and for champions whose skills scale with HP.
ATKThe number most damage skills multiply. A skill written as "4.2 × ATK" deals 4.2 times your ATK before anything else is applied.High on attackers. Pointless for a champion whose skills scale with DEF or HP (the skill text tells you which).
DEFCuts every ordinary hit you take, with sharply diminishing returns (see below).Worth a lot on tanks. Past a few thousand each extra point buys very little.
SPDHow fast your turn meter fills, so how often you act. See Turn meter and speed.No cap. Usually the most valuable stat, but it is only useful in step with your team.
C.RATEThe chance that a hit is a critical hit. Starts at 15 for most champions.100 is the ceiling; extra is wasted. Crit attackers want it; poison and support champions often skip it.
C.DMGHow much extra a critical hit does. Starts at 50 for most champions.After C.RATE is high enough. Every extra point is worth a little less than the last.
RESResistance: how likely an enemy's debuff is to fail on you.Matters when enemies throw lots of debuffs (stuns, sleeps, Decrease ATK...). Compare it with their ACC.
ACCAccuracy: how likely your debuffs are to land. It does not change how much your attacks deal.About 30 more than the target's RES lands a debuff nearly every time. More than that is wasted.

Base stats: stars and level

Every champion has a base HP, ATK and DEF that depends on its star rank, and the game multiplies those three by a number that rises with level. A champion cannot level past ten times its star rank (6 stars: level 60).

Star rankMultiplier at level 1Multiplier at max level
1 star1.002.00 (level 10)
2 stars1.593.04 (level 20)
3 stars2.434.38 (level 30)
4 stars3.515.95 (level 40)
5 stars4.768.10 (level 50)
6 stars6.4811.01 (level 60)

These are the game's own numbers, read from its data. Each star rank also has its own base values, which rise with the rank, so ranking a champion up helps twice. SPD, RES, ACC, C.RATE and C.DMG do not use these multipliers: they are the same at level 1 and level 60.

See Champion progression for how to raise stars and levels.

How bonuses add up

The number you see on a champion's sheet is the base stat plus bonuses from many places: gear and set bonuses, masteries, the Great Hall, Faction Guardians, your arena rank, empowerment, blessings, relics, and the team leader's aura. The rule is the same for all of them:

Final stat = base × (1 + all % bonuses added together) + all flat bonuses

A real example we checked against the game's own stat sheet: a champion with 99 base SPD, +19.55% from gear, a +19% leader aura and +121 flat SPD from gear ends up at 99 × (1 + 0.1955 + 0.19) + 121 = 258.2. That is exactly what the game shows. Putting the aura on top of the gear total instead would have given about 285, which is not what the game shows.

Tip Because the percentages share one pool, the tenth percentage bonus on a stat is worth exactly as much as the first. A flat bonus, on the other hand, is worth relatively more on a champion with a low base.

C.RATE and C.DMG are points

These two work differently from the rest. A gear piece that says "+20% C.RATE" adds 20 points: a champion at 15 becomes 35, not 18. The same goes for C.DMG (50 → 70). Neither is ever scaled by a base multiplier.

A critical hit multiplies the hit by 1 + C.DMG ÷ 100. At 50 C.DMG a crit is ×1.5, at 150 it is ×2.5, at 250 it is ×3.5. Notice what that does to the value of the stat: going from 250 to 260 raises a crit from ×3.5 to ×3.6, only about 3% more crit damage. How often you crit matters first; affinity also nudges it.

Note C.RATE is capped at 100 for the purposes of a hit. Whether a hit actually crits is decided by one roll shared with the affinity effects, so a champion hitting an enemy it is weak against never crits on 100% of its hits. Affinities has the numbers.

DEF: diminishing returns

DEF does not subtract from damage; it multiplies the hit by a number between 1 (no DEF) and 0.15 (the floor). The game's curve is:

Damage kept = 0.15 + 0.85 × e−DEF ÷ 1500
Target DEFDamage that gets through
0100%
50076%
1,00059%
2,00037%
3,00027%
5,00018%
7,00016%

The first thousand DEF removes 41% of the damage; going from 5,000 to 7,000 removes about 2 more points. DEF is also what a champion's own damage ignores when it hits through armour: see How damage works. Poison and HP Burn ticks, and reflected damage, are not reduced by DEF at all.

RES and ACC: a gap, not a ratio

When a debuff is placed, the game compares the attacker's ACC with the target's RES. What counts is the difference:

  • ACC equal to RES: about 92.5% of debuffs land.
  • ACC 30 above RES: about 96% land.
  • ACC 100 below RES: only about 11% land.
  • The best and worst cases are about 97% and 3%: there is always a small chance either way, except for effects that say they cannot be resisted.

That is why a flat "ACC 30 above their RES" target is a good rule: past it you are paying stats for almost no gain. The full table, and the other checks a debuff must pass first, are in Landing debuffs: Accuracy vs Resistance.

Two stats you rarely see

Ignore DEF
Not on a champion's sheet. It comes from some gear sets, masteries and skills, and it makes your hits treat the target's DEF as lower by that percentage. Several sources add up, to a maximum of 100%.
Critical Heal
The game's data has a Critical Heal stat and a 50% critical-heal coefficient, but no gear set gives the stat, so you will almost never think about it.
Careful Targets such as "250 ACC" or "200 SPD" in other guides are rules of thumb tied to one boss, one patch or one team. Check the enemy's actual RES and speed, and re-check after a game update.