AFK Heroes

Stats & Power

Updated

Your hero's combat strength is a set of derived stats computed server-side from three inputs: your class base (plus per-level growth), your equipped gear (with its upgrades, seals and full-set bonus), and your equipped skin. Everything below — how each stat behaves and its caps — is exactly what the game computes; the server is authoritative, so what you see is what you get in combat.

The stats and what they do

StatWhat it doesCap
Max HPYour health pool. You take net damage each second while fighting; drop to 0 and you're defeated.No hard cap
AttackBase damage per hit. Feeds directly into DPS and element damage.No hard cap
Attack SpeedHits per second. Multiplies DPS.No hard cap
Crit Chance% chance a hit crits for extra damage. Averaged into DPS.80% (hard)
Crit MultiplierDamage multiplier on a crit. Fixed by class — gear never changes it.Fixed per class
Dodge% chance to avoid an enemy hit entirely, reducing incoming damage.25% (hard)
DefenceRaw armor. Converts to a % damage reduction (see below).No hard cap on the number, but the reduction stops at 50%
Damage ReductionFraction of incoming damage blocked, worked out as Defence ÷ 500.50% (hard), reached at 250 Defence
Gold Bonus+% gold from kills.300% (raisable by a full Angel or God set — see below)
XP Bonus+% XP from kills.300% (raisable by a full Angel or God set — see below)
LuckPushes loot toward higher rarities. It does not change how often chests drop.300 (hard)
ElementFire / Ice / Lightning on your weapon adds bonus elemental damage each hit. How much depends on your class and the stone tier.No cap

Class base stats and per-level growth

Each level adds the growth values below (level 1 = base only). Max HP is additionally multiplied by the class HP multiplier. Knight attack also carries the balance buff described in Hero Classes.

ClassBase HPBase AtkAtk SpdCrit%Crit MultHP MultHP / levelAtk / level
Knight15090.858%2×1.35+18+1.9
Mage80170.7210%2×1.0+8+3.4
Rogue100111.525%3×1.0+11+2.3

Element damage

An element on your weapon adds a share of your Attack to every hit. At Tier I the share is 35% of Attack × the class element multiplier. Each higher Elemental Stone tier adds a further 7% of Attack × the class tier multiplier. The Mage's 5× element multiplier is its signature: an elemental weapon roughly doubles a Mage's effective attack output. Knight and Rogue have a 1× multiplier.

ClassElement multiplierTier step multiplierTier ITier IITier IIITier IVTier V
Knight1×1×35%42%49%56%63%
Mage5×2×175%189%203%217%231%
Rogue1×1×35%42%49%56%63%

How gear builds a stat

Each equipped item contributes its stats, scaled by its own multipliers. Then the full-set bonus is applied to the total, and finally your skin multiplier.

  • Attack, HP and Attack Speed: the item's base value × (1 + 10% per upgrade level) × its Forge+ bonus × its Seal (Star ×1.5, Moon ×2, Sun ×3). So a +5 item gives 1.5× its base stats, and a Sun-sealed item triples them. A Legendary or better item at +10 gets ×1.1 more (+10 Mastery), and a full +10 set gives ×1.05 more to the Attack, HP and Attack Speed from all your gear. See Items & Rarities.
  • Crit Chance, Dodge, Defence, Gold Bonus, XP Bonus and Luck follow their own scale, set by rarity and item level so that only the best gear gets close to the caps. Each upgrade level adds 10% to all of them except Crit Chance, which gains only about half a percent per level. A Seal adds a smaller boost here (Star +7%, Moon +12%, Sun +16%), and Forge+ does not apply.

How close each rarity gets to the caps

The table shows the best a full set can do: 7 pieces of one rarity (8 for a Knight), all at +10, with the best rolls from the deepest content, before your skin. Each figure is the share of the cap you reach.

Full +10 set ofCrit, Dodge, Defence, LuckGold and XP Bonus
Common10%12%
Uncommon19%23%
Rare28%34%
Epic36%44%
Legendary44%54%
Mythic51%63%
Cosmic58%71%
Divine64%79%
Celestial70%86%
Angel78%86% of the raised cap (344%)
God86%86% of the raised cap (430%)
God + Star Seal92%92% of the raised cap (460%)
God + Moon Seal96%96% of the raised cap (480%)
God + Sun Seal100%100% of the raised cap (500%)

The caps are Crit Chance 80%, Dodge 25%, Defence 250 (the 50% damage-reduction cap), Luck 300, and Gold and XP Bonus 300% (more with a full Angel or God set, see below). Crit Chance is measured from your class's base crit up to its cap. Knights also carry Defence on their shield, so their Defence runs about a quarter higher than shown.

For example, a full +10 Celestial set with the best rolls gives a Rogue about 63% Crit Chance, 17.5% Dodge, 175 Defence (35% damage reduction), 210 Luck and 258% Gold and XP Bonus. Only a full +10 God set with a Sun Seal reaches every cap.

Your skin multiplies on top of all of this, so with a levelled skin you can reach a cap a step earlier.

Full-set bonus

Equip every required slot with the same rarity and all gear-derived stats gain a bonus. Knights fill 8 slots (they use a shield); Mages and Rogues fill 7 (no shield).

Full set raritySet bonus
Common+1%
Uncommon+2%
Rare+3%
Epic+4%
Legendary+5%
Mythic+6%
Cosmic+8%
Divine+10%
Celestial+15%
Angel+20%
God+30%

Celestial and above: once every slot is Celestial, Angel or God, the set counts at its lowest piece. All Celestial, or any mix that includes a Celestial piece, gives +15%. All Angel, or Angel and God mixed, gives +20%. All God gives +30%. So upgrading a single piece to Angel or God never drops you below the Celestial bonus.

Defence → damage reduction

Raw Defence blocks incoming damage equal to Defence ÷ 500, up to a hard cap of 50%.

So 250 Defence = the 50% cap. Below that it scales linearly — 125 Defence blocks 25%, 50 Defence blocks 10%. Defence above 250 adds nothing to the reduction. A full +10 Celestial set gives about 175 Defence (about 219 for a Knight); only the best sets reach 250.

Skins — a real power boost

An equipped skin isn't just cosmetic: it applies a flat multiplier to every hero stat.

Each skin has its own bonus ladder, rising with the skin's own level up to +10. Most skins run from +10% to +20% on all stats; the Black Bull Ansem is a lighter skin at +5% to +10%. Whatever the figure, it lifts HP, Attack, Attack Speed, Crit, Dodge, Defence, Gold, XP bonus and Luck together, so it feeds straight into your damage, survivability and Power. No skin equipped means no bonus. See Crafting & Forge for the full skin table.

Gold and XP caps — raised by craft sets

Total Gold Bonus and XP Bonus are normally capped at +300%. A full craft set raises the ceiling for both:

SetGold and XP Bonus cap
No craft set+300%
Full Angel setup to +400% (a raise of up to +100)
Full God setup to +500% (a raise of up to +200)

The extra headroom only applies while every set slot is the same craft tier (all Angel, or all God), and it grows with the set's average upgrade level: you get 40% of the raise at +0 and all of it at +10. Luck stays capped at 300 regardless.

Power score

Your Power score (shown on your hero and used for leaderboard weighting) blends your final stats into a single number. Damage output is weighted most heavily, followed by max HP, then dodge and defence.

  • Power = (damage per second + element damage per second) × 10 + Max HP × 0.5 + Dodge × 8 + Defence × 4
  • Damage per second = Attack × Attack Speed × (1 + Crit Chance × (Crit Multiplier − 1)), with Crit Chance as a fraction.
  • Element damage per second = Attack × your element share (see the table above) × Attack Speed. It only counts when your weapon has an element, and it rises with the stone tier.
  • Pets and consumables are not part of Power.

Because damage output already includes crit and attack speed, those stats compound the most into Power. Since every stat above is produced by class base + growth → gear (with upgrades and seals) → full-set bonus → skin multiplier, both skins and full sets feed Power through all of their stat gains, not just one — a full set plus a levelled skin lifts damage, HP, dodge and defence together, and Power rises accordingly.