Stats

**Stats** are a core game mechanic in Shrom.io. Along with customizing the class of a tank, players can also modify their tank’s Stats to master their own play style.

## Mechanics

As the player levels up, they begin to earn **Skill Points**, which are used to upgrade stats. Skill Points can be spent either through clicking the + button next to a stat bar or by pressing the corresponding number key. Tanks gain 1 skill point for every level until Level 28, after that a skill point is obtained every 2 levels (30, 32... etc.) until Level 42, a final skill point is obtained at Level 45. The maximum number of skill points is 35, and a stat can be upgraded 8 times before maxing it out fully (with exception to the Smasher branch - the maximum is 11 upgrades for each stat).

## Stats and their Effects

#### Health Regen

Short of *Health regeneration.* Any tank, after taking damage, will begin to regenerate any lost health. When this stat is upgraded, the tank's regeneration rate will increase, while the time to begin **Quick Regen** will also reduce. Upgrading Max Health also increases health regen speed for 20%. The formula for Health Regen is `Base Health * Regen Speed + Health Upgraded * Regen Speed * 20%`.

When a tank doesn't take damage for 23 seconds, **Quick Regen** occurs. Tanks heal 10 times faster in that state until the tank is completely restored or takes damage, then the timer would reset back to 0 seconds.

Here is the chart of health restored every second (approx.) (Note that Smasher Branch tanks are having different stats, as shown in the next chart below) and time taken for Quick Regen to occur. The tank does not have any Max Health upgraded and has max level.

Here is the chart of health restored every second for Smasher Branched (approx.) and time taken for Quick Regen to occur. The tank does not have any Max Health upgraded and has max level. Please note that every smasher class has different health regen and max health multiply. For more details, go to the specfic tank's page and go to the Data part. e.g. Light Smasher has stronger Health Regen but with less Max Health

Also note that every smasher has two multiplies. One is base multiply and one is max upgrade multiply. For example, if a smasher has a base regen multiply of 1.1x and a max upgrade regen multiply of 1.2x, it has 1.1x health regen without upgrading anything, and 1.1 \* 1.2 = 1.32x health regen when fully upgraded.

#### Max Health

Each tank starts off with 140 HP at level 1, and their health will increase until Level 45 with 200 HP. In another words, Tanks in level 1 are having a 70% health multiply. Each Max Health upgrade increases the tank's HP by 75 (At max level), capping at 400% HP gained with 800 HP.

Here is the chart of Max Health with Max Health upgrades (Note that Smasher Branch tanks are having different stats, as shown in the next chart below). The tank is at max level.

 1
 2
 3
 4
 5
 6
 7
 8

Here is the chart of Max Health for Smasher Branched Tanks (approx.). The tank is at max level. Please note that every smasher class has different max health multiply. For more details, go to the specfic tank's page and go to the Data part. e.g. Mega Smasher has higher Max Health than Smasher.

Also note that every smasher has two multiplies. One is base multiply and one is max upgrade multiply. For example, if a smasher has a base Max Health multiply of 1.1x and a max upgrade Max Health multiply of 1.2x, it has 1.1x Max Health without upgrading anything, and 1.1 \* 1.2 = 1.32x Max Health when fully upgraded.

#### Body Damage

Upon colliding with tanks or food, they will take Body Damage according to how much Body Damage does the other object has.

##### Tank's Body Damage

Body Damage also reduces damage taken by 2%. The formula for it is `Damage Taken = Damage Taken / (1 + Body Damage * 2%).`

Each tank starts off with 2.5 Body Damage (levels doesn't matter), and have a body damage of 10 when fully upgraded Body Damage.

Here is the chart of Body Damage upgrades (Note that Smasher Branch tanks are having different stats, as shown in the next chart below).

 1
 2
 3
 4
 5
 6
 7
 8

Here is the chart of Body Damage for Smasher Branched Tanks (approx.). The tank is at max level. Please note that every smasher class has different Body Damage multiply. For more details, go to the specfic tank's page and go to the Data part. e.g. Spike has higher Body Damage than Smasher.

Also note that every smasher has two multiplies. One is base multiply and one is max upgrade multiply. For example, if a smasher has a base Body Damage multiply of 1.1x and a max upgrade Body Damage multiply of 1.2x, it has 1.1x Body Damage without upgrading anything, and 1.1 \* 1.2 = 1.32x Body Damage when fully upgraded.

##### Other objects and their Body Damage

Note that other objects' body damage do not reduce damage taken

 Triangle
 Pentagon
 Beta Pentagon
 Alpha Pentagon
 Respawner Nucleus
 Megagon

#### Bullet Speed

Bullet Speed determines how fast a bullet travels. A bullet speed can be affected by Gravity. Its measuring unit is DU/s. Tanks start off with a base bullet speed of 3 DU/s. Upon upgrading bullet speed to max, a bullet can travel 9 DU/s, which is 300% speed of the original speed. Every tanks' barrels have different speed multiply. To get specific tank's bullet speed multiply, go to the tank's page, then go to Data part. The chart below shows different skill points used into Bullet Speed and the Bullet Speed of the bullet (Note that Smasher-branched class do not have bullet speed upgrades, as they are lack of barrels).

 1
 2
 3
 4
 5
 6
 7
 8

#### Bullet Penetration

Bullet Penetration (or Bullet Resistance) determines the resistance of a bullet. Normally, when a bullet collides with an object, the bullet will destroy immediately unless the object is weaker than the bullet. With Bullet Penetration upgraded, when the bullet collides with an object, the bullet will not lose all of its health, the health it loses is according to how much bullet penetration the bullet has. The formula for it is: `Bullet Health = Bullet Health - Damage that the colliding object has / Bullet Penetration.` All bullets start off with 1 bullet penetration, which means the bullet will destroy in 1 hit upon colliding with other objects. Players can upgrade Bullet Penetration stat up to 5, which means the bullet will break in 5 hits.

Example: If a bullet has 7 damage and 5 penetration and it collides with an object, the health of the bullet and the damage taken of the object are the followings:

 1
 2
 3
 4
 5

The chart below shows different skill points used into Bullet Penetration and the Bullet Penetration of the bullet (Note that Smasher-branched class do not have bullet speed upgrades, as they are lack of barrels). Every bullet has the same penetration (Except for the Terminator's)

 1
 2
 3
 4
 5
 6
 7
 8

#### Bullet Damage

Bullet Damage (or Bullet Health) controls the damage of a bullet. Upon colliding with objects, the object decreases damage according to the damage the bullet has. Tanks start off with a base bullet damage of 8.75 HP. Upon upgrading bullet damage to max, a bullet can deal 30.625 HP Damage, which is 350% damage of the original damage. Every tank has different damage multiply. To get specific tank's bullet damage multiply, go to the tank's page, then go to Data part. The chart below shows different skill points used into Bullet Damage and the Bullet Damage of the bullet (Note that Smasher-branched class do not have bullet speed upgrades, as they are lack of barrels).

 1
 2
 3
 4
 5
 6
 7
 8

#### Reload

Reload determines how fast can a barrel shoot. The reload means how many bullets can the barrel shoot every second. Tanks have a reload of 1.4 at the start, and can be upgraded to 2.8 when maxed out Reload, which is 200% of the original Reload. Every tank's barrel has different reload rate. To get specific tank's reload, go to the tank's page, then go to Data part.

Formula to Calculate bullets shot from a barrel per second: `Shot per Second = 1 / Reload`

The chart below shows different skill points used into Reload and the Reload of the barrel (approx.) (Note that Smasher-branched class do not have bullet speed upgrades, as they are lack of barrels).

 1
 2
 3
 4
 5
 6
 7
 8

#### Movement Speed

Movement Speed determines how fast a tank can move. Normally, a maxed level tank can move in 10 units/s, and with Movement Speed upgraded to max, the tank can move up to 18 units/s. A level 1 tank can move twice as fast as a maxed level tank, which makes small tanks easier to escape.

Here is the chart of Movement Speed upgraded times and the tank's movement speed (Note that Smasher Branch tanks are having different stats, as shown in the next chart below). The tank is at max level.

 1
 2
 3
 4
 5
 6
 7
 8

Here is the chart of Movement Speed for Smasher Branched Tanks (approx.). The tank is at max level. Please note that every smasher class has different Movement Speed multiply. For more details, go to the specfic tank's page and go to the Data part. e.g. Light Smasher has higher Movement Speed than Smasher.

Also note that every smasher has two multiplies. One is base multiply and one is max upgrade multiply. For example, if a smasher has a base Movement Speed multiply of 1.1x and a max upgrade Movement Speed multiply of 1.2x, it has 1.1x Movement Speed without upgrading anything, and 1.1 \* 1.2 = 1.32x Movement Speed when fully upgraded.

## Hidden Stats and their Effects

**Hidden Stats** are stats that can’t be upgraded directly from the bottom-left menu, but can also affect a tank’s ability and playstyle. Most of these can only increase/decrease by selecting different classes.

#### Bullet Accuracy / Bullet Spread

Bullet Accuracy determines how straight a Barrel fires out Bullets, while Bullet Spread refers to the angle that bullets are fired within. A high bullet spread has a high angle and vice versa.

For example, a Billiard or a Ranger has much more Bullet Accuracy, or much less Bullet Spread, compared to a Machine Gun or a Burner. Each tank's accuracy can be checked at the tank's page on Data part.

#### Recoil

Recoil is how far a Tank gets pushed backward when firing. While Recoil slows down a tank that is moving forward, towards its Ammunition, it can be used strategically or for a faster retreat. If a barrel has a recoil of 1. Shooting for 6.5 times can push a tank through 1 square unit (13 shoots pushes a tank through 2 SU). Each tank's recoil can be checked in the specific tank's page on Data part.

#### Field of View

Main Article: Field of View

Field of View (FoV) determines how far a player can see. Different tanks have different field of view. Tanks like Ranger or Hunter has high FoV, while tanks like Melter has extremely low FoV. Some tanks has an ability to look farther than normal by right clicking. For example: Predator and Billiard.