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Hero Wars Mobile Comprehensive Calculations and Data Spreadsheet

White Item
White Re source Amo
s
White Reso urce unt
10
on Skin
s
ones Re so Chan
Champi Ski n St Gre en urce
s 20 ce
Level 1,140 Gre en Resourc 60.00%
1
s ne s Re es 50 30.00%
SktoinneSto Gre en sour 42.86%
in 31 1,140 ce s 2
r Skel S R es 5 10.00%
inteLev Skin 08 0
Bl ue ourc 21.43% 36.73% 3
32 Re so es 10
W 1,1 40 urce 60.00% 7. 14% 18.37% 24.53% Drop
sable Le vel 1 1,1 70 Bl ue s 4 rate
Re so 15 by ch
rcha 8 33 30.00%
-Pu 1,10 70 1,140 Bl ue urces 7. 14% 6. 12% 12.26% 15.87% 5 es t le
31 2
Re 3
Non es 34 V io le so urces 10.00% 3. 57% ve
sn 8 8.16% 4. 09% 7. 94% 7. 50%
Sto 1,10 70 1,140 t 5 6
ne 32 3 Viole Re so urce 60.00%
Sktin
o 8 35 1. 19% 4. 08% 11.20% 2. 65% 3.75% 7. 63%
l S 0
33 4 1,10 70 1,250 t
V io le R esourc
s 15 30.00%

Luke Rushton
1.37% 12.70%
Le ve Skin ,050 78
5. 60% 1. 25% 3. 81%
8 t Re so es
1,10 36 3 10.00%
1,250 Oran 1. 87% 6.35% 14.55%
Skin l 1 1 ge Re urce s 1. 27% 3
50 34 5 1155 37 5 60
1,0 078 1,23 5
.00%
le ve 2 1,250 Oran sour 9. 43% 2. 12% 7.28% 15.26% 1.
sab
ge ce
Le 5 356 1135 Orang Res ou rc s
15 30.00% 4. 72% 9.52% 2. 43%
r cha 3 1 3 1,0 78 0 67 1 ,2 38 1,250 e Re es 3 10.00%
7. 63% 15.2
5 3
2355
Chao sour 1. 57%
Pu nes 2 1,0 5708 1,
11 39 1,250 s ce s 5
4. 76% 9.46% 2. 54% 7.63
Chao Core

(AKA MoonUnit)
3 60.00%
sto 4 8
37 1. 59% 4. 73% 10.00% 2.
neS 1,0 910 ,2355
11 s 15 54%
in 3 3 1 40 1,370 Chao Core 30.00% 6. 35%
ko 6 9 1. 58% 5.00% 10.00%
SSt 0
3 45 1, 1 910 38 115
1 ,235 41
s
Chao Core
1 10.00% 3. 17% 6. 19%
l i n 5 5 6 39 1,370 1. 67% 5.00%
1,1 91 0
s Core
ve Sk 52 5 6 5 56 10 2
3 27,3530 42 Chao 1. 06% 3. 10% 6. 58% 1. 67%
Le 6 1 1,370 s
1 52 5 6 367 1,191 0 1140 275 3 0 Wea Core
3 4. 76% 1. 03% 3. 29% 6. 71%

INVICTUS
n l 2
5 5 65 6 1,3 43 pon 5
ki ve 78 1,1 1 0 1241 0 1,370 Wea Frag N/A 4. 76% 6. 19% 1. 10% 3. 36%
tl S Le 1 2 3 5 3 po m en
2
5 565 9 6 271, 3 44 Wea n Fragm t 10
au 3 3 2 398 1,1 2 0 1342 3 0 1,370 po ent 1
3.77% 3. 10% 6. 58% 1. 12%
f 5 5 8
21,2 7 275 1 ,3 45 Wea n Fragm
De e s 32 100 9
310 14 43 1,475 pon en t
1. 26% 3.57% 1. 03% 3. 29% 6. 71%
33 5
4 58 005 2812,27
0 2751,330 Wea Frag 2
on men 1. 19% 3. 67% 1. 10% 3. 36% 7
581 05 1410 44 46 1,475 po 3
St 4 2 70 15 4 7 Book n Fragm t 4. 46%

Server 138
1. 3. 1.
in 35 3
518 05 1 281,2 0 45 3201,4 47 Fr en t 5 37.50%
22 % 21% 12% 3.
Sk 3 5 6 124 7 4 7 1,475 Boo k agment 3.83% 0. 80% 3. 21% 1. 2
2
28 1, 2 0 16
35 67 5180 05 13 4 2 7 46
320 1,4 48 1,475
Fr
Book agment
10
2.83% 0. 80% 0. 80% 2. 43
3 7
1508 0 2821,2 0 17 320 1,44
Fr
35
1
vel 378
05 1 443 7 4 7 7 49 1,475
Boo k agment 0. 94% 2. 98% 0. 80% 0.97
323 1,3 7018
Frag 2
Le 1 35 389 275 0 44 320 1,4
4
50
Book men
t 0. 99% 2.44% 0. 85%
5 0
5 15 3 48 7 1,575 Frag 3
3 3190 257 0 45 323 1, 719 0 32 0 1,44 Ri ng me nt 2. 98% 0. 81% 2.41% 0. 61%
2 5 70
5 1 6 49 51 Fr
Ri ng agment
5 25.00%
3
5 4101 25 00 4 6 3 23 1,3 20 0 1, 559 1,575 Fr 10
2. 55% 0. 81% 0. 60% 2. 08%
55 1 5
7
25 00 17 , 37 50 750 52 Ri ng agment 1. 89%
,559 1,575 0. 60% 0.52% 1. 75%
4 55 142 2 5 57 0 47 323 1 2170 75 0 1 Fr
Ri ng agment
1
0. 63% 1. 98%
5 4 2 85 18 ,3 51 59 53
0. 52% 0.7
323 1 22460 1,575 0%
55 13 43 48 Fr
Ri ng agment
2
0
30 850 19 , 2 750 1,5 9 54 0. 66% 1.63% 0. 52% 0. 61%
6 0 5
Fr
55 14 44 0 0 49 73 2 123 6 1, 55 1,575 A rti fa agme nt
3
4. 46% 0. 54% 1. 61% 0.44%
7 0 3 0 85 0 20 1, 4 53 750 ct 5
8 13 0 15 45 0 5 50 732 24 ,460 1 ,5 59 55 1,690 Arti fa Coin 37.50% 3. 83% 0.54% 0.40% 1. 38%
3 0 8 021 0 ct 10
9 13 0 16 46 0 5 51 3 2 1 ,460 54 75 676 56 1,690
A rti fa Coin 2.83% 0. 40% 0.34% 1. 17% 0
0 8 7 25 1 1, ct Co 90
10 13 0 17 47
3
0 02520 52 2 60 55 850 7 6 57 in
150
0. 94% 2.98% 0. 34% 0. 47% 1.
3
1 0 8 3 0 ,
1 235 0 73 26 1 ,4 1, 6 1,690 Ite m 66.67%
0 0 53
0. 99%
11 3 18 4 0 , 2 7 0 56 850 7658 450 26.67%
2. 44% 0.34% 0. 41% 0.4
1 0 9 70 1 3
7 27 1, 5 1 ,6 1,690
2,405 0 54
0. 81%
19 4 0
2.41%
12 5 0 0 1 7 57057 850 7 6
59
Amou
nt 6. 67%
0. 29% 0. 37
1 5 7 5 1, 6 1,690 6. 80% 0. 81% 0. 60%
13 50 20 1 0 215,0 50 5
5 83 28 7058850
1,
6 Chan
2.08% 0. 26%
4 1 5 7 0 0 37 ,5 6 760 ce 2. 72% 6. 29% 0. 60% 0. 52% 1. 75% 0.21%
1
150 21 2 0 26 1, 50 56 8 29 1
7 0 0
59
1, 54,330 White Ite m 0. 68% 2. 51% 7. 05%
15 0 5 7 0 3 7 , 5 85 12
Tota l 1 0. 52% 0.70% 1. 59%
15 0 22 53 0 27 1, 350 57 8 30
3 1 700
6 53,4 R
Gre en eso urce 0. 63% 2. 82% 7. 24%
16 15 5 70 1, 50 58 837 1,5 10l Bl ue Re source
s 2 0. 52% 0. 61% 0.64%
17 23 54 9 0 28 3 , 4
ota
Avg/
ope n 3 0. 71% 2. 90% 5. 85% 0. 44% 0. 56%
34 5 , T Re so s
18 24 55 7 0 1 350 59837 50 Viole urces 17.00 4 0. 72% 2. 34% 5. 85% 0. 40%
34 5 25 56 7 029
9 1, 5060 t
Oran Re source
19 3
1, 825tal ge R 7. 50 1
Drop 5
0. 58% 2. 34% 4. 97% 0. 32%
34 5 57 79 030 Chao es ou s
20
1214
26 , o s rces 4.80 2 rate
by ch 6
0. 58% 1. 99% 4. 97%
34 5 58 79 30 T Wea Core Ave ra
21 7 4. 80 89 1041 3 est le 7 0. 50% 1. 99% 4
34 5 2 8
po
2 59 790 Boo k n Fragm 4.8 10 2 69 4
ge d
ro p
ve l
0. 1
2 ent 0 5 from 8 50%
39 5 2
Frag
23 60 l Ri ng me nt N /A 140 450 5
100
ches 0. 5
39 5 29
Fr 9
ta Arti fa agmen t ts by
24 To
N/A 75 159 213 6 leve 1
25 39 530 ct Co
in N/A 5 76 182 216 7
l
39 5
26 39
N/A
130.02
4 5 51 76 191 216 8
27 3 4 6 50 80 191 222 9
28 4 3 5 6 50 53 80 196 222 10
29 4 3 5 6 53 54 81 196 222
30 1326 5 3 7 7 54 58 81 196
1226 5 4 5 7 58 58 81
1376 7 4 7 10 58 58
1412 5 5 7 10 58
1140 7 5 10 17
1140 7 6 8
970 10 5
970 8
970
Data Spreadsheet

White Item
White Re source Amo
s
White Reso urce unt
Re so s 10 Chan
Gre en urce ce
s 20
Gre en Resourc 60.00%
1
Re es 50 30.00%
Gre en sour 42.86% 2
R ce s 5 10.00%
Bl ue es ourc 21.43% 36.73%
Re so es 10 3
Bl ue urce 60.00% 7. 14% 18.37% 24.53% Drop
Re so s 15 4 rate
urces 30.00% 7. 14% 6. 12% 12.26% 15.87% by ch
Bl ue 5 est le
Re 3 10.00% vel
V io le so urces 3. 57% 8.16% 4. 09% 7. 94% 7. 50% 6
t Re so 5 60.00%
io le urce 1. 19% 4. 08% 11.20% 2. 65% 3.75% 7. 63%
t Res s 15 30.00% 7
ole t ourc 1.37% 5. 60% 12.70% 1. 25% 3. 81% 7.63%
Re so e s 3 10.00% 8
ng e urce 1. 87% 6.35% 14.55% 1. 27% 3. 81% 7.83%
Re so s 5 60.00% 9
nge ur 9. 43% 2. 12% 7.28% 15.26% 1.27% 3. 92% 7. 83% 10
Res ou ce s 15 30.00% 4. 72% 9.52% 2. 43% 7. 63% 15.26%
ge Re rces 1.31% 3. 92% 7.83%
3 10.00%
sour 1. 57% 4. 76% 9.46% 2. 54% 7.63% 15.67% 1. 31% 3. 92%
Core ce s 5 60.00% 1. 59% 4. 73% 10.00% 2. 54% 7. 83% 15 .67% 1. 31%
Core 15 30.00% 6. 35% 1. 58% 5.00% 10.00% 2. 61% 7. 83% 15 .67%
ore 1 10.00% 3. 17% 6. 19% 1. 67% 5.00% 10.07% 2.61% 7. 83%
re 2
1. 06% 3. 10% 6. 58% 1. 67% 5. 04% 10.07% 2.61%
e 3 4. 76% 1. 03% 3. 29% 6. 71% 1. 68% 5.04% 10.07%
5 N/A
agm 4. 76% 6. 19% 1. 10% 3. 36% 7. 19% 1. 68% 5. 04%
en t 10
agm 3.77% 3. 10% 6. 58% 1. 12% 3. 60% 7. 19% 1. 68%
ent 1
gmen 1. 26% 3.57% 1. 03% 3. 29% 6. 71% 1. 20% 3. 60% 7. 19%
t 2
men 1. 19% 3. 67% 1. 10% 3. 36% 7. 19% 1. 20% 3. 60%
t 3
men 4. 46% 1. 22% 3. 21% 1. 12% 3. 60% 7. 19% 1. 20%
t 5 37.50% 3.83% 0. 80% 3. 21 1. 20 3. 60 7.
10 % % % 19 %
2.83% 0. 80% 0. 80% 2. 43% 1. 20% 3. 60%
1
0. 94% 2. 98% 0. 80% 0.97% 2. 43% 1. 20%
2
0. 99% 2.44% 0. 85% 0.97% 3. 17%
3
2. 98% 0. 81% 2.41% 0. 61% 0. 85% 0. 86%
5 25.00% 2. 55% 0. 81% 0. 60% 2. 08% 0. 61% 1. 01%
10
1. 89% 0. 60% 0.52% 1. 75% 0. 72%
1
0. 63% 1. 98% 0. 52% 0.70% 1. 59% 0.58%
2
0. 66% 1.63% 0. 52% 0. 61% 0. 64% 1. 33%
3
4. 46% 0. 54% 1. 61% 0.44% 0. 56% 0.
5 37.50% 53 %
3. 83% 0.54% 0.40% 1. 38% 0. 40% 0.47%
10
2.83% 0. 40% 0.34% 1. 17% 0.32% 0. 33%
90
0. 94% 2.98% 0. 34% 0. 47% 1. 06% 0.27%
150 66.67% 0. 99% 2. 44% 0.34% 0. 41% 0.42% 0. 89%
450 26.67% 0. 81% 2.41% 0. 29% 0. 37% 0.36%
ou nt 6. 67% 6. 80% 0. 81% 0. 60% 2.08% 0. 26% 0. 31%
Chan 2. 72% 6. 29%
ce 0. 60% 0. 52% 1. 75% 0.21% 0. 22%
1 0. 68% 2. 51% 7. 05% 0. 52% 0.70% 1. 59% 0. 18%
2 0. 63% 2. 82% 7. 24% 0. 52% 0. 61% 0.64% 1. 33%
vg /o 3 0. 71% 2. 90% 5. 85% 0. 44% 0. 56% 0. 53%
pe n
17.00 4 0. 72% 2. 34% 5. 85% 0. 40% 0.47%
7. 50 1 0. 58% 2. 34% 4. 97% 0. 32% 0. 33%
1214 Drop 5
80 2 rate 0. 58% 1. 99% 4. 97% 0. 27%
Av by ch 6
80 89 10 41 3 e rage es t leve 7 0. 50% 1. 99% 4. 97%
102 695 d rop l 0. 50%
0 4 from 8 1. 99%
140 450 100 0. 50%
5 ches 9
ts by
75 159 213 6 leve 10
l
5 76 182 216 7
4 5 51 76 191 216 8
3 4 6 50 80 191 222 9
4 3 5 6 50 53 80 196 222 10
4 3 5 6 53 54 81 196 222
1326 5 3 7 7 54 58 81 196
1226 5 4 5 7 58 58 81
1376 7 4 7 10 58 58
1412 5 5 7 10 58
1140 7 5 10 17
1140 7 6 8
970 10 5
970 8
970
Contents

Version History
Sheet 3 Version History

Hero Data
Sheet 4 Hero Stats (Endgame)

Drop Rates and Averages


Sheet 5 Outland
Sheet 6 Airship
Sheet 7 Circle of Summoning
Sheet 8 Emerald Exchange
Sheet 9 Unlocking Cleaver

Levelling Guide
Sheet 10 Skins
Sheet 11 Artifacts
Sheet 12 Gift of the Elements
Sheet 13 Glyphs

Battle Mechanics
Sheet 14 Damage Formula
Sheet 15 Crit & Dodge Formula
Sheet 16 Damage Calculator
Sheet 17 Crit & Dodge Chance Calculator
Contents

Version number and changes.

Endgame stats and skills break down for all heroes.

The drop rates and average yield of the Outland chest with built in calculator.
The drop rates and average yield of the Artifact chest at all levels.
The drop rates and average yield of Titan Summoning Spheres.
The chance of hitting a multiplier on the emerald exchange, and average yield per spin.
Understand your chances of unlocking Cleaver by learning the maths behind it.

Requirements for levelling default skins and all types of unlockable skins.
Requirements for levelling and evolving artifacts, and explanation of evolutions.
Requirements and stat boosts for levelling gift of the elements.
Requirements and stat boosts for levelling glyphs, and enchanting energy calculator.

Learn how damage is calculated, and the effects of mitigation and penetrations stats.
Learn how critical hit and dodge chance is calculated.
Calculates actual damage using data of the base damage, and mitigation/penetration stats.
Calculates the chance to critically hit or dodge an attack.
Version History

Current version 1.41

Version Released
Version 1.0 5/29/2020

Version 1.1 5/3/2020

Version 1.2 6/1/2020

Version 1.3 6/6/2020

Version 1.4 7/11/2020

Version 1.41 7/12/2020


Version History

Notes
Original document.

Added Outland calculator.


Added advanced Outland coin calculator.
Added link to source of drop rates data.
Changed colours of artifact evolution table to improve visibility.
Added some notes to improve clarity on how Celeste, Cornelius and Satori's basic attacks work.
Added an additional note regarding dodge vs physical skills.
Fixed an error that was preventing users from inputting data into the calculators.
Locked sheets to prevent accidental modification of data. Calculator input fields left unlocked.

Added glyph levelling page and enchanting energy calculator.

Added Hero Data.


Added Hero Stats (Endgame).
Corrected some information regarding spin x10 on the emerald exchange.

Added Hero Data for Corvus and Morrigan (incomplete).


Added undead tag to Corvus, Morrigan, Faceless, Keira and Phobos.
Added resurrection keyword to Hero Data.
Fixed some typing errors on Hero Data.

Added endgame stats and data for Corvus and Morrigan.


Hero Stats and Skills
Use the blue drop down box to select a hero and see a snapshot of their endg

Hero Intel Agility Strength Health Phys Atk Magic Atk

Andvari 2,143 2,263 11,967 542,626 34,998 6,429

Skills Description

Andvari strikes the nearest enemy with a giant fist, dealing damage and
Titan's Fist
target and nearby enemies for 3 seconds. Damage: 110% Phys. Atk.

While Andvari is alive, he protects all allies behind him from displacement
Living Earth
effects.

Summons a stone hand that grabs the lowest-health enemy. The hand d
Stone Grasp damage, stuns the target, and binds it to the ground for 2 seconds. Dama
Atk +12,000.

Covers a lowest-armour ally with a protective barrier that absorbs physi


Nature's Barrier damage. The hero protected by the barrier gains bonus energy for all dam
Damage absorbed by the barrier: 15% Health + 18,000.
Hero Stats and Skills
ro and see a snapshot of their endgame stats and skill breakdown when fully maxed.

Critical Hit
Armour Magic Def Armour Pen Magic Pen Dodge Vamp
Chance

12,078 2,143 16,500 0 0 0 0%

Description Type Amount

th a giant fist, dealing damage and stunning the


Physical 50,498
seconds. Damage: 110% Phys. Atk. +12,000.

lies behind him from displacement and knock-up


Support N/A
effects.

e lowest-health enemy. The hand deals physical


to the ground for 2 seconds. Damage: 80% Phys. Physical 37,598
tk +12,000.

rotective barrier that absorbs physical and pure


rrier gains bonus energy for all damage absorbed. Shield 99,394
he barrier: 15% Health + 18,000.
Artifact Bonus

Armour

Key Words

Stun

Knock-up

Stun

Bonus Energy
Outland drop rates and emerald value
The tables below are based on the official drop rates of the outland chest from the Next
https://hwmobilefaq.com/faq/drop-rates/

Item Amount Drop rate Avg/100 chests Avg/Emerald


Skin Stone 45 16.00%
Skin Stone 75 16.00% 2,720 0.32
Skin Stone 100 8.00%
Outland Coin 80 17.85%
Outland Coin 100 26.78% 7,081 0.83
Outland Coin 200 14.88%
Super prize* 1 0.50% N/A N/A

1 chest 10 chests
Chance to open super prize 0.50% 4.89%

Outland Calculator (Basic)


• Enter number of chests to be opened in the blue "chests opened" field to see the average skin stone/outland coin yie

Chests Opened Avg. Stones Avg. Coins


1,000 27,200 70,805

Outland Coin Calculator (Advanced)

The calculator below is for players who do not intend to purchase any more skins using their skin certificates. It calcula
assuming all skin certificates will be sold for 15,500 coins instead of being used to purchase skins, and takes into acc
unlocked from the current rotation. Note that the average skin stones per chest will

• Enter number of chests to be opened and the number of grand prize skins you have currently unlocked (0-9) in the b

Chests Opened Super Prize Skins** Unlocked Average Outland Coins Acquired
1,000 9 148,305

*Super prize is either a random skin (from a rotating pool) or a skin certificate, which can be used to purchase any curre
**Current super prize skins are Aurora, Ziri, Elmir (DEVIL), Heidi, Astaroth, Dark Star (LUNAR), Sebastian, Daredevil an
es and emerald value
s of the outland chest from the Nexters support website.
aq.com/faq/drop-rates/

55% Discount
Avg/E (x10) Avg/E (x100) Avg/E (x10) Avg/E (x100)

0.34 0.36 0.76 0.81

0.89 0.94 1.97 2.10

N/A N/A N/A N/A

100 chests
39.42%

average skin stone/outland coin yield, and chance of at least 1 super prize.

Super Prize
99.33%

using their skin certificates. It calculates the average number of Outland coins received
to purchase skins, and takes into account how many super prize skins the player has
e average skin stones per chest will remain as above.

ve currently unlocked (0-9) in the blue fields to see the average coin yield.

and Coins Acquired


48,305

ch can be used to purchase any currently available skin.


ar (LUNAR), Sebastian, Daredevil and Astrid & Lucas (Romantic)
Airship drop rates and emerald value
The tables below are based on the official drop rates of the artifact chest from the Nexters su
https://hwmobilefaq.com/faq/drop-rates/

Drop rate by chest leve


Item Amount Chance 1 2 3 4
White Resources 10 60.00% 42.86% 36.73% 24.53% 15.87%
White Resources 20 30.00% 21.43% 18.37% 12.26% 7.94%
White Resources 50 10.00% 7.14% 6.12% 4.09% 2.65%
Green Resources 5 60.00% 7.14% 8.16% 11.20% 12.70%
Green Resources 10 30.00% 3.57% 4.08% 5.60% 6.35%
Green Resources 15 10.00% 1.19% 1.37% 1.87% 2.12%
Blue Resources 3 60.00% 9.43% 9.52%
Blue Resources 5 30.00% 4.72% 4.76%
Blue Resources 15 10.00% 1.57% 1.59%
Violet Resources 3 60.00% 6.35%
Violet Resources 5 30.00% 3.17%
Violet Resources 15 10.00% 1.06%
Orange Resources 3 60.00%
Orange Resources 5 30.00%
Orange Resources 15 10.00%
Chaos Core 1 4.76% 4.76% 3.77% 3.57%
Chaos Core 2 1.26% 1.19%
Chaos Core 3 100%
Chaos Core 5
Chaos Core 10
Weapon Fragment 1 4.46% 3.83% 2.83% 2.98%
Weapon Fragment 2 0.94% 0.99%
Weapon Fragment 3 37.50%
Weapon Fragment 5
Weapon Fragment 10
Book Fragment 1 2.98% 2.55% 1.89% 1.98%
Book Fragment 2 0.63% 0.66%
Book Fragment 3 25.00%
Book Fragment 5
Book Fragment 10
Ring Fragment 1 4.46% 3.83% 2.83% 2.98%
Ring Fragment 2 0.94% 0.99%
Ring Fragment 3 37.50%
Ring Fragment 5
Ring Fragment 10
Artifact Coin 90 66.67% 6.80% 6.29% 7.05%
Artifact Coin 150 26.67% 2.72% 2.51% 2.82%
Artifact Coin 450 6.67% 0.68% 0.63% 0.71%
Item Amount Chance 1 2 3 4
Drop rate by chest leve

Average drop from 100 chests


Item Avg/open 1 2 3 4
White Resources 17.00 1214 1041 695 450
Green Resources 7.50 89 102 140 159
Blue Resources 4.80 75 76
Violet Resources 4.80 51
Orange Resources 4.80
Chaos Core N/A 5 5 6 6
Weapon Fragment N/A 4 4 5 5
Book Fragment N/A 3 3 3 3
Ring Fragment N/A 4 4 5 5
Artifact Coin 130.02 1326 1226 1376
emerald value
e artifact chest from the Nexters support website.
m/faq/drop-rates/

Drop rate by chest level


5 6 7 8 9 10
7.50% 7.63% 7.63% 7.83% 7.83% 7.83%
3.75% 3.81% 3.81% 3.92% 3.92% 3.92%
1.25% 1.27% 1.27% 1.31% 1.31% 1.31%
14.55% 15.26% 15.26% 15.67% 15.67% 15.67%
7.28% 7.63% 7.63% 7.83% 7.83% 7.83%
2.43% 2.54% 2.54% 2.61% 2.61% 2.61%
9.46% 10.00% 10.00% 10.07% 10.07% 10.07%
4.73% 5.00% 5.00% 5.04% 5.04% 5.04%
1.58% 1.67% 1.67% 1.68% 1.68% 1.68%
6.19% 6.58% 6.71% 7.19% 7.19% 7.19%
3.10% 3.29% 3.36% 3.60% 3.60% 3.60%
1.03% 1.10% 1.12% 1.20% 1.20% 1.20%
6.19% 6.58% 6.71% 7.19% 7.19% 7.19%
3.10% 3.29% 3.36% 3.60% 3.60% 3.60%
1.03% 1.10% 1.12% 1.20% 1.20% 1.20%
3.67% 3.21% 3.21% 2.43% 2.43% 3.17%
1.22% 0.80% 0.80% 0.97% 0.97% 0.86%
0.80% 0.80% 0.85% 0.85% 1.01%
0.61% 0.61% 0.72%
0.58%
2.44% 2.41% 2.08% 1.75% 1.59% 1.33%
0.81% 0.60% 0.52% 0.70% 0.64% 0.53%
0.81% 0.60% 0.52% 0.61% 0.56% 0.47%
0.52% 0.44% 0.40% 0.33%
0.32% 0.27%
1.63% 1.61% 1.38% 1.17% 1.06% 0.89%
0.54% 0.40% 0.34% 0.47% 0.42% 0.36%
0.54% 0.40% 0.34% 0.41% 0.37% 0.31%
0.34% 0.29% 0.26% 0.22%
0.21% 0.18%
2.44% 2.41% 2.08% 1.75% 1.59% 1.33%
0.81% 0.60% 0.52% 0.70% 0.64% 0.53%
0.81% 0.60% 0.52% 0.61% 0.56% 0.47%
0.52% 0.44% 0.40% 0.33%
0.32% 0.27%
7.24% 5.85% 5.85% 4.97% 4.97% 4.97%
2.90% 2.34% 2.34% 1.99% 1.99% 1.99%
0.72% 0.58% 0.58% 0.50% 0.50% 0.50%
5 6 7 8 9 10
Drop rate by chest level

Average drop from 100 chests by level


5 6 7 8 9 10
213 216 216 222 222 222
182 191 191 196 196 196
76 80 80 81 81 81
50 53 54 58 58 58
50 53 54 58 58 58
6 7 7 10 10 17
7 5 7 7 10 8
4 4 5 5 6 5
7 5 7 7 10 8
1412 1140 1140 970 970 970
Titan drop rates and emerald value
The tables below are based on the official drop rates of the summoning sphere from the Nexters support website. Pleas
spheres are opened, and super titans have a more complex algorithm. See below ta
https://hwmobilefaq.com/faq/drop-rates/

Titan Base Chance Amount Chance Avg. Drop


5 37.74%
Sigurd 10.95% 9 37.74% 12.64
30 24.53%
5 37.74%
Nova 10.95% 9 37.74% 12.64
30 24.53%
5 37.74%
Mairi 10.95% 9 37.74% 12.64
30 24.53%
Hyperion 0.50% 250 100.00% 250.00

Titan Base Chance Amount Chance Avg. Drop


5 37.74%
Moloch 10.95% 9 37.74% 12.64
30 24.53%
5 37.74%
Vulcan 10.95% 9 37.74% 12.64
30 24.53%
5 37.74%
Ignis 10.95% 9 37.74% 12.64
30 24.53%
Araji 0.50% 250 100.00% 250.00

Titan Base Chance Amount Chance Avg. Drop


5 37.74%
Angus 10.95% 9 37.74% 12.64
30 24.53%
5 37.74%
Sylva 10.95% 9 37.74% 12.64
30 24.53%
5 37.74%
Avalon 10.95% 9 37.74% 12.64
30 24.53%
Eden 0.50% 250 100.00% 250.00

Additional Notes

The above tables are only precisely accurate for the first summoning a player performs. If a player does not own a given
chance for that Supertitan to drop by an unknown amount (likely betwee
The above tables are only precisely accurate for the first summoning a player performs. If a player does not own a given
chance for that Supertitan to drop by an unknown amount (likely betwee

There is a default 50% chance for a new titan to drop. This chance decreases by an unknown

There is a 50% chance for one of the three titans with the most soul stones to drop (whether
1,000,000 / Number of Soul Stones ^ 1.5
This means the more of a titan's soul stone the player owns (used or not), the greater the chance of that titan

Supertitans (Hyperion, Araji and Eden) always drop 250 soul stones at a time, so despite the data on the above tables, you
either be 0 or a multiple of 250). I have more accurately demonstrated the probability of opening a supertitan on the t

Unmodified chance for a Supertitan drop


drop rates and emerald value
from the Nexters support website. Please note that there are algorithms that change these %s as more
a more complex algorithm. See below tables for more information.
wmobilefaq.com/faq/drop-rates/

55% Discount
Avg per 50 Avg/Em (x5) Avg/Em (x50) Avg/Em (x5) Avg/Em (x50)

69.22 0.49 0.53 1.10 1.18

69.22 0.49 0.53 1.10 1.18

69.22 0.49 0.53 1.10 1.18

62.50 0.45 0.48 0.99 1.07

Avg per 50 Avg/Em (x5) Avg/Em (x50) Avg/Em (x5) Avg/Em (x50)

69.22 0.49 0.53 1.10 1.18

69.22 0.49 0.53 1.10 1.18

69.22 0.49 0.53 1.10 1.18

62.50 0.45 0.48 0.99 1.07

Avg per 50 Avg/Em (x5) Avg/Em (x50) Avg/Em (x5) Avg/Em (x50)

69.22 0.49 0.53 1.10 1.18

69.22 0.49 0.53 1.10 1.18

69.22 0.49 0.53 1.10 1.18

62.50 0.45 0.48 0.99 1.07

Additional Notes

rforms. If a player does not own a given Supertitan, each new summoning sphere opened increases the
by an unknown amount (likely between 0.1% and 0.5%).
rforms. If a player does not own a given Supertitan, each new summoning sphere opened increases the
by an unknown amount (likely between 0.1% and 0.5%).

This chance decreases by an unknown amount as more titans are unlocked.

the most soul stones to drop (whether evolved or not). Chance weighed as:
0 / Number of Soul Stones ^ 1.5
not), the greater the chance of that titan dropping if it is in the top three soul stones owned.

espite the data on the above tables, you will never get the 63 average when purchasing 50 spheres (it will
bability of opening a supertitan on the table below (not considering any of the modifiers listed above).

5 spheres 50 spheres 500 spheres


2.48% 22.17% 91.84%
Emerald Exchange

The table below shows the chance to get at least one multiplier on the Emerald Exchange in a given number
average multiplier over numerous spins. Note that if you spin 10x at once, all spins are calculated simultaneo
will apply to all 10 spins. Both a single spin and a single use of spin x10 are considered 1 atte

Attempts x1 x2 x5 x10

1 78.27% 15.00% 5.00% 1.70%

10 99.99% 80.31% 40.13% 15.76%

50 99.99% 99.97% 92.31% 57.57%

100 99.99% 99.99% 99.41% 82.00%

300 99.99% 99.99% 99.99% 99.42%


Exchange in a given number of attempts, and the
s are calculated simultaneously and the multiplier
in x10 are considered 1 attempt.

x100 Avg Yield

0.03% x 1.53

0.30%

1.49%

2.96%

8.61%
Unlocking Cleaver

The table below shows the chance of unlocking Cleaver in the first 100 heroic chests. Cleaver's default drop rate is 0.01%
This means that if a player has opened 9,999 chests and has not yet unlocked Cleaver, they will be guaranteed Cleaver i
unlocking Cleaver are astronomically low). While the table shows up to100 chests, I ha

• The cumulative 50% mark is reached at 119 chests. A player is 50


• The chance of unlocking Cleaver within 200 ch
• The chance of unlocking Cleaver within 300 ch

Chest Chance Cumulative Chest Chance Cumulative Chest


1 0.01% 0.01% 21 0.21% 2.28% 41
2 0.02% 0.03% 22 0.22% 2.50% 42
3 0.03% 0.06% 23 0.23% 2.72% 43
4 0.04% 0.10% 24 0.24% 2.96% 44
5 0.05% 0.15% 25 0.25% 3.20% 45
6 0.06% 0.21% 26 0.26% 3.45% 46
7 0.07% 0.28% 27 0.27% 3.71% 47
8 0.08% 0.36% 28 0.28% 3.98% 48
9 0.09% 0.45% 29 0.29% 4.26% 49
10 0.10% 0.55% 30 0.30% 4.55% 50
11 0.11% 0.66% 31 0.31% 4.84% 51
12 0.12% 0.78% 32 0.32% 5.15% 52
13 0.13% 0.91% 33 0.33% 5.46% 53
14 0.14% 1.04% 34 0.34% 5.78% 54
15 0.15% 1.19% 35 0.35% 6.11% 55
16 0.16% 1.35% 36 0.36% 6.45% 56
17 0.17% 1.52% 37 0.37% 6.79% 57
18 0.18% 1.70% 38 0.38% 7.15% 58
19 0.19% 1.88% 39 0.39% 7.51% 59
20 0.20% 2.08% 40 0.40% 7.88% 60
Unlocking Cleaver

leaver's default drop rate is 0.01% and it increases by 0.01% each time a heroic chest is opened (until Cleaver is unlocked).
, they will be guaranteed Cleaver in their 10,000th chest (bare in mind that the odds of opening this many chests without
e table shows up to100 chests, I have run the formula as far as 10k and can confirm that:

ached at 119 chests. A player is 50/50 to unlock cleaver by this point.


of unlocking Cleaver within 200 chests is a 86.74%
of unlocking Cleaver within 300 chests is 98.94%

Chance Cumulative Chest Chance Cumulative Chest Chance Cumulative


0.41% 8.26% 61 0.61% 17.25% 81 0.81% 28.31%
0.42% 8.64% 62 0.62% 17.77% 82 0.82% 28.89%
0.43% 9.04% 63 0.63% 18.28% 83 0.83% 29.48%
0.44% 9.44% 64 0.64% 18.81% 84 0.84% 30.08%
0.45% 9.84% 65 0.65% 19.33% 85 0.85% 30.67%
0.46% 10.26% 66 0.66% 19.87% 86 0.86% 31.27%
0.47% 10.68% 67 0.67% 20.40% 87 0.87% 31.86%
0.48% 11.11% 68 0.68% 20.94% 88 0.88% 32.46%
0.49% 11.54% 69 0.69% 21.49% 89 0.89% 33.06%
0.50% 11.98% 70 0.70% 22.04% 90 0.90% 33.66%
0.51% 12.43% 71 0.71% 22.59% 91 0.91% 34.27%
0.52% 12.89% 72 0.72% 23.15% 92 0.92% 34.87%
0.53% 13.35% 73 0.73% 23.71% 93 0.93% 35.48%
0.54% 13.82% 74 0.74% 24.27% 94 0.94% 36.08%
0.55% 14.29% 75 0.75% 24.84% 95 0.95% 36.69%
0.56% 14.77% 76 0.76% 25.41% 96 0.96% 37.30%
0.57% 15.26% 77 0.77% 25.98% 97 0.97% 37.90%
0.58% 15.75% 78 0.78% 26.56% 98 0.98% 38.51%
0.59% 16.24% 79 0.79% 27.14% 99 0.99% 39.12%
0.60% 16.75% 80 0.80% 27.72% 100 1.00% 39.73%
Skin Lev
The table below shows the skin stones required to level the different types of skins available. Note t

Default Skin Purchasable Skin


Level Skin Stones Level Skin Stones Level Skin Stones Level
1 35 31 525 1 0 31
2 35 32 525 2 65 32
3 35 33 525 3 65 33
4 35 34 525 4 65 34
5 35 35 525 5 65 35
6 55 36 580 6 105 36
7 55 37 580 7 105 37
8 55 38 580 8 105 38
9 55 39 580 9 105 39
10 55 40 580 10 105 40
11 130 41 700 11 255 41
12 130 42 700 12 255 42
13 130 43 700 13 255 43
14 130 44 700 14 255 44
15 130 45 700 15 255 45
16 150 46 850 16 300 46
17 150 47 850 17 300 47
18 150 48 850 18 300 48
19 150 49 850 19 300 49
20 150 50 850 20 300 50
21 345 51 1,050 21 700 51
22 345 52 1,050 22 700 52
23 345 53 1,050 23 700 53
24 345 54 1,050 24 700 54
25 345 55 1,050 25 700 55
26 395 56 1,350 26 790 56
27 395 57 1,350 27 790 57
28 395 58 1,350 28 790 58
29 395 59 1,350 29 790 59
30 395 60 1,350 30 790 60
Total 30,825 Total
Skin Levelling
ypes of skins available. Note that purchasable skins do NOT have the 5,000 skin stone purchase cost included in their levelling.

e Skin Non-Purchasable Winter Skin Champion Skin


Skin Stones Level Skin Stones Level Skin Stones Level Skin Stones
1,050 1 0 31 1,108 1 0
1,050 2 78 32 1,108 2 70
1,050 3 78 33 1,108 3 70
1,050 4 78 34 1,108 4 70
1,050 5 78 35 1,108 5 70
1,160 6 91 36 1,235 6 115
1,160 7 91 37 1,235 7 115
1,160 8 91 38 1,235 8 115
1,160 9 91 39 1,235 9 115
1,160 10 91 40 1,235 10 115
1,270 11 282 41 1,330 11 275
1,270 12 282 42 1,330 12 275
1,270 13 282 43 1,330 13 275
1,270 14 282 44 1,330 14 275
1,270 15 282 45 1,330 15 275
1,370 16 323 46 1,447 16 320
1,370 17 323 47 1,447 17 320
1,370 18 323 48 1,447 18 320
1,370 19 323 49 1,447 19 320
1,370 20 323 50 1,447 20 320
1,460 21 732 51 1,559 21 750
1,460 22 732 52 1,559 22 750
1,460 23 732 53 1,559 23 750
1,460 24 732 54 1,559 24 750
1,460 25 732 55 1,559 25 750
1,570 26 837 56 1,676 26 850
1,570 27 837 57 1,676 27 850
1,570 28 837 58 1,676 28 850
1,570 29 837 59 1,676 29 850
1,570 30 837 60 1,676 30 850
50,410 Total 53,412
in their levelling.

Champion Skin
Level Skin Stones
31 1,140
32 1,140
33 1,140
34 1,140
35 1,140
36 1,250
37 1,250
38 1,250
39 1,250
40 1,250
41 1,370
42 1,370
43 1,370
44 1,370
45 1,370
46 1,475
47 1,475
48 1,475
49 1,475
50 1,475
51 1,575
52 1,575
53 1,575
54 1,575
55 1,575
56 1,690
57 1,690
58 1,690
59 1,690
60 1,690
Total 54,330
Artifact Levelling
The table below shows the amount of different coloured resources required to level an artifact.

Level Resources Level Resources Level Resources Level Resources


1 0 26 30 51 30 71 30
2 3 27 31 52 31 72 31
3 5 28 32 53 32 73 32
4 7 29 33 54 33 74 33
5 9 30 34 55 34 75 34
6 11 31 35 56 35 76 35
7 13 32 36 57 36 77 36
8 15 33 37 58 37 78 37
9 17 34 38 59 38 79 38
10 19 35 39 60 39 80 39
11 21 36 40 61 40 81 40
12 23 37 41 62 41 82 41
13 25 38 42 63 42 83 42
14 27 39 43 64 43 84 43
15 29 40 44 65 44 85 44
16 31 41 45 66 45 Total 555
17 33 42 46 67 46
18 35 43 47 68 47
19 37 44 48 69 48
20 39 45 49 70 49
21 41 46 50 Total 790
22 43 47 51
23 45 48 52
24 47 49 53
25 49 50 54
Total 624 Total 1050
Artifact Evolving
to level an artifact. The table below shows the resources required to level evolve an ar

Level Resources Evolution Fragments Chaos Cores


86 30 1 Star 1 0
87 31 2 Star 3 1
88 32 3 Star 6 6
89 33 4 Star 15 12
90 34 5 Star 50 30
91 35 Absolute Star 150 75
92 36
93 37
94 38 Artifact Evolution Efficiency
95 39 The table below shows the stat bonus provided pe
96 40
97 41 Evolution Bonus/Fragment Cumulatie B/F
98 42 1 Star 100.00% 100.00%
99 43 2 Star 36.67% 27.50%
100 44 3 Star 18.17% 11.99%
Total 555 4 Star 8.33% 6.00%
5 Star 2.67% 2.66%
Absolute Star 1.00% 1.33%
Artifact Evolving
equired to level evolve an artifact and the stat bonus provided.

Chaos Cores Bonus Cumulative


0 100% 100%
1 110% 110%
6 109% 120%
12 125% 150%
30 133% 200%
75 150% 300%

tifact Evolution Efficiency


s the stat bonus provided per fragment spent.

Cumulatie B/F Notes


100.00% Artifact weapon buff 30% chance.
27.50% Artifact weapon buff 60% chance.
11.99% Artifact weapon buff 100% chance.
6.00%
2.66%
1.33%
Gift of the Elemets Levelling
The table below shows the sparks and gold required to level gift of the elements, and the stat yield per level.

Level Sparks Gold Main Stat Sec Stats Level Sparks Gold
1 250 7,000 4 2 16 2,300 239,000
2 260 7,500 4 2 17 2,380 252,500
3 270 8,000 4 2 18 2,460 266,500
4 280 8,000 4 2 19 2,540 280,500
5 290 8,500 4 2 20 2,620 294,500
6 800 44,000 12 6 21 3,200 405,500
7 840 47,500 12 6 22 3,300 426,000
8 880 51,500 12 6 23 3,400 447,000
9 920 55,000 12 6 24 3,500 468,500
10 960 59,000 12 6 25 3,600 490,000
11 1,500 120,500 20 10 26 4,200 627,000
12 1,560 128,500 20 10 27 4,300 651,000
13 1,620 136,500 20 10 28 4,400 675,500
14 1,680 144,500 20 10 29 4,500 700,000
15 1,740 153,000 20 10 30 4,600 725,000
Total 65,150 7,927,500
nd the stat yield per level.

Main Stat Sec Stats


28 14
28 14
28 14
28 14
28 14
36 18
36 18
36 18
36 18
36 18
44 22
44 22
44 22
44 22
44 22
720 360
Glyph Leve
The tables below show the enchanting energy yield of each rune, the enchanting energy (o
Use the enchanting energy calculator to calculate the amount

Emeralds
• Emeralds can be spent to level glyphs instead of runes and gold.
• Emeralds required to level a glyph are equal to enchanting energy required to complete that level.
• It is possible to part level a glyph using gold and runes, and complete that level with emeralds (emeralds require

Runes Enchanting Energy Calculator


• Enhanting energy by Rune type. • Enter runes owned into the bl

Rune Type Enchanting Energy Rune Type


Small Enchantment Rune 10 Small Enchantment
Common Enchantment Rune 20 Common Enchantmen
Rare Enchantment Rune 50 Rare Enchantment R
Great Enchantment Rune 100 Great Enchantment

Level E. Energy Cmltv. Gold Cmltv. Emeralds Cmltv. Str

1 50 50 1,500 1,500 50 50 2
2 50 100 1,500 3,000 50 100 4
3 50 150 1,500 4,500 50 150 6
4 50 200 1,500 6,000 50 200 8
5 50 250 1,500 7,500 50 250 10
6 80 330 3,200 10,700 80 330 13
7 80 410 3,200 13,900 80 410 16
8 80 490 3,200 17,100 80 490 19
9 80 570 3,200 20,300 80 570 22
10 80 650 3,200 23,500 80 650 25
11 190 840 13,300 36,800 190 840 32
12 190 1,030 13,300 50,100 190 1,030 39
13 190 1,220 13,300 63,400 190 1,220 46
14 190 1,410 13,300 76,700 190 1,410 53
15 190 1,600 13,300 90,000 190 1,600 60
16 220 1,820 17,600 107,600 220 1,820 68
17 220 2,040 17,600 125,200 220 2,040 76
18 220 2,260 17,600 142,800 220 2,260 84
19 220 2,480 17,600 160,400 220 2,480 92
20 220 2,700 17,600 178,000 220 2,700 100
21 520 3,220 46,800 224,800 520 3,220 118
22 520 3,740 46,800 271,600 520 3,740 136
23 520 4,260 46,800 318,400 520 4,260 154
24 520 4,780 46,800 365,200 520 4,780 172
25 520 5,300 46,800 412,000 520 5,300 190
26 590 5,890 56,050 468,050 590 5,890 210
27 590 6,480 56,050 524,100 590 6,480 230
28 590 7,070 56,050 580,150 590 7,070 250
29 590 7,660 56,050 636,200 590 7,660 270
30 590 8,250 56,050 692,250 590 8,250 290
31 790 9,040 75,050 767,300 790 9,040 316
32 790 9,830 75,050 842,350 790 9,830 342
33 790 10,620 75,050 917,400 790 10,620 368
34 790 11,410 75,050 992,450 790 11,410 394
35 790 12,200 75,050 1,067,500 790 12,200 420
36 870 13,070 82,650 1,150,150 870 13,070 448
37 870 13,940 82,650 1,232,800 870 13,940 476
38 870 14,810 82,650 1,315,450 870 14,810 504
39 870 15,680 82,650 1,398,100 870 15,680 532
40 870 16,550 82,650 1,480,750 870 16,550 560

Level E. Energy Cmltv. Gold Cmltv. Emeralds Cmltv. Str


Glyph Levelling
rune, the enchanting energy (or emeralds) and gold required to level glyphs, and stat yield per level for each glyph.
culator to calculate the amount of enchanting energy available based on the runes in your inventory.

plete that level.


h emeralds (emeralds required will be equal to the remaining enchanting energy required to complete that level).

Enchanting Energy Calculator


• Enter runes owned into the blue fields to see your total enchanting energy.

Rune Type Amount owned Total Enchanting Energy


Small Enchantment Rune 10
Common Enchantment Rune
Rare Enchantment Rune
30
7 2,250
Great Enchantment Rune 12

Armour
Agil Intel Phys Atk Magic Atk Armour Magic Def Magic Pen Health
Pen
2 2 8 12 12 12 12 12 110
4 4 16 24 24 24 24 24 220
6 6 24 36 36 36 36 36 330
8 8 32 48 48 48 48 48 440
10 10 40 60 60 60 60 60 550
13 13 52 78 78 78 78 78 715
16 16 64 96 96 96 96 96 880
19 19 76 114 114 114 114 114 1,045
22 22 88 132 132 132 132 132 1,210
25 25 100 150 150 150 150 150 1,375
32 32 128 192 192 192 192 192 1,760
39 39 156 234 234 234 234 234 2,145
46 46 184 276 276 276 276 276 2,530
53 53 212 318 318 318 318 318 2,915
60 60 240 360 360 360 360 360 3,300
68 68 272 408 408 408 408 408 3,740
76 76 304 456 456 456 456 456 4,180
84 84 336 504 504 504 504 504 4,620
92 92 368 552 552 552 552 552 5,060
100 100 400 600 600 600 600 600 5,500
118 118 472 708 708 708 708 708 6,490
136 136 544 816 816 816 816 816 7,480
154 154 616 924 924 924 924 924 8,470
172 172 688 1,032 1,032 1,032 1,032 1,032 9,460
190 190 760 1,140 1,140 1,140 1,140 1,140 10,450
210 210 840 1,260 1,260 1,260 1,260 1,260 11,550
230 230 920 1,380 1,380 1,380 1,380 1,380 12,650
250 250 1,000 1,500 1,500 1,500 1,500 1,500 13,750
270 270 1,080 1,620 1,620 1,620 1,620 1,620 14,850
290 290 1,160 1,740 1,740 1,740 1,740 1,740 15,950
316 316 1,264 1,896 1,896 1,896 1,896 1,896 17,380
342 342 1,368 2,052 2,052 2,052 2,052 2,052 18,810
368 368 1,472 2,208 2,208 2,208 2,208 2,208 20,240
394 394 1,576 2,364 2,364 2,364 2,364 2,364 21,670
420 420 1,680 2,520 2,520 2,520 2,520 2,520 23,100
448 448 1,792 2,688 2,688 2,688 2,688 2,688 24,640
476 476 1,904 2,856 2,856 2,856 2,856 2,856 26,180
504 504 2,016 3,024 3,024 3,024 3,024 3,024 27,720
532 532 2,128 3,192 3,192 3,192 3,192 3,192 29,260
560 560 2,240 3,360 3,360 3,360 3,360 3,360 30,800
Armour
Agil Intel Phys Atk Magic Atk Armour Magic Def Magic Pen Health
Pen
yph.

Critical Hit
Dodge
Chance
4 4
8 8
12 12
16 16
20 20
26 26
32 32
38 38
44 44
50 50
64 64
78 78
92 92
106 106
120 120
136 136
152 152
168 168
184 184
200 200
236 236
272 272
308 308
344 344
380 380
420 420
460 460
500 500
540 540
580 580
632 632
684 684
736 736
788 788
840 840
896 896
952 952
1,008 1,008
1,064 1,064
1,120 1,120
Critical Hit
Dodge
Chance
Damage Calculation
The formula below is used to determine how much damage an attack or skill will deal, based on attack, m

α = The base damage of the attack.


δ = The defender's mitigation stat (armour OR magic defence depending on the type of attack).
ρ = The attacker's penetration stat (armour penetration OR magic penetration depending on the type of attack).

Damage = α * 3,000 / (3,000 + ( δ - ρ ))

How to find the value of α and determine the attack type

• In most cases, basic attacks deal physical damage equal to the attacker's physical attack stat (there are a few exceptio
◦ Celeste's basic attack damage is equal to 70% of her magic attack stat, deals magic damage, and checks magic pe
◦ Cornelius' basic attack damage is equal to 100% of his magic attack stat, but deals physical damage, and checks a
◦ Satori's basic attack damage is equal to 100% his physical attack stat, but deals magic damage, and checks magic
• Hero skills have a damage multiplier, which can be found on the hero's "skills" tab as long as "complete skill info" is ch
• Use the damage multiplier to figure out what the base damage (α) should be (a skill may specify 150% Phys. atk or 50
• The damage value will appear as either red (physical) or purple (magic) on both a hero's skills tab and in battle. Pure d
• Physical attacks use the defender's "armour" and the attacker's "armour penetration" stats for δ and ρ.
• Magic attacks use the defender's "magic defence" and the attacker's "magic penetration" stats for δ and ρ.
• Pure damage ignores all mitigation and penetration stats, and always hits for its base value with no further calculation

Going through the formula step by step

1. Find the base damage value and attack type by checking the stats page and skills page (if applicable) of the attacking
2. Find the defender's effective mitigation, which is equal to their mitigation stat minus the attacker's penetration stat.
3. Find the divisor by adding 3,000 to the defender's effective mitigation stat. (3,000 + (δ - ρ))
4. Find the multiplier by dividing 3,000 by the divisor. 3,000 / (3,000 + (δ - ρ)).
5. Find the damage dealt by multiplying the base damage value of the attack by the multiplier. α * 3,000 / (3,000 + (δ -
will deal, based on attack, mitigation and penetration.

on the type of attack).

tat (there are a few exceptions to this rule).


amage, and checks magic penetration and magic defence.
ysical damage, and checks armour penetration and armour.
c damage, and checks magic penetration and magic defence.
as "complete skill info" is checked in settings.
specify 150% Phys. atk or 50% Mag. atk for example).
kills tab and in battle. Pure damage will appear green on the skill tab and white in battle.
ts for δ and ρ.
stats for δ and ρ.
ue with no further calculation required.

f applicable) of the attacking hero. α


attacker's penetration stat. (δ - ρ)

lier. α * 3,000 / (3,000 + (δ - ρ)).


Critical Hit and Dodge Chance
The formulae below are used to determine the chance of landing a critical hit, and the chan

χ = The attacker's crit hit chance stat. γ = The defender's dodge st


μ = The defender's main stat (strength, agility or intelligence). μ = The attacker's main stat

Critical hit chance = χ / ( χ + μ ) Dodge chance

Going through the formule step by step

1. Add the attacker's crit stat to the defender's main stat. ( χ + μ ) 1. Add the defender's dodge
2. Divide the above by the attacker's crit stat. χ / ( χ + μ ) 2. Divide the above by the d

Additional Notes

• A critical hit will deal double the normal damage, and the damage figure will appear larger than usual on screen.
• All physical attacks can critically hit. This includes all basic attacks except for Celeste and Satori, and all physical damag
• A successful dodge will cause the defending hero to take no damage from the dodged attack, and the word "dodge" w
• All physical attacks can be dodged. This includes all basic attacks except for Celeste and Satori, and all physical damag
• Not all heroes have the critical hit chance or dodge stat. A hero cannot critically hit or dodge attacks if they don't have
• Artifact weapon buffs and certain hero skills can give heroes the critical hit or dodge stat, even if they don't normally
ng a critical hit, and the chance of dodging an attack.

γ = The defender's dodge stat.


μ = The attacker's main stat (strength, agility or intelligence).

Dodge chance = γ / ( γ + μ )

1. Add the defender's dodge stat to the attacker's main stat. ( γ + μ )


2. Divide the above by the defender's dodge stat. γ / ( γ + μ )

r than usual on screen.


Satori, and all physical damage skills.
ack, and the word "dodge" will appear on screen instead of a damage figure.
atori, and all physical damage skills.
dge attacks if they don't have the respective stats.
even if they don't normally have it.
Damage Calculator

• Enter data into the blue fields to calculate the damage of an attack or skill. The green fields will populate automatically.

• Damage Stat - the physical attack or magic attack stat of the attacking hero (depending on the attack type).
• Skill Modifier - the damage modifier of the skill as shown on the "skills" tab (if applicable, for basic attacks, set this value
• Mitigation Stat - the armour or magic defence stat of the defending hero (depending on the attack type).
• Penetration Stat - the armour penetration or magic penetration stat of the attacking hero (depending on the attack type)

• Base Damage - the damage value of the attack after the skill modifier has been applied.
• Effective Mitigation - the defender's mitigation stat after penetration has been applied.
• Damage Mitigated - the % of damaged that will be blocked by the defender's effective mitigation.
• Damage Multiplier - the multiple of base damage that will make it through the defender's effective mitigation.
• Damage Dealt - the actual damage that will be dealt to the defending hero.

Damage Stat Skill Modfier Base Damage

72 100% 72

Mitigation Penetration Effective Mitigation

28,986 28,495 491

Damage Mitigated Damage Multiplier Damage dealt

14.06% 0.86 62
will populate automatically.

he attack type).
basic attacks, set this value to 100%).
attack type).
epending on the attack type).

ffective mitigation.
Critical Hit and Dodge Chance Calculators

• Enter data into the blue fields to calculate the chance of a critical hit or dodge. The green fields will populate automatical

Critical Hit

• Crit Stat - the critical hit chance stat of the attacking hero.
• Main Stat - the main stat of the defending hero (strength, agility or intelligence).

• Critical Hit Chance - the % chance of an attack being a critical hit.

Crit Stat Main Stat Critical Hit Chance

12 11,163 0.11%

Dodge

• Dodge Stat - the Dodge stat of the defending hero.


• Main Stat - the main stat of the attacking hero (strength, agility or intelligence).

• Dodge Chance - the % chance of an attack being a critical hit.

Dodge Main Stat Dodge Chance

8,131 10,758 43.05%


lds will populate automatically.

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