Unit Stats

This page provides explanations and details on numerical stats that determine the functionality of units.

Most of the units' stats can be improved by leveling them with power points, and equipping them with upgrade items. Proper upgrades can compensate for a unit's low base parameters and vastly increase their potential.

## Health

 **Health**, also known as HP (Hit Points), represents a unit's potential to keep fighting after taking damage. The higher the unit's health is, the more hits they can take before dying.

* Welder has the lowest base health among all units: **8**.
* Soldier and Red Hood has the highest base health among all units: **130**.

## Damage

Various types of **damage** represent a unit's potential to defeat enemies. It determines how much health a unit can take away from them in a single hit.

Certain abilities have fixed damage and can't be changed.

* Agents, Flamethrower, Willy, and Dr. Norman all have the lowest base damage: **2**.
* Sniper Polina has the highest base damage among all units: **50**.

### Physical

 **Physical damage**, also known as melee damage, is a form of damage that is done mainly by melee units and some inanimate ones when they are dropped onto enemies. Apart from Policeman Diaz, Sheriff Charlotte, and Dr. Kane, all ranged units are capable of delivering physical damage as well, albeit very weak.

* Redneck, Mechanic, Berserker, and Carol all have the lowest base physical damage: **9**.
* Rogue have the highest base physical damage among all units: **42**.

### Bullet

 **Bullet damage**, also commonly referred to as "ranged", is a form of damage that is done by a majority of ranged units.

* Agents have the lowest base bullet damage: **2**.
* Sniper Polina has the highest base bullet damage among all units: **50**.

### Fire

 **Fire damage** is a special form of damage that is done by certain units. Most entities killed by it don't leave their corpse behind, and instead dissolve into a pile of ashes.

* Red Barrel and Molotov both have the highest base fire damage: **5**.
* Flamethrower has the lowest base fire damage: **2**.

### Explosion

 **Explosion damage** is a special form of damage that determines the strength of an explosion a unit can create.

* Red Barrel is the only unit with upgradeable explosion damage.
* Vast majority of units who can explode on death, both human and inanimate, all have fixed death/destruction-based explosion damage: **75**.
* Bill's grenade in Princess Rescue event has fixed explosion damage: **50**, which is the lowest explosion damage in the game.
* Grenadier and Queen and Juggernaut both have fixed ability-based explosion damage: **160**, which is the highest explosion damage in the game.

### True Damage

 **True damage** is an unofficial name given to a special form of damage that uniquely ignores many types of enemy *resistances* regardless of what damage they deal.

The game doesn't actually has a "true" damage type. Instead, the damage is considered "true" if its source *doesn't has any type specified for it*.

* Willy and Dr. Norman are the only units with upgradeable true damage, and both have the lowest base value: **2**.
* Internal Forces' 5/5 Team Power causes Medkits to deal true damage equivalent to its healing value to enemies within its AoE.
* The van's electric spears in the Halloween Event has a fixed true damage value of **500**, the highest in the game.

## Critical

Critical affects with a crit. chance and crit. multiplier.

Support items doesn't have a crit. multiplier, nor crit. chance.

### Crit. Multiplier

 **Crit. Multiplier** determines the critical damage when the critical attack triggered. The number is displayed in percents.

* Most of the Melee units have base crit. multiplier by **10%**.
* Most of the Ranged units have base crit. multiplier: lower by **1%**, higher by **5%**.
* Carlos, Medic has the lowest base crit. multiplier: **0%**.
* Light Soldier has the highest base crit. multiplier: **30%**.

### Crit. Chance

 **Crit. Chance** determines the chance that unit cause the critical attack. The number is displayed in percents.

Most of the melee units have base crit. chance by **10%**.

* Most of the ranged units have base crit. chance by **0%**, so they will be unable to land critical hits at all without help from other items.
* Mechanic, Grenadier, Welder, Carol, Builder Abby both has the lowest base crit. chance: 1%.
* Saw has the highest base crit. chance: **60%**.

## Preparation Time

 **Preparation time** determines the cooldown of a unit before it can be used again. The number is displayed in seconds.

Agents have a unique perk that skips their preparation time at the beginning of a mission as opposed to the normal 10 seconds all other units get.

It's possible to bring preparation time to zero if you use multiple upgrade items with prep. time decrease as a bonus.

* Redneck and Glenn both have the shortest base preparation time: **3**.
* Welder has the longest base preparation time among all units: **90**.

## Agility

 **Agility** is a value that signifies a chance of a unit to continue attacking while in front of a target or when moving towards a newly spotted enemy. The higher the value, the higher the chance of these things happening. At 100% a unit will never pause when finding a new target and will attack non-stop.

Because of being treated as a chance determinator, agility caps at 100 and can't be raised higher than that.

* Rogue has the lowest base agility: **40**.
* Multiple units have the highest base agility: **90**.

### Aggressivity

**Aggressivity** is a stat that functions identically to agility but is exclusive to ranged units. It's unknown why it exists, as in-game UI still mentions agility for ranged units.

This stat uses the same value as its melee-exclusive alternative.

## Valor

**Valor** determines a unit's level of fear resistance. Enemies affect this value by decreasing it. Once Valor drops below 0, the fear debuff is applied.

* Multiple units have the lowest base valor value: **200**.
* All members of the Circus Pack have the highest base valor value: **9999**.

## Charisma

**Charisma** is a stat that determines how much valor a unit adds to their teammates' stats. Conversely, it also substracts the same level of valor from enemies.

All members of the Circus Pack (Saw, Berserker, Queen) have negative values of Charisma as their base, meaning that they *decrease* resistance of their teammates.

* As mentioned above, Circus Pack members have the lowest base charisma values in the game: **-300**.
* Austin has the lowest non-negative base charisma value: **40**.
* Welder and Lionheart both have the highest base charisma value: **750**.

## Speed

 **Speed** determines how fast a unit can move.

* Soldier, Flamethrower without his special ability unlocked, Dr. Norman, and Red Hood all have the slowest base movement speed: **5**.
* Welder and Turbo both have the highest base movement speed among all units: **20**.

## Range

 **Range** determines the distance from which a ranged unit is capable of finding targets to then initiate an attack on. A single point of range is equal to one in-game pixel.

Increasing a unit's range stat also impacts its spread angles. As the unit's range increases, its spread angle diminishes. This results in comparable accuracy to its default range at higher distances, while also tightening the spread when the unit is up close.

Range is also used to determine the area of effect for stationary items whose abilities rely on it. Such derivative of range is fixed and can't be modified or upgraded.

All melee units have a range of around 18. This value will not show up on their stats screen and cannot be increased.

* Multiple ranged units have the smallest base range value: **150**.
* Sniper Polina has the highest base range value in the game: **250**.
* Molotov has the smallest base AoE range: **35**.
* Medkit has the highest base AoE range: **65**.

## Cost

**Cost** determines how much courage/rage points a unit requires to be used.

Upgrade items with cost reduction buffs allow to bring this stat to lower numbers, capping the minimum unit cost at 1. However, it's impossible to reach this number in-game. Interestingly, TMF's 5/5 team power ignores this cap, and allows to bring units down to a cost of 0.

* Redneck, Private Rodriguez, Jailer, and Mechanic all have the lowest base courage cost in the game: **15**.
* Abby have the highest base courage cost in the game: **40**.
* Empty Barrel has the lowest rage cost in the game: **6**.
* Welder has the highest base rage cost in the game among units: **50**.
* Bill's LMG ability has a fixed price of **100** rage, the highest in the game.

## Resistances

**Resistances** are a form of protection against specific types of damage. The percentage displays how much value of an incoming attack will be ignored. For example, a 50 damage bullet shot will deal only 5 damage to a unit with 90% bullet resistance.

Despite being listed in stat tables, resistances are usually highlighted as Perks, and share the same values across all units who have them. The only exception is explosion resistance, which doesn't has a respective icon, and is equal to 100% on stationary objects and Firefighter, but only 50% on all members of the Science Pack.

## Special

Certain units have special characteristics that are unique to them and similarly working units.

### Duration

 **Duration** is a time during which some unit's ability keeps working. Duration is measured in seconds.

* Molotov has the shortest ability duration: **3**.
* Nitrogen is the only unit with upgradeable duration and hence can achieve the longest ability duration among all units: **11.5**.

### Period

 **Period** is an unofficial stat used instead of duration on units whose abilities can get activated several times but with a delay. Period is measured in seconds.

* Queen has a period between ability activation, **1.7**, which is the shortest period in the game.
* Chopper has a period between ability activation: **60**, which is the longest period in the game.
* Turret has the shortest fixed period between ability activation: **3.**
* Generator has the longest fixed period between ability activation: **15**.

### Fire Duration

 **Fire duration** is a period of how long a unit uses their ranged attack. Fire duration is measured in seconds.

Every ranged unit possesses fire duration. However, it usually varies between each unit, and shooting can be interrupted in several different ways. Turret is the only unit with uninterruptible firing.

* Lester has the shortest base fire duration among all units: **1.0**, and with his special ability unlocked, can achieve the shortest fire duration among all units: **0.5**.
* Turret has the longest base fire duration among all units: **6.0**.
* Gunslinger with his special ability unlocked can achieve the longest fire duration among all units: **10**.

### Spawn Speed

 **Spawn speed** is a rate of how long it takes for a unit to create something. Spawn speed is measured in seconds.

* Generator is the only unit that possesses spawn speed. Its rate is fixed: **15**.

### Healing

 **Healing** is a rate of how much health can be recovered for teammates or buildings.

* Chopper is the only unit with self-healing, and hence has the lowest base self-healing: **15**, and the highest achievable self-healing in the game: **52**.
* Medkit is the only unit with upgradeable healing for human units and hence has both the lowest base healing: **4**, and the highest achievable healing in the game: **43**.
* Welder is the only unit with healing for inanimate units. He can repair level 1 Turret for the lowest total inanimate unit healing: **6**, and can repair level 13 Generator for the highest total achievable inanimate unit healing in the game: **39**.

## Trivia

* Stationary units that do ranged or melee damage use an electric bolt icon (  ) instead of their proper respective icons.
* No matter what type of damage any ranged unit does, they all use the standard bow and arrow icon.