Survival
Max Health
Per level- +20 HP
Level 5- +100 HP → +300 HP
Gear- +5 HP / +10 HP / +18 HP / +28 HP
More maximum health on top of the hero’s 100 HP.
Affects
No attack; it changes the hero.
What each stat does, how much a card gives and where the caps are.
There are 25 stat cards. Each one goes up to level 5 and gives the same base gain every level; the card grade multiplies that gain.
Every stat card draws a grade when it is offered. The grade multiplies what that one pick adds; the card still takes one level.
One Max Health pick at each grade:
Luck multiplies the Blue, Gold and Red odds by (1 + Luck). With 50% Luck from five Luck cards, Gray drops from 70% to about 61%. More on offers and red combat cards →
| Stat | Per level | Level 5 (all Gray → all Red) | Cap | Gear bonus (Gray / Blue / Gold / Red) |
|---|---|---|---|---|
| Survival | ||||
| +20 HP | +100 HP → +300 HP | – | +5 HP+10 HP+18 HP+28 HP | |
| +2 | +10 → +30 | – | +1+2+3+4 | |
| +0.2 HP/s | +1 HP/s → +3 HP/s | 3 HP/s | +0.05 HP/s+0.1 HP/s+0.2 HP/s+0.3 HP/s | |
| +6% | +30% → +90% | – | +2%+4%+6%+8% | |
| Offense | ||||
| +15% | +75% → +200% | 200% | +4%+8%+14%+22% | |
| −8% | −40% → −65% | 65% | −2%−4%−6%−8% | |
| +8% | +40% → +100% | 100% | +2%+4%+7%+10% | |
| +15 pp | +75 pp → +225 pp | – | +5 pp+10 pp+18 pp+25 pp | |
| +8% | +40% → +100% | 100% | – | |
| +8% | +40% → +100% | 100% | – | |
| Damage types | ||||
| +1 | +5 → +15 | – | +1+2+3+4 | |
| +1 | +5 → +15 | – | +1+2+3+4 | |
| +1 | +5 → +15 | – | +1+2+3+4 | |
| +1 | +5 → +15 | – | +1+2+3+4 | |
| +1 | +5 → +15 | – | +1+2+3+4 | |
| +1 | +5 → +15 | – | +1+2+3+4 | |
| +10% | +50% → +150% | – | +4%+7%+11%+16% | |
| +8% | +40% → +120% | – | +3%+6%+10%+14% | |
| +15% | +75% → +225% | – | +6%+10%+16%+24% | |
| +15% | +75% → +225% | – | +6%+10%+16%+24% | |
| +15% | +75% → +225% | – | +6%+10%+16%+24% | |
| +15% | +75% → +225% | – | +6%+10%+16%+24% | |
| Utility | ||||
| +15% | +75% → +225% | – | +5%+10%+15%+20% | |
| +8% | +40% → +120% | – | +3%+6%+10%+15% | |
| +10% | +50% → +150% | – | – | |
Gear bonus is one rolled bonus on an item of that rarity. Range, Area and Luck never roll on gear.
Keep the hero alive.
Survival
More maximum health on top of the hero’s 100 HP.
Affects
No attack; it changes the hero.
Survival
Takes its value off every hit you take, but a hit always deals at least 25% of its damage.
Affects
No attack; it changes the hero.
Survival
Percent of the hero’s base 5.5 units per second.
Affects
No attack; it changes the hero.
How often, how hard and how far attacks hit.
Offense
Paces your weapon only: its period is divided by 1 + attack speed. Abilities ignore it.
Affects
Catalyst for
Offense
Shortens the cooldown of abilities that fire on a timer. The period never drops below 35%. Orbital Orbs are always on, so it does nothing for them.
Affects
Catalyst for
Offense
Percentage points added to the 150% a critical hit deals. Uncapped.
Affects
Every attack you own.
Catalyst for
Flat cards add damage to your weapon; % cards multiply a damage type on every attack that has it.
Damage types
Multiplies the Magic component of every attack you own that has one. It never creates the component from zero.
Affects
Also your weapon, once a flat card or gear gives it this type.
Catalyst for
Damage types
Multiplies the Fire component of every attack you own that has one. It never creates the component from zero.
Affects
Also your weapon, once a flat card or gear gives it this type.
Catalyst for
Damage types
Multiplies the Poison component of every attack you own that has one. It never creates the component from zero.
Affects
Also your weapon, once a flat card or gear gives it this type.
Catalyst for
Damage types
Multiplies the Light component of every attack you own that has one. It never creates the component from zero.
Affects
Also your weapon, once a flat card or gear gives it this type.
Catalyst for
Damage types
Multiplies the Ice component of every attack you own that has one. It never creates the component from zero.
Affects
Also your weapon, once a flat card or gear gives it this type.
Catalyst for
Loot, experience and better cards.
Utility
Percent of the base 1.3-unit radius at which loot starts flying to you. Leaves the offers once you take the Ultra Magnet.
Affects
No attack; it changes the hero.
Utility
Every XP gem is worth its value × (1 + this bonus), counted when you pick it up.
Affects
No attack; it changes the hero.
Utility
Raises the odds of better card grades on level-up offers. It does nothing for chests, gear bonuses or crits.
Affects
No attack; it changes the hero.