This guide is made with the intention of explaining what each stat that can be acquired on a character is, and how to properly make use of it. The inability to meet the bare minimum of the required amount or ratios of these stats can result in an imbalance of the class or toon itself. Take care to learn how much of each stat you need and what you should take in excess/sparsely. To better understand how to apply the proper stats on a hero, read the SS Hero guides, and the Class Guides for character. Note that this guide does not cover pvp power or dragon stats as one is too complex to explain here and will require a whole guide dedicated to it, and the other is very simple, respectively.


Health points (HP)- Not exactly a very hard concept to understand. HP is the amount of health you have for a hero or your character. The more health you have, the longer the opponent must deal with the other stats present that reduce the amount of damage you are taking, ergo having more will warrant you a longer lifespan. When increasing the hp of your heroes, you typically want to increase your exo above all else, as it is the largest buffer present in your lineup for mitigating incoming damage. Taking char hp% modifiers are also very useful as the accumulation of stats present of char through upgrades makes for it to typically be naturally versatile.


Attack (ATK)- This is a stat that is characterized as being the most important source of a player’s damage and is the base unit for all skills to place their modifiers on. To simplify- the more attack you have, the more a skill will deal in terms of dps. While attack Is not the only source of a player’s dps it is the largest and will become very important to accumulate as you progress through the game. As you can see, attack is classified as having a range. The lower end of that range is classified as your low-end attack and is used to determine your minimum damage dealt-the lowest amount of damage you’ll be able to inflict without external or skill modifiers affecting how much it is increased or decreased. The other end of this spectrum is the top-end attack, and it is achieved via proper amounts of the deadly stat and counteracting your opponent’s defensive stats.


PDEF/MDEF- To put it bluntly, these are the defense stats; they help with reducing the amount of damage you take from opponent’s attacks. It is important to take large amounts of defense on tanky/exo heroes as even if they have large amounts of hp, as heroes will die fast without def and other stats to mitigate damage. On character, def is acquired very easily, both through refining and awakenings on godly. It is important to not take excess amount of def however, as it cannot reduce damage to nothing, but up until a certain point, depending on the opponent’s stats. MDEF reduces damage from summoner attacks, and PDEF reduces damage from bloodline and warrior attacks.


CRIT- This stat is one of the most important. When a player accumulates enough CRIT they can achieve critical hits on their opponent as thus deal 1.5x the damage they would have otherwise normally hit. This is a massive increase in dps, and usually when you can crit an opponent it means their end is near. When attacking an opponent, the CRIT of character and all fused heroes are used to determine if you land a critical hit or not. This stat is counteracted by toughness however, making its useless if your opponent has stacked enough toughness on their heroes/char to counter the cumulative total CRIT of your character and surviving fused heroes. Initially when the game begins, a player will not have much toughness on their character or heroes, and as a result is susceptible to being critted very easily, especially by bloodlines who are adept at it and have a combo dedicated to providing 16 critical hits.


Parry- This stat is very useful in decreasing the amount of dps you are hit for as when parry is triggered on a hit, the damage becomes cut in half, while also not counting as a crit. This means that in addition to stopping a crit from occurring, the damage of the hit itself is then even further reduced. This stat works especially well with warriors, as their godly weapon allows for a chance to proc immune at a parried hit. To have this stat be triggered you must accumulate large amounts of parry on your character/fused hero, as the more parry you have on a unit, in more total fusion toughness your opponent needs to bypass the parry stat to not get parried.


Dodge- This is another stat that helps reduce the amount of damage a player takes. When the dodge stat is triggered, the hit becomes a ‘miss’ and thus does no damage. This stat is useful against high dps units such as bloodlines, who can deal large amounts of damage even when parried, and whose skills are composed of single hit attacks. Do keep in mind that a miss cannot be triggered on a hit that is part of a combo, and only parry can be used to reduce the dps below minimum damage in this case. To have this stat be triggered you must accumulate large amounts of dodge on your character/fused hero, as the more dodge you have on a unit, in more total fusion toughness your opponent needs to bypass the dodge stat to not miss.


Toughness- This stat is exceptionally important to have on all aspects of your build. Total fusion toughness (the combined total of all toughness on character and fused heroes) is used to determine if your hits get parried or dodged by an opponent. The more you have, the less likely this will happen, ergo it helps in increasing damage, or rather, allowing you to do as much damage possible without it being mitigated. Furthermore, having toughness on a particular hero or on your character provides protection against you opponent’s CRIT stat, and makes them unable to crit against the hero you have stacked toughness on. Take care in determining how much toughness you need on your exo to prevent your opponent from critting on it, as the exo is typically the most tanky unit as player has and is the most likely to be hit by an opponent’s combo. Because the combo’s affinity for procing critical hits is determined by the first hit, if they were to strike a critical hit on you with a combo hit, every hit within that combo would also be a crit. The reverse is also true- if the first hit is not a crit or is a parry, the rest of the hits in the combo will follow suit. Toughness is also useful on the deploy unit, as it prevents its hits from being parried or dodged, which allows it to both do more damage and proc the effects of certain vipers more consistently. It also helps prevent crits and thus keeps the deploy alive longer.


Deadly (Edited due to new findings) – Previously thought to have a ratio in relation to ATK, Deadly is also important to maintain on all aspects of your build. Total fusion Deadly (the combined total of all Deadly on character and fused heroes) is used to determine your chance to hit Max ATK. The more you have, the higher your chances are to deal Max ATK against your opponent. Furthermore, having Deadly on a particular hero or on your character provides mitigation of your opponent’s chances to have Max ATK against you. The difference between your fusion Deadly and your opponents’ outermost Deadly is what determines your chance of Max ATK. If your fusion Deadly is lower than your opponent’s outermost Deadly, you have zero chance of hitting max attack and will see “random numbers”, as defined by the game developers. Take care in determining how much Deadly you need on your Exo, to aid in mitigating opponent damage, and how much Deadly you need on your Character and Endo to aid in increasing your fusion Deadly, thereby increasing your ability to do Max ATK. As of the editing of this post, there is currently no formula for determining how much Deadly is recommended for defense, and how much Deadly is recommended for offense. However, for offensive Deadly it is safe to say that ‘More is Better’ so long as it does not take away from other aspects of your build, as it is much easier to have more fusion toughness than your opponent has on their outermost heroes so increasing fusion Deadly will always have a neutral to positive effect against your opponent.


+DMG- +DMG adds a predetermined amount of static dmg to each hit. This is extremely useful on skills that have an immense amount of hts, such as aoe and combo skills. Summoners can reap many benefits from this stat as they are their class is constantly hitting enemies because of their summoned units and aoe skill. They are also the only class that can deal damage with more than one skill at a time, earning them even more use out of +DMG as opposed to the other classes, despite their combo not being as large. Keep in mind that while this stat is important to push, it should not be taken as a substitute for the ATK stat, as against a higher-power player or more powerfully built heroes/character bars, the amount of +dmg a player has can be reduced to 0, UNLIKE the ATK stat. The attack stat provides a minimum amount of damage per hit that can always be dealt, so it is important to increase that minimum prior to pushing +DMG in large amounts, lest you wish to be dealing less damage that you should be.


-DMG-  Contrary to popular belief, this stat is not the opposite of +dmg and thus doesn’t directly negate it. This stat is static damage reduction for every source of damage that applies to your hero/character bar. Unlike +DMG this stat is not cumulative throughout fusion, meaning that it will only reduce damage on the unit it is on. This stat is scarcely found in the game outside of gems but provides a useful reduction in damage to each hit, thus making it very powerful against skills that deal damage in ticks (small individual power hits that stack to do large damage). Combined with other forms of damage mitigation such as def, immunity, parry/dodge, etc. it becomes a cog in the machine that is tankiness.


Hasten- Hasten is a stat that does not determine damage output or damage received, but instead increases movement speed. The only ways to increase this stat is via evolving mounts, feeding your mount fruit of the wind, and ranking in the mount hasten competition. The more hasten you have, the faster you become. This increase in movements speed makes it easier to get out of the range of your opponent’s attacks or catch a fleeing opponent. Please keep in mind that this does not change your attack speed nor skills cast time, nor counts towards the damage summoner godly weapon gives to high-speed targets.


Additional DMG- As with immunity, this stat only works in pvp battles. Unlike immunity however, this stat provides bonus damage to your enemies. Note that the amount of bonus damage % you have is not indicative of how much of an increase in overall damage you will do to other players, but instead is an increase in the stat’s effectiveness. The more you have, the more additional damage will be inflicted to your enemies from your attacks. It only increases the damage done by the unit the additional DMG is placed on (E.g. additional damage on character increases the portion of damage done from the character).


Immunity/Immune- With immune/immunity being prevalent in many different effects, godly weapons, and as a stat with nearly the same name, it’s possible to confuse the two or not even realize there is a difference. As such I will be explaining the differences between the different types of immune and immunity.

  •         Immunity- This is classified as a stat, and even though it is listed as “Immune” on the advanced stats and blessing pages, it is referenced differently on the bloodline and warrior godly weapon as immunity. As such, to avoid confusing it with immune, henceforth it shall be referred to as immunity. Immunity is bonus damage reduction that is provided through multiple sources, the most being from gem blessings. Other sources are Belandry 100* enchant effect, bloodline godly for the duration of a combo, warrior godly, and even vipers. It does not negate damage nor the effects of skills, but instead simply makes it harder for the enemy to kill you with their attacks via damage reduction. It only reduces damage on the character bar or the hero it is placed on.
  •         Immune- Immune is not damage reduction: It is damage negation. It prevents you from taking damage from a hit when it is triggered and can ONLY be triggered from a parry in pvp by warriors. When warrior parry immune is triggered, you will also be immune to debuffs that the enemy would have otherwise placed on you had the hit in question not proced immune (i.e. silence, viper bleed/def & toughness reduction, warrior stun, etc.). There are different types of immune however, the other type being princess paralyze and stun immune. Unlike parry proced immune, princess proced immune is a byproduct of being previously snared by the princess aoe and rooted in place. Because princess is “balanced” they allow a brief period during which you can’t be snared by the same princess after getting trapped previously. When another paralyze is triggered in this period of pity immune, a green “immune” will pop up and you will not be paralyzed. However, for reasons I won’t discuss here, princess paralyze is still broken as hell (read the Summoner Class Guide if you want to know why). Stun immune is being immune to the effect of stun from a warrior charge skill, if you have received a  stun from another warrior in a short period of time prior to taking another one. Note that paralyze and stun immune does not negate the damage done by the hits, just their secondary effects.