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== Overview ==
== Attribute Points ==


Stats are numerical values and bonuses that affect gameplay 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 numerical bonuses such as '''Move Speed''', '''Charge Speed''', '''Chargeshot Speed''', '''Ball Speed''', '''Ball Damage''' or '''HP'''.
 
Stats are not items.
 
Items are objects from the '''Item''' tab, such as Quick Slot items, Buff Items, Tools or Balls.
 
Stats are also not the same as Costume equipment. Costume equipment can provide stats, but the equipment itself belongs to the '''Costume''' category.
 
== Basic Terminology ==
 
{| class="wikitable"
! Term
! Meaning
! Examples
|-
| '''Stats'''
| General numerical values or bonuses that affect gameplay
| STR, STA, DEX, WIL, Move Speed, Charge Speed, HP
|-
| '''Attributes'''
| The four core character values
| STR, STA, DEX, WIL
|-
| '''Secondary Stats'''
| Item-based or derived numerical bonuses
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP
|-
| '''Items'''
| Objects from the Item tab
| Quick Slot items, Buff Items, Tools, Balls
|-
| '''Costume'''
| Equipment and wearable gear
| Clothing, rackets, shoes, gloves, accessories
|-
| '''Enchant'''
| System used to improve equipment
| Attribute enchants, element enchants
|}
 
'''Important:''' Stats describe values and bonuses. Items and Costume pieces can provide stats, but they are not stats themselves.
 
== Attributes ==
 
Attributes are the four main character values:


* '''STR'''
* '''STR'''
Line 57: Line 12:
* '''WIL'''
* '''WIL'''


Attributes can affect ball behavior, movement, survivability, damage-related mechanics and other gameplay systems.
New characters start with '''5 free Attribute points'''.


Attributes can be increased through:
Characters gain additional Attribute points while leveling, but only up to '''Level 65'''.


* Leveling up
This means a character can gain up to '''69 free Attribute points''' in total:
* Costume or equipment bonuses
* Enchantments
* Other stat-providing effects


Each level gives '''1 attribute point''' that can be assigned to STR, STA, DEX or WIL.
<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 73: Line 31:
! Attribute
! Attribute
! Main role
! Main role
! Commonly affects
! Good for
! Related systems
! Beginner note
|-
|-
| '''STR'''
| '''STR'''
| Offensive pressure
| Damage and offensive pressure
| Ball speed, offensive damage-related mechanics
| Skill / item damage setups, attack pressure, ball speed pressure
| Ball speed, item damage setups, attack pressure
| Good for simple damage-focused builds
|-
|-
| '''STA'''
| '''STA'''
| Survivability and recovery
| Defense and survivability
| Damage reduction, recovery, durability
| Taking less damage, surviving longer
| Defensive setups, survival-focused gameplay
| Useful, but usually not the first beginner focus
|-
|-
| '''DEX'''
| '''DEX'''
| Agility and responsiveness
| Movement and projectile behavior
| Movement, turning, charge-related gameplay, projectile behavior
| Mobility, responsiveness, Meteor variants / Homing Soul shot count
| Mobility, projectile setups, charge-related mechanics
| Very useful for beginners, especially around 60 DEX
|-
|-
| '''WIL'''
| '''WIL'''
| Ball behavior and ball pressure
| Ball damage and ball behavior
| Ball curve, ball damage, spin-related behavior
| Ball damage, curve, spin-focused setups
| Ball damage setups, spin setups, curve-based play
| Stronger for specialized ball-focused builds
|}
|}


== STR ==
== STR ==


'''STR''' is an Attribute related to offensive pressure.
'''STR''' is mainly useful for offensive pressure and skill / item damage.
 
It can affect ball speed and offensive damage-related mechanics.
 
=== Effects ===
 
* Increases ball speed.
* Supports offensive pressure.
* Can be related to item damage setups.
* Does not decrease ball damage.
* Higher STR can make curve-based ball behavior feel less noticeable because the ball travels faster and more directly.


=== Skill Damage Formula ===
It increases the damage bonus used by skill or item damage calculations.


The damage bonus from STR is calculated as:
=== Formula ===


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


=== Damage Bonus Examples ===
=== Examples ===


{| class="wikitable"
{| class="wikitable"
Line 125: Line 73:
! Damage bonus
! Damage bonus
|-
|-
| 3
| 20
| 1
| 7
|-
|-
| 6
| 40
| 2
| 14
|-
| 9
| 3
|-
| 12
| 4
|-
| 15
| 5
|-
|-
| 18
| 60
| 6
| 21
|-
|-
| 20
| 100
| 7
| 35
|}
|}


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


'''Note:''' Some item effects can also affect offensive gameplay. For example, '''Item Bash''' increases item damage as a buff effect, while STR is an Attribute related to offensive damage mechanics. These are related, but they are not the same system.
'''Beginner note:''' STR is simple and useful for damage-focused Guardian builds, especially when combined with DEX.


== STA ==
== STA ==


'''STA''' is an Attribute related to survivability and recovery.
'''STA''' is mainly useful for survivability.
 
It can reduce incoming damage from enemy attacks and help with recovery after being smashed or knocked down.
 
=== Effects ===
 
* Reduces damage taken from enemy attacks.
* Reduces recovery time after being smashed or knocked down.
* Helps survivability-focused gameplay.
* Can be related to defensive item setups.


=== Damage Reduction Formula ===
It reduces incoming damage and supports defensive builds.


The damage reduction from STA is calculated as:
=== Formula ===


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


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


{| class="wikitable"
{| class="wikitable"
Line 178: Line 108:
! Damage reduction
! Damage reduction
|-
|-
| 4
| 20
| 1
| 6
|-
|-
| 7
| 40
| 2
| 12
|-
|-
| 10
| 60
| 3
| 18
|-
|-
| 14
| 100
| 4
| 30
|-
| 17
| 5
|-
| 20
| 6
|}
|}


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


'''Note:''' Some item effects can also support survivability. For example, '''Defensive Auras''' increases damage resistance as a buff effect, while STA is an Attribute related to survivability and damage reduction.
'''Beginner note:''' STA helps you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.


== DEX ==
== DEX ==


'''DEX''' is an Attribute related to agility, responsiveness and projectile behavior.
'''DEX''' is useful for movement, responsiveness and some projectile-based effects.
 
DEX is one of the most generally useful Attributes because movement and responsiveness matter in many situations.


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


* Improves left-right turning.
== Projectile Shot Count ==
* Increases movement-related performance.
* Can affect charge-related gameplay.
* Increases projectile count for some projectile-based effects.
* Projectile scaling is relevant up to 60 DEX.
* Can reduce channel time for certain actions, up to a maximum of 50%.


'''Important:''' DEX can affect charge-related gameplay, but specific bonuses such as '''Chargeshot Speed Up''' are treated as '''Secondary Stats''' or item-based effects. They should not be described as direct DEX effects unless the exact interaction is confirmed.
Some projectile-based effects can gain additional shots at specific DEX values.


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


Some item effects are related to gameplay areas that DEX also affects.
* '''Meteor variants'''
* '''Homing Soul'''


{| class="wikitable"
{| class="wikitable"
! Item effect
! DEX
! Example item
! Additional shots
! Relation
|-
| 0–29
| +0
|-
| 30–39
| +1
|-
| 40–49
| +2
|-
|-
| '''Movement Speed Up'''
| 50–59
| Bust of speed
| +3
| Related to movement
|-
|-
| '''Projectile +1'''
| 60+
| Blessed Aim
| +4
| Related to projectile behavior
|}
|}


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


'''WIL''' is an Attribute related to ball behavior and ball pressure.
'''Important:''' DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.


It affects ball curve, ball damage and ball-based gameplay mechanics.
== 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.
* Supports ball-pressure setups.
* Can be related to spin-based or ball-damage item effects.


=== 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 260: 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 307: Line 221:
<div class="jftse-calculator" data-calc="guardian-wil"></div>
<div class="jftse-calculator" data-calc="guardian-wil"></div>


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


Some item effects are related to ball behavior or ball damage.
== HP ==


{| class="wikitable"
HP is a survivability value.
! Item effect
! Example item
! Relation
|-
| '''Ball Spin Increase'''
| Top Spin
| Related to ball behavior
|-
| '''Ball Damage Increase'''
| Power Strike
| Related to ball damage
|}


== Secondary Stats ==
Player HP increases with level.


Secondary Stats are numerical bonuses that are not the four main Attributes.
<pre>
 
HP = 200 + 5 × (Level - 1)
They are usually item-based or derived from other systems.
</pre>
 
Examples include:
 
* '''Move Speed'''
* '''Charge Speed'''
* '''Chargeshot Speed'''
* '''Ball Speed'''
* '''Ball Damage'''
* '''Ball Spin'''
* '''HP'''
* '''Smash'''
* '''Serve'''
* '''Damage Resistance'''
* '''Projectile Count'''
 
Secondary Stats can appear directly on items, Costume equipment or other effects.
 
They can also overlap with gameplay areas affected by Attributes, but they should not be described as Attributes.
 
== Attributes vs Secondary Stats ==


{| class="wikitable"
{| class="wikitable"
! Type
! Level
! What it is
! HP
! Examples
|-
! Common sources
| 1
| 200
|-
|-
| '''Attributes'''
| 10
| The four main character values
| 245
| STR, STA, DEX, WIL
| Leveling, Costume/equipment bonuses, Enchant
|-
|-
| '''Secondary Stats'''
| 20
| Additional numerical bonuses or derived values
| 295
| Move Speed, Chargeshot Speed, Ball Damage, HP
|-
| Items, Costume/equipment, buffs, other effects
| 30
| 345
|-
| 40
| 395
|-
| 50
| 445
|}
|}


'''Example:''' DEX can affect charge-related gameplay, but '''Chargeshot Speed Up''' from Frenzy is an item effect / Secondary Stat.
Additional HP can also come from equipment or other effects.
 
== Secondary Stats ==


'''Example:''' WIL affects ball curve and ball damage, while '''Top Spin''' and '''Power Strike''' are item effects that affect ball spin or ball damage.
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.


'''Example:''' STR is related to offensive damage mechanics, while '''Item Bash''' is a buff item that increases item damage.
They can come from equipment, items, buffs or other systems.


== Secondary Stats Examples ==
Common examples:


{| class="wikitable"
{| class="wikitable"
! Secondary Stat
! Secondary Stat
! Meaning
! What it affects
! Related Attribute / Mechanic
|-
|-
| '''Move Speed'''
| '''Move Speed'''
| Affects how fast the character moves
| Character movement speed
| Movement / '''[[Stats#DEX|DEX]]'''
|-
| '''Charge Speed'''
| Affects charge-related gameplay
| Charge mechanics
|-
|-
| '''Chargeshot Speed'''
| '''Chargeshot Speed'''
| Affects the speed of charged shots
| Speed of charged shots
| Secondary Stat / item effect
|-
|-
| '''Ball Speed'''
| '''Ball Speed'''
| Affects how fast the ball travels
| How fast the ball travels
| Ball speed / '''[[Stats#STR|STR]]'''
|-
|-
| '''Ball Damage'''
| '''Ball Damage'''
| Affects damage dealt by the ball
| Damage caused by the ball
| Ball damage / '''[[Stats#WIL|WIL]]'''
|-
|-
| '''Ball Spin'''
| '''Ball Spin'''
| Affects spin or ball behavior
| Spin / ball behavior
| Ball behavior / '''[[Stats#WIL|WIL]]'''
|-
|-
| '''HP'''
| '''HP'''
| Affects survivability
| Survivability
| Survivability
|-
| '''Damage Resistance'''
| Reduces incoming damage
| Defense / '''[[Stats#STA|STA]]'''
|-
| '''Projectile Count'''
| Affects the number of projectiles
| Projectiles / '''[[Stats#DEX|DEX]]'''
|}
|}


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


Items can provide or affect stats in different ways.
Examples:
 
Items from the '''Item''' tab include Quick Slot items, Buff Items, Tools, Clublogo items and Balls.
 
Some items directly create temporary effects, such as:
 
* '''Item Bash''' – increases item damage
* '''Blessed Aim''' – adds an additional projectile
* '''Defensive Auras''' – increases damage resistance
* '''Frenzy''' – increases Chargeshot Speed
* '''Top Spin''' – increases ball spin
* '''Power Strike''' – increases ball damage
* '''Speed Ball''' – increases ball speed
* '''Bust of speed''' – increases movement speed
 
These are item effects. They can be related to stats, but they are not Attributes themselves.
 
For more information about Quick Slot items and Buff Items, see the '''[[Items|Items]]''' page.
 
== Stats and Costume ==


Costume equipment can provide stats or bonuses.
* '''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.


Costume includes equipment and wearable gear such as:
== Beginner Build Notes ==


* Clothing
New players do not need a perfect build immediately.
* Rackets
* Shoes
* Gloves
* Accessories
* Rings


Costume equipment belongs to the '''Costume''' category, not the Item tab.
A simple beginner-friendly direction is:


This means that Costume equipment should be documented separately from Items such as Quick Slot items, Tools or Balls.
'''around 60 DEX → remaining points into STR'''


== Stats and Enchant ==
This works well because:


The '''Enchant''' system can improve equipment by adding attribute bonuses or elemental effects.
* 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.


Attribute enchants can add one of the four main Attributes to equipment:
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.


* '''[[Stats#STR|STR]]'''
For more beginner progression advice, see the '''[[Beginner's Guide|Beginner's Guide]]'''.
* '''[[Stats#STA|STA]]'''
* '''[[Stats#DEX|DEX]]'''
* '''[[Stats#WIL|WIL]]'''
 
For more information about Tablets, Elemental Stones, Jewels and the Enchant system, see the '''[[Enchantment|Enchantment]]''' page.
 
== Stats and Quick Slot Items ==
 
Quick Slot items are usable items from the Item tab.
 
Some Quick Slot items have elements, cooldowns, durations or buff effects.
 
They may behave like abilities during gameplay, but they are still items in the game interface.
 
Examples include:
 
* Fireball
* Meteor
* Blizzard
* Homing Soul
* Magic Circle
* Healing
* Rebirth
* Item Bash
* Blessed Aim
 
For more information, see the '''[[Items#Quick Slot Items|Quick Slot Items]]''' section on the Items page.


== Mode Relevance ==
== Mode Relevance ==
Line 503: Line 331:
| '''STR'''
| '''STR'''
| Ball speed and offensive pressure
| Ball speed and offensive pressure
| Offensive damage mechanics 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-related gameplay
| Movement, turning and responsiveness
| Movement, projectiles and channel time
| Movement, projectile behavior and charge-related gameplay
| Movement, charge-related gameplay 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 ball pressure
| 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, stats mostly affect ball behavior and movement.
In Basic Mode, stats mostly affect ball behavior, movement and timing.


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


== Battle Mode ==
=== Battle Mode ===


Battle Mode uses many stat and item interactions.
Battle Mode uses more stat, item and skill interactions.


* '''STR''' is related to offensive damage mechanics and ball speed.
* '''STR''' supports skill / item damage bonus and offensive pressure.
* '''STA''' supports damage reduction and recovery.
* '''STA''' supports damage reduction and survival.
* '''DEX''' supports movement, projectile behavior and charge-related gameplay.
* '''DEX''' supports movement, projectile setups and charge-related gameplay.
* '''WIL''' supports ball damage, ball curve and ball pressure.
* '''WIL''' supports ball damage, ball pressure and curve-based play.


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


For example:
Examples:


* '''Item Bash''' supports item damage setups.
* '''Item Bash''' supports item damage setups.
Line 549: Line 377:
* '''Power Strike''' supports ball-damage setups.
* '''Power Strike''' supports ball-damage setups.


== Guardian Mode ==
=== Guardian Mode ===
 
Guardian content uses dedicated scenario and combat systems.
 
Stats can still be relevant in Guardian gameplay:
 
* '''STR''' supports ball speed and offensive pressure.
* '''STA''' supports survivability and recovery.
* '''DEX''' supports movement, charge-related gameplay and projectile behavior.
* '''WIL''' supports ball damage.
 
== How to Increase Stats ==
 
Stats can be increased or affected through different systems.
 
Attributes can be increased through:
 
* Leveling up
* Costume/equipment bonuses
* Enchantments
 
Secondary Stats can come from:
 
* Items
* Costume/equipment bonuses
* Buff Items
* Temporary effects
* Mode-specific effects


== Leveling Up ==
Guardian Mode uses dedicated scenario and combat systems.


Each level gives '''1 attribute point'''.
Stats can still be very relevant:


These points can be assigned to one of the four main Attributes:
* '''STR''' supports damage-focused progression and offensive pressure.
 
* '''STA''' supports survivability and damage reduction.
* '''STR'''
* '''DEX''' supports movement and projectile-based setups.
* '''STA'''
* '''WIL''' supports Guardian ball damage and ball-focused setups.
* '''DEX'''
* '''WIL'''


== Costume and Equipment Bonuses ==
A common beginner-friendly Guardian direction is:


Costume equipment can provide Attributes or Secondary Stats.
'''around 60 DEX → remaining points into STR'''


Examples include:
This works well because '''DEX''' helps with movement and projectile-based effects, while '''STR''' supports straightforward damage-focused gameplay.
 
* STR, STA, DEX or WIL bonuses
* Move Speed
* Charge-related bonuses
* Ball-related bonuses
* HP or survivability bonuses
 
Costume equipment should be documented separately from Item-tab objects.
 
== Buff Effects ==
 
Buff Items can temporarily affect gameplay.
 
Examples:
 
{| class="wikitable"
! Buff item
! Effect
! Related stat / mechanic
|-
| '''Item Bash'''
| Increases item damage
| Item damage / '''[[Stats#STR|STR]]'''
|-
| '''Blessed Aim'''
| Adds an additional projectile
| Projectiles / '''[[Stats#DEX|DEX]]'''
|-
| '''Defensive Auras'''
| Increases damage resistance
| Defense / '''[[Stats#STA|STA]]'''
|-
| '''Frenzy'''
| Increases Chargeshot Speed
| Secondary Stat / item effect
|-
| '''Top Spin'''
| Increases ball spin
| Ball behavior / '''[[Stats#WIL|WIL]]'''
|-
| '''Power Strike'''
| Increases ball damage
| Ball damage / '''[[Stats#WIL|WIL]]'''
|-
| '''Speed Ball'''
| Increases ball speed
| Ball speed / '''[[Stats#STR|STR]]'''
|-
| '''Bust of speed'''
| Increases movement speed
| Movement / '''[[Stats#DEX|DEX]]'''
|}
 
'''Important:''' Buff effects are item effects. They can be related to stats, but they are not Attributes.
 
== Common Mistakes ==
 
{| class="wikitable"
! Mistake
! Correct explanation
|-
| Calling Fireball, Meteor or Blizzard character stats
| They are Quick Slot items from the Item tab
|-
| Calling Quick Slot items Attributes
| Attributes are only STR, STA, DEX and WIL
|-
| Calling Chargeshot Speed a direct DEX effect
| Chargeshot Speed is a Secondary Stat or item-based effect
|-
| Mixing Items and Costume
| Items belong to the Item tab; Costume includes equipment and wearable gear
|-
| Treating item effects as Attributes
| Item effects can be related to stats, but they are not Attributes
|}
 
== Recommended Wiki Usage ==
 
To keep the wiki terminology consistent:
 
{| class="wikitable"
! Use this term
! For this
! Do not confuse with
|-
| '''Stats'''
| General numerical values and bonuses
| Items or Costume pieces
|-
| '''Attributes'''
| STR, STA, DEX and WIL
| Quick Slot items or item effects
|-
| '''Secondary Stats'''
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses
| Attributes or Quick Slot items
|-
| '''Items'''
| Item-tab objects such as Quick Slot items, Buff Items, Tools and Balls
| Costume equipment
|-
| '''Costume'''
| Clothing, rackets, shoes, gloves, accessories and other equipment pieces
| Item-tab objects
|-
| '''Enchant'''
| Equipment improvement system
| Quick Slot item effects
|}
 
== Linking Guide for Other Pages ==
 
Other wiki pages should link here when explaining stats, attributes or secondary stats.
 
Use these links for Attributes:
 
<pre>
[[Stats#STR|STR]]
[[Stats#STA|STA]]
[[Stats#DEX|DEX]]
[[Stats#WIL|WIL]]
</pre>
 
Use this link for the general Attributes section:
 
<pre>
[[Stats#Attributes|Attributes]]
</pre>
 
Use this link for Secondary Stats:
 
<pre>
[[Stats#Secondary Stats|Secondary Stats]]
</pre>
 
Use this link when explaining the difference between stats and item effects:
 
<pre>
[[Stats#Stats and Items|Stats and Items]]
</pre>


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


* '''[[Items]]''' – explains Item-tab objects, Quick Slot items, Buff Items, Tools and Balls.
* '''[[Items]]''' – explains Quick Slot items, Buff Items and item systems.
* '''[[Enchantment]]''' – explains Tablets, Elemental Stones, Jewels and the Enchant system.
* '''[[Skills]]''' – explains gameplay effects, usage, timing and synergies.
* '''[[Maps]]''' – shows map information and Gacha availability.
* '''[[Enchantment]]''' – explains Tablets, Elemental Stones, Jewels and equipment improvement.
* '''[[Skills]]''' – explains actual abilities, if documented separately.
* '''[[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.