Stats

Stats are statistics that battlers have that can be viewed under their description.
Every battler has their own unique stats and should be used in tandem with their strengths and weaknesses. Some have armor that can resist damage and others have a short cooldown time etc. This page is for debriefing of statistic uses in case you were confused or have questions about what all these symbols mean and what not. Enemies have strength magnifications of their base statistics in the almanac which can also be viewed with the red danger sign on a map. 
==Statistics==
===Health ===
How much damage a battler can take before dying.
Notes: 
*Units with "damage taken" based triggers such as will not trigger if they are instantly killed by one attack
* Health can be healed back by the battler itself such as in or with the help of battlers such as or 
* Phases are triggered by the percentage of health a battler/boss has, and depending on the boss, they may regain part of their health.
===Armor ===
How much damage a battler resists, any damage under the armor value will default to 1 damage. For example, a battler with 30 armor will cause any damage equal to or under 30 to become 1, and any further damage will be subtracted by the armor value.
Notes: 
*Units with defense are highlighted in dark grey when attacked.
*Armor stacks alongside enemy resistances such as anti-red
* Armor works best against fire or tick based damage
===Damage Reduction ===
Any damage taken will be reduced by whatever percentage this battler's Damage Reduction value is. For example, if a battler was to take 100 damage with 10% Damage Reduction, they would only take 90 damage instead. 
Notes: 
*Units with resistance are highlighted in blue when attacked.
*Almost all bosses with phases have I-frames that make them 100% immune to damage upon shifting
**Also applies to some of the Lil' version of bosses such as always landing a death attack but not having the same I-frames
*'s at level 20 can take a maximum of 1919 single target one-instance damage before dying making it one of the best single target stallers
=== Damage ===
How much damage a battler does every time it attacks an enemy. This may also represent healing, but does not show information about secondary damage such as burn.
Notes:
*Battlers with status based attacks like only have their damage stat based on impact damage
*Damage can be buffed directly by units like or , or via indirect means, such as the Weaken debuff
*Damage values on bosses with extra phases only apply to the first phase so beware
===Firerate ===
How much time needed for a battler to attacks. Used to calculate DPS by damage / firerate.
Notes:
*Battlers like and can buff a unit's firerate
*Firerate is the one of three stats that can be displayed in decimal form and not in whole numbers. The other two are damage, with in Chapter 3 dealing 3.75 base damage, and walkspeed, with examples such as and 
===Range ===
How many studs away a battler can attack an enemy from.
Notes:
*In some stages, battlers can immediately attack the enemy base as soon as they're spawned because of their high range
*Range can be reduced by battlers like and but also buffed by and 
===Walkspeed ===
How many studs a battler will walk per second.
Notes:
*Walkspeed is also impacted by and 
*Walkspeed can be in decimals if the battler is slow enough such as 
===Cooldown ===
How many seconds it takes for this battler to be deployed again.
Notes:
*When looking at a battler's cooldown from the loadout, the game takes your current battlers' cooldown reduction into account
**You can see the actual cooldown of the battler in the Almanac
*Powerhouse bank increases your cooldowns.
===Cost ===
How much money it costs to deploy this battler.
Notes:
*There will never be a battler that costs 0$ (unless it's admin-exclusive, that is)
*Most battlers costs are in increments of 50$
Category:Features