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Section 2

Stats

Understanding the role of each stat can significantly impact your strategy and performance in Omega Arena. Get to know what each number means and how it affects your Illuvials on the battlefield.

Stats and their Effect

Stats are the backbone of any combat strategy in Omega Arena. From Max Health, which determines your Illuvial's survivability, to Energy Cost, which affects ability usage frequency, each stat plays a crucial role. Physical and Energy Resist reduce incoming damage types, while Tenacity and Willpower percentages can mitigate status effects.

Check out our Illuviary for the different stats!

Example Sats from KrunkExample Stats from Krunk
Max Health

The maximum possible Health.

Omega Power

The Base Value of any desired Effect in an Effect Package.

Attack Damage

An aggregate of the Physical Attack Damage, Energy Attack Damage and Pure Attack Damage values used to determine the base damage of an Attack Ability.

Energy Power

Reduces a discrete amount of Pre-Mitigation Energy Damage per Effect Package.

Physical Resistance

A mitigation of Physical Damage and Physical Damage Over Time.

Energy Resistance

Mitigates Energy Damage and Energy Damage Over Time.

Attack Speed

The Attack Ability rate.

Attack Range

The distance a Combat Unit can stand from an Enemy and still Activate an Attack Ability.

Crit Chance

The chance for an Ability to critical hit.

Crit Amp

The Damage Multiplier for a critical hit.

Initial Energy

The Energy that a Combat Unit will have at the start of the battle.

Energy Cost

The amount of Energy required to activate the Omega Ability.

Movement Speed

How far a Combat Unit can move each Time Step.

Dodge Chance

The chance to Dodge an incoming Attack Ability.

Crit Reduction

Reduces the additional damage taken from a Critical Hit.

Thorns

The Pure Damage reflected by the Combat Unit to the attacker when receiving damage from an Attack Ability.

Energy Gain Efficiency

A multiplier for Energy gains.

Size

The Radius of the Combat Unit.

Health Gain Efficiency

The multiplier to use when calculating resultant Health gain when receiving a Standard Heal or Heal Over Time.

Health Regeneration

The amount of Health gained.

Energy Regeneration

How much Energy to gain per Time Step.

Vulnerability

Modifies damage Pre-Mitigation by a flat percentage.

Tenacity

Reduces the duration of Negative State.

Willpower

Reduces the duration of Debuff.

Grit

Reduces a discrete amount of Pre-Mitigation Physical Damage per Effect Package.

Resolve

Reduces a discrete amount of Pre-Mitigation Energy Damage per Effect Package.

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Tiers and Stages

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Omega
Section 3

Omega