Chroma Squad

Chroma Squad

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A Handbook to Every TV Superhero Chapter 3: Stats
By Xgpmcnp and 1 collaborators
So, here you are again! You seem to be getting pretty strong. But did you ever wonder where all that strength came from and how you acquired it? Do you wish to use Maths to improve your punches? Well, look no further, as this is going to please you!
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Introduction to Chapter 3
This chapter of the Handbook to every TV Superhero will focus on more advanced parts of combat, which we call statistics, or "Stats". Those stats can be increased by various way, and come in various forms, like Attack, Health or Defenses. This guide will explain you how these stats work exactly without all the mathemagic stuff!
Attack
Attack is really basic. It's how much damage you deal when you hit an enemy. Player characters start with 52 attack. They also can deal up to 13 more damage. However, the Assault has a class ability to raise attack. Curiously enough, this also increases the bonus damage it can potentially deal. There are also various actors that can increase or decrease Attack. Lastly, a crafting bonus to various crafted items can increase your attack. How much extra attack you gain varies across the different tiers. However, weapons will consistently have a better bonus to attack than any other crafted equipment.

In addition to your regular Attack stat, there is also a Weapon Attack stat. This is how much extra damage you will do if you attack with an equipped weapon. As with attack, weapons can receive a bonus to this. However, only weapons can gain an increase in Weapon Attack. The exact value of this seems to vary between each individual weapon.
Health
Health is a simple stat. The more health you have, the longer it takes enemies to kill you. Player Characters start with 120 Health. The Lead Class starts off with a 50% boost to Health. There are also several actors that can add or take away Health. While various equips can boost your Health, it is primarily increased by Armor and Helmets. Crafted equipment can also obtain a boost to Health that varies with the Level of the equipment. Lastly, the Lead has a Passive Skill that further increases its Health by 15%.
Skill Regen
To put simply how Skill Regen works, the more you have of it, the more often you can use your skills. To write a formula out of it:

roundup(CC/SR = CDT)
CC = Cooldown Cost
SR = Skill Regen
CDT= Number of turns that need to pass before you may use the skill again.

For example: Your Assist has Healdouken equipped, which is a 120 CC move, and your Assist has 39 SR. It'll go like this:

120/39R = 3.076923...
3.08 rounds up to 4

Thus, 4 turns must pass before you may use this skill again. Keep in mind, that if the skill ends the turn, you automatically gain the first turn of Skill Regen needed. Worth noting is that the Skill Tab in the Actor's screen often takes this into consideration when it lists the amount of turns you need to wait to use a skill again. However, the tool tip for the skill in-combat does not.

All five of the characters have 10 Skill Regen. However, the Assist has a bonus of 20% extra Skill Regen. The Techie also starts equipped with the Toy Pistol, which gives it an extra +6 Skill Regen, though it can be swapped out for other weapons which may or may not increase Skill Regen. Every piece of equipment on a character can potentially increase Skill Regen. Different Actors can also affect your Skill Regen. The Assist and the Techie also have a passive Skill which can increase Skill Regen. Lastly, if an item is crafted, it can receive a crafting bonus of +6 Skill Regen.

Maximum Skill Regen varies between the classes. As the Techie has Energy Reserve, it has a higher maximum Skill Regen, but cannot use it with Cool Invention. If you intend to use Cool Invention, then its Maximum Skill Regen matches that of the Lead, Assault and Scout. While the Assist can also forsake Energy Reserve in order to use Healdouken, its maximum is higher in general because of the Class's inherent boost to Skill Regen. We haven't compiled a list of the best Equips for every season. However, for the Season 5, these are the best equips for boosting Skill Regen:

Equip
Skill Regen
Super Mega Pirate
+27 (+33 with bonus)
Interceptor Suit
+24
Certain Store Weapons
+18 (For most classes)
Energy Bow
+24 (+30 with bonus, for Assist)
Elegant Gloves or Alien Gloves
+15 (+21 with bonus)
Elite Boots
+12
With all of the best equips on a character and no Energy Reserve, every Class other than the Assist has a maximum of 118 Skill Regen. With Energy Reserve, the Techie has a maximum of 133. The Assist instead reaches 156 without Energy Reserve and 180 with Energy Reserve. The Alien can be chosen as an actor to increase Skill Regen by 10. Be careful though, as Asimobot will actually reduce Skill Regen by 5. To put this all into a neat little Table:

Class
Max SR w/o ER or Alien
Max SR w/ ER w/o Alien
Max SR w/o ER w/ Alien
Max SR w/ ER & Alien
Assist
156
180
168
192
Techie
118
133
128
143
Lead
118
N/A
128
N/A
Assault
118
N/A
128
N/A
Scout
118
N/A
128
N/A
Movement
Movement is how far a character moves. Player Characters start with 4 Movement. In addition to this, the Scout has 1 extra Movement. Different actors may further add or even subtract another 1 Movement. Unlike most other stats, Movement does not have a crafting bonus. However, there are several other ways to boost Movement such as: a specific set of crafted boots, one of the Scout's passive skills and a weapon obtained from one of the multiple endings.
Critical
A Critical Hit is an attack that does double damage. This is noted by the camera zooming in and red particles coming off the enemy hit. The Critical Stat is the chance that any given attack will be a Critical Hit. Player characters start with a 5% chance for a Critical Hit. Some actors can increase the chance for a Critical Hit. The Assault also has a Passive Skill which boosts the Critical Stat by 15%. While different weapons can increase the Critical Stat, the most common weapons to have this are Axes and Daggers. While most equipment can only receive a +5% Critical Stat bonus from crafting, weapons can receive +6%. Lastly, the Scout has an ability where Critical Hits deal 50% more damage. Whether this means they hit for 250% or 300% we're not sure of just yet.
Dodge
Dodge is a pretty simple stat. Whenever somebody attacks, there is a chance that the move can be dodged. That chance is equal to the Dodge stat. All player characters start with 10% Dodge. Some actors may also increase or decrease the chance to dodge. The Scout also has a Passive Skill that gives +20% Dodge. Dodge is most commonly increase by Boots. In addition to this, one of the purchased Daggers and many of the crafted Daggers increase Dodge. It is currently impossible to go higher than 95% dodge. However, in older builds of the game, it was possible to surpass 100% Dodge as is shown in the following screenshot:

However, most Area of Effect (AoE) moves or charged attacks from bosses cannot be dodged. There are other moves that also cannot be dodged, like Square House Kick, as it will always knock enemies back when it hits. Lastly, dodges are usually separate to Counterattacking. While the Scout does have a Passive Skill that allows to it Counterattack every time it dodges, under normal circumstances, performing a Dodge and a Counterattack are rolled separately, thus you may do one, both or neither.
Counter
Whenever somebody attacks, there is a chance that the attacked person Counterattacks. The chance of this happening is equal to the Counter stat. Different actors can increase or decrease the Counter stat. The Counter stat is usually increased by Gloves. A crafted Sword and some of the Lead's Spears also increase Counter. The Scout has a Passive Skill where every time it dodges, it will then Counter. Counterattacks may also be Critical Hits. Lastly, dodges are usually separate to Counterattacking. While the Scout does have a Passive Skill that allows to it Counterattack every time it dodges, under normal circumstances performing a Dodge and a Counterattack are rolled separately. As such, you may do one, both or neither.
Miscellaneous Stats
While there are several major stats that are usually visible, there are also invisible stats you may run into. The descriptions for equipment, actors, skills etc. may tell you they exists, but the different stat screens won't show them. Part of this may be because they're not as widely boosted as the rest of the stats. This is not an exhaustive list of all of them. We may have missed some. That said, here are some known Miscellaneous Stats.

Defense

Defense is how much damage is negated whenever an attack lands. All player characters starts with 0 Defense. It used to be a stat you could check on the Stats tab of the Actor's screen, but for some reason, that was removed in an update. At the moment, there is no easy way of checking how much Defense a character has. One of the Collector's Edition Items, a Crafted Sword and a weapon you obtain during one of the multiple endings are known equipment that increase Defense. In addition to this, Guardian Beast grants 30 Defense and Cool Invention grants 40 Defense. Both of these buffs last 3 turns.

Team Acrobatics

When one of your characters is in Teamwork mode, its allies may use it as a stepping stone to move farther. Unlike Movement, which has a circular range, Team Acrobatics is in a diamond/square shape. This means that you generally get more distance from an Increase to Team Acrobatics than to movement. Characters start with 2 Team Acrobatics. Some Actors may increase this number. The Assault's Season 1 Passive ability increases this range by 2. Lastly, a crafted pair of gloves called "The Catapult" increases Team Acrobatics by 3.
Conclusion to Chapter 3
This wasn't exactly our best guide in the collection... What's coming next should be way better. Still, it explains what you need to know on Stats, and we might just redo it later on. At least it's better than posting nothing!

[Read Chapter 4 Here]
6 Comments
holdmykidney 14 Jul, 2016 @ 3:01pm 
Hey guys - great info. I've played this game a fair bit, but trying to understand detail on some concepts I can't find covered.

1. Team-up attacks - presumably two or more heroes attacking together does more damage than each individual attack would do on its own?
2. Defense - presumably some monsters have defence? Is this why my character supposedly does 80-100 damage, but when I actually make an attack it does 34? Is there any way to know which monsters have defence, other than the visual clue of the big shell.
Xgpmcnp  [author] 29 Jun, 2015 @ 7:03pm 
It's going to be about monsters! Right now, we need to go through the game and take pics. It might take a while longer, we're sorry for making you guys wait! :sadpanda:
WPCarter711 29 Jun, 2015 @ 3:44pm 
Yah, I can't wait to see what your next chapter is and when you guys have it out.
Xgpmcnp  [author] 28 Jun, 2015 @ 3:41pm 
Chapter 4 should be coming.. Someday. We have every infos we want, but both of us are kinda not working on it and we didn't plan anything. We do plan on planning something though! And if you have questions, add me and It'll be my pleasure to answer whatever questions you have!
SoulHero7 28 Jun, 2015 @ 12:46pm 
Looking forward to Chapter 4. I already read the first three and got the game after seeing someone else play it. There's still a few questions I want to ask about a certain permanent helper you get after a certain season, but I don't know if that's a spoiler or not. Either way, can't wait to see the content. Thank you Xgpmcnp and Xero for making these guides to help us all out!
Xgpmcnp  [author] 28 May, 2015 @ 12:29am 
Well, Xero and I will take a short break and move on to Chapter 4 pretty soon! That chapter should be of great quality with lots of content, don't you guys worry. But if the next guide comes out late, don't you guys freak out, we're working on it!