Unit stats key

Units have a wide variety of attributes that determine how they perform in battle. These stats are shown in the infobox for a given unit; this page explains what these different attributes are and their effects in battle.

## Basic attributes

There are five basic stats that are displayed when you view a unit. These are as follows:

 Evasion |  | The chance, in percent, that a unit will avoid an incoming attack entirely.

Heroes have all five of these basic stats, but ordinary units typically only have either armor or evasion, not both (as in the example above). Generally, infantry units use evasion, while stormtroopers, heavy infantry, and vehicles use armor, while specials can be either, although exceptions to these rules exist. There also are a few rare units which have both, as well as skins which give armor to infantry units, or evasion to stormtroopers.

For units that you can produce, these stats can be increased by various effects, such as training, skins, equipment, research, or doctrines. When viewing a unit, you will always see these effects; for example, if you equip a unit with equipment which increases damage, you will then see the increased damage value when you next look at the unit.

For more details on the exact mechanics of these attributes in combat, see the description below.

## Hidden attributes

In addition to the stats above, units also have a set of hidden attributes. These are not displayed when you view a unit, but can significantly affect its performance in battle. They are displayed in the infobox on this wiki, however.

 Evasion ignore |  | The amount by which enemy evasion will be decreased.

All units have movement speed, range, and reload time values. Movement speed cannot be changed, and reload time can only be improved for a few units with specific research. Range can be altered by a variety of equipment and research, however. Most units do not have armor pierce or evasion ignore, and can only receive these abilities through skins or equipment.

Note that skins or equipment that affect these hidden stats do show these effects in the equipment or skin information. However, when the skin or equipment is equipped on the unit, you will not see the effect on the unit.

## Other attributes

Other attributes listed in the infoboxes here on the wiki are as follows:

 Duplicate value | Heroes only: since you cannot have more than one hero, if you happen to acquire a second copy of a hero (for example, as an event reward), you will get this amount of gold instead. Note that this does not work for purchases from event stores, however (you cannot make the purchase at all if you already have the hero).

## Combat mechanics

This section explains the exact equations (at least to the best of our understanding) of how these attributes function in combat.

### Hit chance

Three factors influence the chance of an attack hitting its target. The base chance of the attack hitting is equal to the accuracy , in percent. If the target has an evasion value , then the chance is reduced by the evasion value, in percent. However, if the attacker has an evasion ignore  value, then the target's evasion is reduced by that value first. Putting this all together, we get our final equation:

Hit chance =  \* (100-( - ))/100

This gives the final chance for the attack to hit, in percent. Values greater than 0 or 100 do not have any effect. If the attacker has evasion ignore but the defender does not have any evasion, it does not increase hit chance (for example, Hermit Savage with 90 accuracy and 10 evasion ignore will still have 90% hit chance against devastators, crusaders etc. unless he upgrades accuracy).

### Damage

If an attack hits, then damage is dealt to the target as follows. The overall equation is similar to the hit chance equation above, with the base damage given by the damage  of the attacker, reduced by the armor  of the defender, and with the armor itself reduced by the armor pierce  of the attacker, if present. Thus, our final equation is:

Damage =  \* (100-( - ))/100

This number is then deducted from the target's health , and kills the target if its health is reduced to 0 or less. Note that in convoys, this equation appears to be exact -- the damage shown on the convoy is always the same and given by the formula above. However, in combat with normal units, there appears to be some randomness in the damage dealt (or possibly in the health of individual units), as sometimes the same attack will kill one unit but leave a small sliver of health on another. The details of how this randomness works are currently unknown.

Note that, as far as we can tell, the effect of armor is not limited to the range 0-100. If a unit has an armor value greater than 100, it will actually gain health upon attacks (unless there is enough armor pierce to reduce the effective value to 100 or below). Similarly, if the armor pierce value is greater than the target's armor, the target will actually take additional damage.

### Area of effect attacks

Some units, heroes, and supports have an attack with an area of effect (AoE). These behave completely differently from normal attacks, as follows:

* All units within the area of the attack take damage, not just a single target.
* All evasion and armor on the targets are ignored completely.

This makes AoE attacks extremely powerful, especially against targets with strong defense. For some units, the area of effect of the attack is shown visually, as in the bloody adept's attack shown in the example here. However, in some cases (such as Blitz's shotgun), there is no visual indication that the attack has AoE properties other than observing that multiple targets can be hit by a single attack. There are even a few cases (such as the special Hammer skins from Victory Day) where the attack has AoE properties (i.e., ignores all evasion and armor) but has such a small area that it only ever affects one target unit.

The two factors affecting an AoE attack are:

* Accuracy : Since an AoE attack always hits all targets within the area, the accuracy value is not a chance to hit. There is some indication that the accuracy for AoE attacks may instead affect how close the area of effect is to the intended target, but the precise mechanics of this are not known.
* Damage : The damage of the AoE effect is done to all units within range. There is some evidence that for some explosive attacks (e.g., from mortars), the damage may decrease as you get farther from the center of the explosion, but the magnitude of this effect is not precisely known.

## Examples

Here is the hit chance for varying values of accuracy and evasion.

Here is the damage done for varying values of damage and armor. As you can see, it is very similar to the above table.

### Effect of high armor and evasion

From the equations above, we can see that the effect of armor on damage received is linear, and similarly for the effect of evasion on hit chance. However, in many cases, the more useful way to think about these effects is in terms of the number of shots a unit can survive.

For example, consider a unit with 1000  and no evasion, taking shots with a base of 100 . The number of hits the unit can take before it is killed is then given by:

hits = 10/(1-/100)

We can see that now the effect of armor becomes extremely nonlinear at high armor values. At 0 armor, the unit can survive 10 hits, and at 50, that doubles to 20. However at 90 armor, the number of hits increases to 100, and at 95 armor, it can survive 200 hits. The graph below shows these results (with the 90-99 range shown separately, because it's so much larger).

The same principle applies to evasion, where the number of shots required to score a single hit (on average) is given by

shots = /(1-/100)

The graph above thus also shows the number of shots with 10 accuracy required to score a single hit, as a function of evasion (or with 100 accuracy, if you divide the y-axis values by 10).

For this reason, at very high armor values, increasing armor pierce (which effectively shifts the curve above to the right) is significantly more effective than simply adding damage, and similarly, against very high evasion values, evasion ignore is more useful as a counter than accuracy.

## Rate of fire

A final quantity of interest is a unit's damage per second (DPS). However, this information depends on some quantities which are not directly known. Specifically, while the reload time (the time between attacks) is known and displayed on the wiki, the rate of fire also depends on the time the attack itself takes, which can vary significantly across different attacks. (Indeed, for many units, such as Crusaders, the reload time is very small, meaning that the rate of fire is determined entirely by the duration of the attack.)

The factors affecting the rate of fire are as follows:

 Damage per second | Damage \* attacks per animation \* rate of fire, representing the total damage that this unit is capable of per second (not considering enemy armor or evasion). This stat is currently not listed and can only be measured by observation.