Health
HPYour Invoker's health points. They decrease when damage is taken; reaching zero means defeat.
More HP lets you take more damage before falling. A +100 HP bonus adds a fixed amount of health.
Understand your Invokers' attributes and how they affect combat.
Your Invoker's health points. They decrease when damage is taken; reaching zero means defeat.
More HP lets you take more damage before falling. A +100 HP bonus adds a fixed amount of health.
Adds health based on a percentage of your base HP. It is not calculated from your remaining health during combat.
With 1,000 base HP, a +10% bonus adds 100 HP. A larger base makes the same percentage add more health.
Defense reduces damage from attacks that take it into account. Some skills also scale their strength with DEF.
It helps you lose less health when hit. Effects that ignore DEF bypass this protection.
Adds defense based on a percentage of your base DEF.
With 500 base DEF, +10% adds 50 DEF. It increases your defense; it does not mean you take 10% less damage.
Attack determines the strength of many skills and combos. Some healing skills also scale with ATK.
Increasing it strengthens skills that use ATK in their description. Others may use HP or DEF, so check which stat each skill depends on.
Adds attack as a percentage of your base ATK rather than a fixed amount.
With 500 base ATK, +10% adds 50 ATK. Final damage also depends on the skill and the target's defenses.
The chance to land a critical hit with attacks that allow it. Some healing skills can also crit.
A higher chance lets you benefit from critical damage more often.
The additional damage applied when you land a critical hit.
With +50% critical damage, a hit worth 100 becomes 150 when it crits, before defenses and other modifiers are applied.
Accuracy helps you apply debuffs and other effects that require an accuracy check. It is compared with the target's RES.
It helps effects such as Bleed or Stun land more reliably. How much you need depends on your opponent.
Resistance helps prevent debuffs from being applied to you. It is compared with the caster's accuracy.
It can help you resist Bleed, Stun and other effects. It does not replace the defense that reduces damage from hits.
Speeds up basic attack, or combo, animations.
Lets you complete combo sequences faster and perform more basic attacks in the same time.
Speeds up skill execution and the frequency of periodic effects such as Regeneration or Bleed.
Regeneration can heal more often over the same interval. The effect's duration stays the same.
Determines how quickly your Invoker moves around the battlefield.
Helps you cover distances and reposition faster, for example to reach an enemy or leave a danger zone.
Speeds up skill cooldowns so your skills are ready again sooner.
Reduces the wait between uses. For example, with +25% effective recovery, a 30-second cooldown takes about 24 seconds.
Increases the Ultimate and Titan Mana you generate during combat.
The same action supplies more mana: with a 25% bonus, a gain of 40 becomes 50.
Helps Invokers you are not directly controlling react to attacks and evade danger zones marked on the ground.
Useful in Auto mode and for your teammates while you control another Invoker in Manual mode.