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Created page with "== Overview == Stats describe numerical character values and bonuses in JFTSE. The wiki separates stats into two main groups: * '''Attributes''' – the four core character values: '''STR''', '''STA''', '''DEX''' and '''WIL'''. * '''Secondary Stats''' – item-based or derived bonuses such as '''Charge Speed''', '''Move Speed''', '''Smash''', '''Serve''' or '''HP'''. Stats are not skills. '''Skills''' are actual abilities used during gameplay, such as '''Meteor''',..."
 
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== Overview ==
== Attribute Points ==


Stats describe numerical character values and bonuses in JFTSE.
Attribute points are character-specific.


The wiki separates stats into two main groups:
Each character has its own level, Attribute points and stat distribution.


* '''Attributes''' – the four core character values: '''STR''', '''STA''', '''DEX''' and '''WIL'''.
Attribute points can be assigned to:
* '''Secondary Stats''' – item-based or derived bonuses such as '''Charge Speed''', '''Move Speed''', '''Smash''', '''Serve''' or '''HP'''.
 
Stats are not skills.
 
'''Skills''' are actual abilities used during gameplay, such as '''Meteor''', '''Fireball''', '''Blizzard''', '''Homing Soul''' or '''SS'''.
 
== Stats vs Skills ==
 
{| class="wikitable"
! Term
! Meaning
! Examples
|-
| '''Stats'''
| Numerical values or bonuses that affect gameplay
| STR, STA, DEX, WIL, Charge Speed, Move Speed, HP
|-
| '''Attributes'''
| The four core character values
| STR, STA, DEX, WIL
|-
| '''Secondary Stats'''
| Item-based or derived bonuses, often affected by attributes
| Charge Speed, Move Speed, Smash, Serve, HP
|-
| '''Skills'''
| Actual abilities used during gameplay
| Meteor, Fireball, Blizzard, Homing Soul, SS
|}
 
'''Important:''' Values such as Charge Speed, Move Speed, Smash, Serve or HP are not skills. They are stats.
 
Skills are actual abilities. Stats can affect gameplay and may influence the effectiveness of some actions, but stats are not skills themselves.
 
== Attributes ==
 
Attributes are the four main character values:


* '''STR'''
* '''STR'''
Line 49: Line 12:
* '''WIL'''
* '''WIL'''


Attributes are core character values. They can affect ball behavior, movement, survivability, skill damage and other gameplay mechanics.
New characters start with '''5 free Attribute points'''.


Attributes can be increased by leveling up and can also come from equipment or enchantments.
Characters gain additional Attribute points while leveling, but only up to '''Level 65'''.


Each level gives '''1 attribute point''' that can be assigned to STR, STA, DEX or WIL.
This means a character can gain up to '''69 free Attribute points''' in total:
 
<pre>
5 starting points + 64 points from leveling = 69 total Attribute points
</pre>
 
After Level 65, characters can still continue leveling, but they no longer gain additional free Attribute points.
 
These points are distributed separately for each character.


== Attribute Overview ==
== Attribute Overview ==
Line 60: Line 31:
! Attribute
! Attribute
! Main role
! Main role
! Commonly affects
! Good for
! Most relevant in
! Beginner note
|-
|-
| '''STR'''
| '''STR'''
| Offensive power
| Damage and offensive pressure
| Ball speed, skill damage
| Skill / item damage setups, attack pressure, ball speed pressure
| Basic, Battle, Guardian
| Good for simple damage-focused builds
|-
|-
| '''STA'''
| '''STA'''
| Survivability and recovery
| Defense and survivability
| Skill damage reduction, knockdown recovery
| Taking less damage, surviving longer
| Battle, Guardian
| Useful, but usually not the first beginner focus
|-
|-
| '''DEX'''
| '''DEX'''
| Agility and responsiveness
| Movement and projectile behavior
| Movement, charge speed, projectiles, channel time
| Mobility, responsiveness, Meteor variants / Homing Soul shot count
| All modes
| Very useful for beginners, especially around 60 DEX
|-
|-
| '''WIL'''
| '''WIL'''
| Curve and ball pressure
| Ball damage and ball behavior
| Ball curve, ball damage, miss damage
| Ball damage, curve, spin-focused setups
| Basic, Battle, Guardian
| Stronger for specialized ball-focused builds
|}
|}


== STR ==
== STR ==


'''STR''' increases offensive pressure.
'''STR''' is mainly useful for offensive pressure and skill / item damage.


It mainly affects ball speed and skill damage.
It increases the damage bonus used by skill or item damage calculations.


=== Effects ===
=== Formula ===
 
* Increases ball speed.
* Increases skill damage.
* Helps create stronger offensive pressure.
* Does not decrease ball damage.
* Higher STR can make WIL-based curve feel less noticeable because the ball travels faster and more directly.
 
=== Skill Damage Formula ===
 
The skill damage bonus from STR is calculated as:


<pre>
<pre>
DamageBonus = floor(0.35 × STR)
DamageBonus = floor(STR × 0.35)
</pre>
</pre>


=== Skill Damage Examples ===
=== Examples ===


{| class="wikitable"
{| class="wikitable"
! STR
! STR
! Skill damage bonus
! Damage bonus
|-
|-
| 3
| 20
| 1
| 7
|-
|-
| 6
| 40
| 2
| 14
|-
| 9
| 3
|-
| 12
| 4
|-
|-
| 15
| 60
| 5
| 21
|-
|-
| 18
| 100
| 6
| 35
|-
| 20
| 7
|}
|}


<div class="jftse-calculator" data-calc="str"></div>
<div class="jftse-calculator" data-calc="str"></div>
'''Beginner note:''' STR is simple and useful for damage-focused Guardian builds, especially when combined with DEX.


== STA ==
== STA ==


'''STA''' improves survivability and recovery.
'''STA''' is mainly useful for survivability.


It mainly reduces incoming skill damage and helps with recovery after being smashed or knocked down.
It reduces incoming damage and supports defensive builds.


=== Effects ===
=== Formula ===
 
* Reduces damage taken from enemy skill attacks.
* Reduces recovery time after being smashed or knocked down.
* Helps the charge bar fill faster.
* May increase the speed of certain return shots after absorbing enemy pressure.
 
=== Damage Reduction Formula ===
 
The damage reduction from STA is calculated as:


<pre>
<pre>
DamageReduction = floor(0.3 × STA)
DamageReduction = floor(STA × 0.30)
</pre>
</pre>


=== Damage Reduction Examples ===
=== Examples ===


{| class="wikitable"
{| class="wikitable"
Line 163: Line 108:
! Damage reduction
! Damage reduction
|-
|-
| 4
| 20
| 1
| 6
|-
|-
| 7
| 40
| 2
| 12
|-
|-
| 10
| 60
| 3
| 18
|-
| 14
| 4
|-
|-
| 17
| 100
| 5
| 30
|-
| 20
| 6
|}
|}


<div class="jftse-calculator" data-calc="sta"></div>
<div class="jftse-calculator" data-calc="sta"></div>
'''Beginner note:''' STA helps you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.


== DEX ==
== DEX ==


'''DEX''' improves agility, responsiveness and certain skill mechanics.
'''DEX''' is useful for movement, responsiveness and some projectile-based effects.
 
It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.
 
== Projectile Shot Count ==


DEX is one of the most generally useful attributes because movement matters in every mode.
Some projectile-based effects can gain additional shots at specific DEX values.


=== Effects ===
This applies to effects such as:


* Improves left-right turning.
* '''Meteor variants'''
* Increases movement speed.
* '''Homing Soul'''
* Makes ball charging faster.
* Increases projectile count for Blizzard, Meteor and Homing Soul.
* Projectile scaling is relevant up to 60 DEX.
* Decreases skill channel time, up to a maximum of 50%.


'''Note:''' With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable.
{| class="wikitable"
! DEX
! Additional shots
|-
| 0–29
| +0
|-
| 30–39
| +1
|-
| 40–49
| +2
|-
| 50–59
| +3
|-
| 60+
| +4
|}


== WIL ==
'''Beginner note:''' This is why around '''60 DEX''' is often recommended for simple damage-focused builds.


'''WIL''' improves ball curve and ball-based pressure.
'''Important:''' DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.


It affects ball damage, curve and damage when enemies miss the ball in Battle Mode.
== WIL ==


=== Effects ===
'''WIL''' is mainly useful for ball damage and ball-focused gameplay.


* Increases ball curve.
It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.
* Increases ball damage.
* Increases damage dealt when enemies miss the ball in Battle Mode.
* In Guardian Mode, WIL can increase ball damage against Guardian enemies.


=== Ball Damage Formula ===
=== Ball Damage Formula ===
The ball damage from WIL is calculated as:


<pre>
<pre>
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))
TotalBallDamage = max(20, 10 + floor(WIL × 0.52))
</pre>
</pre>


Line 225: Line 179:


<pre>
<pre>
TotalBallDamage = max(20, 10 + floor(0.52 × WIL))
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))
</pre>
</pre>


=== Ball Damage Examples ===
'''Note:''' 20 is the minimum value, not the base value.
 
=== Examples ===


{| class="wikitable"
{| class="wikitable"
! WIL
! WIL
! Calculation
! Ball damage
! Ball damage
|-
|-
| 15
| 0
| 10 + floor(7.8) = 17
| 20
| 20
|-
|-
| 110
| 30
| 10 + floor(57.2)
| 25
| 67
|-
| 60
| 41
|-
| 100
| 62
|-
|-
| 135
| 135
| 10 + floor(70.2)
| 80
| 80
|-
|-
| 160
| 160
| 10 + floor(83.2)
| 93
| 93
|}
|}
'''Note:''' 20 is the minimum value, not a base value.


<div class="jftse-calculator" data-calc="wil"></div>
<div class="jftse-calculator" data-calc="wil"></div>


=== Guardian WIL Damage ===
== Guardian WIL Damage ==


In Guardian Mode, WIL can add extra ball damage based on the Guardian's maximum health.
In Guardian Mode, WIL can add extra ball damage based on the Guardian's maximum health.
<pre>
Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health
</pre>
Equivalent form:


<pre>
<pre>
Line 272: Line 221:
<div class="jftse-calculator" data-calc="guardian-wil"></div>
<div class="jftse-calculator" data-calc="guardian-wil"></div>


== Secondary Stats ==
'''Beginner note:''' WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.


Secondary Stats are item-based or derived bonuses.
== HP ==


They are not attributes and they are not skills.
HP is a survivability value.


Secondary Stats can appear directly on equipment, and some of them can also be influenced by attributes.
Player HP increases with level.


Examples of Secondary Stats include:
<pre>
HP = 200 + 5 × (Level - 1)
</pre>


* '''Charge Speed'''
{| class="wikitable"
* '''Move Speed'''
! Level
* '''Smash'''
! HP
* '''Serve'''
|-
* '''HP'''
| 1
* '''Shot-related bonuses'''
| 200
* '''Defense-related bonuses'''
|-
| 10
| 245
|-
| 20
| 295
|-
| 30
| 345
|-
| 40
| 395
|-
| 50
| 445
|}


== Attributes vs Secondary Stats ==
Additional HP can also come from equipment or other effects.


Attributes are the core values of your character.
== Secondary Stats ==


Secondary Stats are additional bonuses that usually come from equipment or are influenced by attributes.
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.


{| class="wikitable"
They can come from equipment, items, buffs or other systems.
! Type
! What it is
! Where it comes from
! Examples
|-
| '''Attributes'''
| Main character values
| Leveling, equipment, enchantments
| STR, STA, DEX, WIL
|-
| '''Secondary Stats'''
| Additional item-based or derived bonuses
| Mostly equipment, sometimes influenced by attributes
| Charge Speed, Move Speed, Smash, Serve, HP
|}


== Secondary Stats Examples ==
Common examples:


{| class="wikitable"
{| class="wikitable"
! Secondary Stat
! Secondary Stat
! Description
! What it affects
! Related Attribute
|-
|-
| '''Charge Speed'''
| '''Move Speed'''
| Affects how quickly the ball charge builds up
| Character movement speed
| Mainly influenced by DEX and certain equipment bonuses
|-
|-
| '''Move Speed'''
| '''Chargeshot Speed'''
| Affects how fast the character moves
| Speed of charged shots
| Mainly influenced by DEX and equipment bonuses
|-
| '''Ball Speed'''
| How fast the ball travels
|-
|-
| '''Smash'''
| '''Ball Damage'''
| Affects smash-related performance
| Damage caused by the ball
| Usually item-based
|-
|-
| '''Serve'''
| '''Ball Spin'''
| Affects serve-related performance
| Spin / ball behavior
| Usually item-based
|-
|-
| '''HP'''
| '''HP'''
| Affects survivability
| Survivability
| Usually item-based or mode-specific
|}
|}


'''Note:''' Secondary Stats should not be described as skills. Skills are actual abilities, while Secondary Stats are numerical bonuses or derived values.
'''Important:''' Secondary Stats can be related to Attributes, but they are not the same thing.
 
Examples:
 
* '''DEX''' is an Attribute.
* '''Chargeshot Speed''' is a Secondary Stat / item effect.
* '''Frenzy''' can increase Chargeshot Speed as an item effect.
* '''WIL''' affects ball damage, while '''Power Strike''' is an item effect that can increase ball damage.
* '''STR''' is related to damage calculations, while '''Item Bash''' is a Buff Item that increases item damage.
 
== Beginner Build Notes ==
 
New players do not need a perfect build immediately.
 
A simple beginner-friendly direction is:
 
'''around 60 DEX → remaining points into STR'''
 
This works well because:
 
* DEX helps with movement and projectile behavior.
* 60 DEX is an important breakpoint for certain projectile effects.
* STR supports simple damage-focused gameplay.
* The build is easier to understand than specialized WIL / STA setups.
* Guardian rooms usually still need damage dealers.
 
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.
 
For more beginner progression advice, see the '''[[Beginner's Guide|Beginner's Guide]]'''.


== Mode Relevance ==
== Mode Relevance ==
Line 355: Line 331:
| '''STR'''
| '''STR'''
| Ball speed and offensive pressure
| Ball speed and offensive pressure
| Skill damage and ball speed
| Skill / item damage bonus and ball speed pressure
| Ball speed and offensive pressure
| Damage-focused progression and offensive pressure
|-
|-
| '''STA'''
| '''STA'''
| Limited direct value
| Lower direct value compared to Battle / Guardian
| Damage reduction and recovery
| Damage reduction and survival
| Damage reduction and recovery
| Damage reduction and survival
|-
|-
| '''DEX'''
| '''DEX'''
| Movement, turning and charge speed
| Movement, turning and responsiveness
| Movement, projectiles and channel time
| Movement, projectile behavior and charge-related gameplay
| Movement, charge speed and projectile behavior
| Movement, projectile setups and charge-related gameplay
|-
|-
| '''WIL'''
| '''WIL'''
| Curve and ball behavior
| Ball behavior, curve and ball pressure
| Ball damage and miss damage
| Ball damage, ball pressure and curve-based play
| Ball damage against Guardian enemies
| Guardian ball damage and ball-focused setups
|}
|}


== Basic Mode ==
=== Basic Mode ===
 
In Basic Mode, attributes mostly affect ball behavior and movement.
 
* '''STR''' increases ball speed and offensive pressure.
* '''DEX''' improves movement, turning and charge speed.
* '''WIL''' affects curve and ball behavior.
* '''STA''' has less direct value than in Battle or Guardian content.
 
== Battle Mode ==
 
Battle Mode uses the widest range of attribute interactions.
 
* '''STR''' increases skill damage and ball speed.
* '''STA''' reduces enemy skill damage taken and improves recovery.
* '''DEX''' improves movement and increases projectile count for certain skills.
* '''WIL''' increases curve, ball damage and miss damage.
 
== Guardian Mode ==
 
Guardian content uses dedicated scenario and skill systems.
 
Attributes are still relevant in Guardian gameplay:
 
* '''STR''' improves ball speed and offensive pressure.
* '''STA''' improves recovery and reduces incoming enemy skill damage.
* '''DEX''' improves movement, charge speed and projectile-based skill behavior.
* '''WIL''' improves curve and ball damage.
 
== How to Increase Stats ==
 
Stats can be increased in different ways depending on the type of stat.
 
Attributes can be increased through:
 
* Leveling up
* Equipment bonuses
* Enchantments
 
Secondary Stats mostly come from:
 
* Equipment
* Item bonuses
* Mode-specific effects
* Attribute influence
 
=== Leveling Up ===
 
Each level gives '''1 attribute point'''.
 
These points can be assigned to STR, STA, DEX or WIL.
 
=== Equipment Bonuses ===
 
Equipment can provide additional attribute bonuses.


Items may add STR, STA, DEX or WIL directly.
In Basic Mode, stats mostly affect ball behavior, movement and timing.


Equipment can also provide Secondary Stats such as Charge Speed, Move Speed, Smash, Serve or HP.
* '''STR''' supports ball speed and offensive pressure.
* '''DEX''' supports movement, turning and responsiveness.
* '''WIL''' supports ball behavior, curve and ball pressure.
* '''STA''' has less direct value than in Battle or Guardian content, because Basic Mode is less focused on damage trading.


For more information about equipment, see the '''[[Items|Items]]''' page.
=== Battle Mode ===


=== Enchantments ===
Battle Mode uses more stat, item and skill interactions.


Attributes can also be added to equipment through enchantments.
* '''STR''' supports skill / item damage bonus and offensive pressure.
* '''STA''' supports damage reduction and survival.
* '''DEX''' supports movement, projectile setups and charge-related gameplay.
* '''WIL''' supports ball damage, ball pressure and curve-based play.


'''Skill Tablets''' are used to add STR, STA, DEX or WIL to equipment.
Quick Slot items and Buff Items can affect similar gameplay areas.


For more information about enchantments, see the '''[[Enchantment|Enchantment]]''' page.
Examples:
 
== Recommended Wiki Usage ==
 
To keep the wiki consistent, use these terms clearly:
 
{| class="wikitable"
! Use this term
! For this
! Do not call it
|-
| '''Stats'''
| General numerical values and bonuses
| Skills
|-
| '''Attributes'''
| STR, STA, DEX, WIL
| Skills
|-
| '''Secondary Stats'''
| Charge Speed, Move Speed, Smash, Serve, HP
| Skills or Attributes
|-
| '''Skills'''
| Actual abilities such as Meteor, Fireball, Blizzard, Homing Soul or SS
| Stats
|-
| '''Items'''
| Equipment, consumables and gear
| Skills
|-
| '''Enchantments'''
| Systems that improve equipment
| Attributes themselves
|}


== Linking Guide for Other Pages ==
* '''Item Bash''' supports item damage setups.
* '''Blessed Aim''' supports projectile setups.
* '''Defensive Auras''' supports survivability setups.
* '''Power Strike''' supports ball-damage setups.


Other wiki pages should link here when explaining stats, attributes or secondary stats.
=== Guardian Mode ===


Use these links for attributes:
Guardian Mode uses dedicated scenario and combat systems.


<pre>
Stats can still be very relevant:
[[Stats#STR|STR]]
[[Stats#STA|STA]]
[[Stats#DEX|DEX]]
[[Stats#WIL|WIL]]
</pre>


Use this link for the general attributes section:
* '''STR''' supports damage-focused progression and offensive pressure.
* '''STA''' supports survivability and damage reduction.
* '''DEX''' supports movement and projectile-based setups.
* '''WIL''' supports Guardian ball damage and ball-focused setups.


<pre>
A common beginner-friendly Guardian direction is:
[[Stats#Attributes|Attributes]]
</pre>


Use this link for secondary stats:
'''around 60 DEX → remaining points into STR'''


<pre>
This works well because '''DEX''' helps with movement and projectile-based effects, while '''STR''' supports straightforward damage-focused gameplay.
[[Stats#Secondary Stats|Secondary Stats]]
</pre>


== Related Pages ==
== Related Pages ==


* '''[[Items]]''' – explains equipment, item bonuses and gear.
* '''[[Items]]''' – explains Quick Slot items, Buff Items and item systems.
* '''[[Skills]]''' – explains actual abilities.
* '''[[Skills]]''' – explains gameplay effects, usage, timing and synergies.
* '''[[Enchantment]]''' – explains Skill Tablets, Elemental Stones and Jewels.
* '''[[Enchantment]]''' – explains Tablets, Elemental Stones, Jewels and equipment improvement.
* '''[[Beginner's Guide]]''' – explains the recommended starting path for new players.

Latest revision as of 11:34, 6 May 2026

Attribute Points

Attribute points are character-specific.

Each character has its own level, Attribute points and stat distribution.

Attribute points can be assigned to:

  • STR
  • STA
  • DEX
  • WIL

New characters start with 5 free Attribute points.

Characters gain additional Attribute points while leveling, but only up to Level 65.

This means a character can gain up to 69 free Attribute points in total:

5 starting points + 64 points from leveling = 69 total Attribute points

After Level 65, characters can still continue leveling, but they no longer gain additional free Attribute points.

These points are distributed separately for each character.

Attribute Overview

Attribute Main role Good for Beginner note
STR Damage and offensive pressure Skill / item damage setups, attack pressure, ball speed pressure Good for simple damage-focused builds
STA Defense and survivability Taking less damage, surviving longer Useful, but usually not the first beginner focus
DEX Movement and projectile behavior Mobility, responsiveness, Meteor variants / Homing Soul shot count Very useful for beginners, especially around 60 DEX
WIL Ball damage and ball behavior Ball damage, curve, spin-focused setups Stronger for specialized ball-focused builds

STR

STR is mainly useful for offensive pressure and skill / item damage.

It increases the damage bonus used by skill or item damage calculations.

Formula

DamageBonus = floor(STR × 0.35)

Examples

STR Damage bonus
20 7
40 14
60 21
100 35

Beginner note: STR is simple and useful for damage-focused Guardian builds, especially when combined with DEX.

STA

STA is mainly useful for survivability.

It reduces incoming damage and supports defensive builds.

Formula

DamageReduction = floor(STA × 0.30)

Examples

STA Damage reduction
20 6
40 12
60 18
100 30

Beginner note: STA helps you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.

DEX

DEX is useful for movement, responsiveness and some projectile-based effects.

It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.

Projectile Shot Count

Some projectile-based effects can gain additional shots at specific DEX values.

This applies to effects such as:

  • Meteor variants
  • Homing Soul
DEX Additional shots
0–29 +0
30–39 +1
40–49 +2
50–59 +3
60+ +4

Beginner note: This is why around 60 DEX is often recommended for simple damage-focused builds.

Important: DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.

WIL

WIL is mainly useful for ball damage and ball-focused gameplay.

It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.

Ball Damage Formula

TotalBallDamage = max(20, 10 + floor(WIL × 0.52))

Equivalent form:

TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))

Note: 20 is the minimum value, not the base value.

Examples

WIL Ball damage
0 20
30 25
60 41
100 62
135 80
160 93

Guardian WIL Damage

In Guardian Mode, WIL can add extra ball damage based on the Guardian's maximum health.

Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health

Beginner note: WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.

HP

HP is a survivability value.

Player HP increases with level.

HP = 200 + 5 × (Level - 1)
Level HP
1 200
10 245
20 295
30 345
40 395
50 445

Additional HP can also come from equipment or other effects.

Secondary Stats

Secondary Stats are bonuses that are not STR, STA, DEX or WIL.

They can come from equipment, items, buffs or other systems.

Common examples:

Secondary Stat What it affects
Move Speed Character movement speed
Chargeshot Speed Speed of charged shots
Ball Speed How fast the ball travels
Ball Damage Damage caused by the ball
Ball Spin Spin / ball behavior
HP Survivability

Important: Secondary Stats can be related to Attributes, but they are not the same thing.

Examples:

  • DEX is an Attribute.
  • Chargeshot Speed is a Secondary Stat / item effect.
  • Frenzy can increase Chargeshot Speed as an item effect.
  • WIL affects ball damage, while Power Strike is an item effect that can increase ball damage.
  • STR is related to damage calculations, while Item Bash is a Buff Item that increases item damage.

Beginner Build Notes

New players do not need a perfect build immediately.

A simple beginner-friendly direction is:

around 60 DEX → remaining points into STR

This works well because:

  • DEX helps with movement and projectile behavior.
  • 60 DEX is an important breakpoint for certain projectile effects.
  • STR supports simple damage-focused gameplay.
  • The build is easier to understand than specialized WIL / STA setups.
  • Guardian rooms usually still need damage dealers.

WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.

For more beginner progression advice, see the Beginner's Guide.

Mode Relevance

Stats can matter differently depending on the game mode.

Attribute Basic Mode Battle Mode Guardian Mode
STR Ball speed and offensive pressure Skill / item damage bonus and ball speed pressure Damage-focused progression and offensive pressure
STA Lower direct value compared to Battle / Guardian Damage reduction and survival Damage reduction and survival
DEX Movement, turning and responsiveness Movement, projectile behavior and charge-related gameplay Movement, projectile setups and charge-related gameplay
WIL Ball behavior, curve and ball pressure Ball damage, ball pressure and curve-based play Guardian ball damage and ball-focused setups

Basic Mode

In Basic Mode, stats mostly affect ball behavior, movement and timing.

  • STR supports ball speed and offensive pressure.
  • DEX supports movement, turning and responsiveness.
  • WIL supports ball behavior, curve and ball pressure.
  • STA has less direct value than in Battle or Guardian content, because Basic Mode is less focused on damage trading.

Battle Mode

Battle Mode uses more stat, item and skill interactions.

  • STR supports skill / item damage bonus and offensive pressure.
  • STA supports damage reduction and survival.
  • DEX supports movement, projectile setups and charge-related gameplay.
  • WIL supports ball damage, ball pressure and curve-based play.

Quick Slot items and Buff Items can affect similar gameplay areas.

Examples:

  • Item Bash supports item damage setups.
  • Blessed Aim supports projectile setups.
  • Defensive Auras supports survivability setups.
  • Power Strike supports ball-damage setups.

Guardian Mode

Guardian Mode uses dedicated scenario and combat systems.

Stats can still be very relevant:

  • STR supports damage-focused progression and offensive pressure.
  • STA supports survivability and damage reduction.
  • DEX supports movement and projectile-based setups.
  • WIL supports Guardian ball damage and ball-focused setups.

A common beginner-friendly Guardian direction is:

around 60 DEX → remaining points into STR

This works well because DEX helps with movement and projectile-based effects, while STR supports straightforward damage-focused gameplay.

Related Pages

  • Items – explains Quick Slot items, Buff Items and item systems.
  • Skills – explains gameplay effects, usage, timing and synergies.
  • Enchantment – explains Tablets, Elemental Stones, Jewels and equipment improvement.
  • Beginner's Guide – explains the recommended starting path for new players.