Stats

Stats impact a character's offensive and defense capabilities in combat. Different characters start with different base stat values, and receive different increases when leveling up. A character's stats will change over time based on character level or Effects applied to that character. "Primary" stats refer to Health and Offense, while "Secondary" stats refer to all other stats listed below.
==Health==
 Health is a measure of how much damage a character can take before being KO'd. 
 
Values that are based on a character's Health may be expressed as a percentage of it. For example, Fortify adds as Block, meaning that the amount of Block added would be 30% of Hunter's Health stat.
=== For enemies ===
Minion enemies have no Health; any damage defeats them instantly. Elite enemies have higher Health totals and require more damage to defeat.
==Offense==
 Offense is measure of the amount of damage a character can deal.
 
Values that are based on a character's Offense may be expressed as a percentage of it. For example, Quick Slash does damage, meaning that the damage done would be 50% of Hunter's Offense stat.
==Critical Chance==
 Increases the chance for a drawn card to be Critical and deal increased damage. 
 
The probability of a card being drawn as Critical is calculated as 40% of the character's Critical Chance stat. For example, a character with a Critical Chance stat of 50 would have a 20% chance of drawing a card as Critical. The effect of this stat caps out at 50%.
==Critical Damage==
 Increases the damage bonus applied to Critical cards.
 
The damage bonus applied to a Critical card is calculated as 50% of the character's Critical Damage stat. For example, a character with a Critical Damage stat of 50 would do 25% extra damage when playing a Critical card. The effect of this stat caps out at 75%.
==Fortitude==
 Increases the percentage of maximum Health granted as Block at the start of each mission.
 
The percentage of maximum Health granted as Block is calculated as 50% of the character's Fortitude stat. For example, a character with a Fortitude stat of 50 would gain Block equal to 25% of their maximum Health at the start of a mission. The effect of this stat caps out at 50%. 
==Power==
 Increases size of area abilities.
 
The size increase of area abilities is calculated as 25% of the character's Power stat. For example, a character with a Power stat of 50 would have the size of their area abilities increased by 12.5%. The effect of this stat caps out at 25%. 
==Resilience==
 Increases the chance to resist negative status effects.
 
The probability of resisting a negative status effect is calculated as 60% of the character's Resilience stat. For example, a character with a Resilience stat of 50 would have a 30% chance to resist a negative status effect. The effect of this stat caps out at 60%. 
==Strength==
 Increases Knockback distance.
 
The increase in Knockback distance is calculated as 50% of the character's Strength stat. For example, a character with a Strength stat of 50 would have their Knockback distance increased by 25%. The effect of this stat caps out at 50%. 
==Willpower==
 Increases the percentage of maximum Health recovered at the start of each turn.
 
The percentage of maximum Health recovered is calculated as 20% of the character's Willpower stat. For example, a character with a Willpower stat of 50 would recover Health equal to 10% of their maximum Health at the start of a mission. The effect of this stat caps out at 20%. 
==Tutorials==
===Fortitude===
You've increased a Secondary Stat on your heroes!
The Fortitude Secondary Stat will grant Block to your heroes at the start of every mission.
==Reference==
Each stat reaches its maximum bonus at its starting value plus 100. In addition, the Laboratory cannot reduce stats below their starting value, despite the tooltip that suggests it can. A breakdown of caps for Secondary stats:
Stat 	Maximum %	Points Required	Secondary Stat Effect
Critical Chance	50% 	125 	Increases the chance for a drawn card to be Critical and deal increased damage.
Critical Damage	75% 	150 	Increases the damage bonus applied to Critical cards.
Fortitude 	50% 	100 	Increases the percentage of maximum Health granted as Block at the start of each mission.
Power 	25% 	100 	Increases the size of area abilities.
Resilience 	60% 	100 	Increases the chance to resist negative status effects.
Strength 	50% 	100 	Increases Knockback distance.
Willpower 	20% 	100 	Increases the percentage of maximum Health recovered at the start of each turn.
Category:Gameplay