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Stats

From Megabonk Wiki


Stats are the individual aspects of your character that items, weapons, tomes, and shrines increase during a run. Focusing on specific stats for your build is crucial to success.

Player Stats

Max HP

The maximum amount of HP the player has. Can be increased with items such as Oats and Demonic Blood or the HP Tome.

HP regen

Health passively regenerated per minute.

Overheal

Allows you have extra health equal to % of your normal HP. This can be done with the Chonkplate item or having HP Regen over 100.

Shield

A shield that damage is applied to before it hits your health. Shields recharge after 5 seconds of not taking damage. A single instance of damage cannot go through a shield and damage your HP, making even 5 shields a good choice for avoiding being one-shot by an enemy.

Armor

A percentage damage reduction. Armor % increases are additive with lowered efficiency as you increase the value, so you will see diminishing returns after gaining too much. This means it is not possible to gain 100% armor and negate all damage.

Evasion

A percentage chance to completely avoid damage. Evasion % increases are additive with lowered efficiency as you increase the value, so you will see diminishing returns after gaining too much. This means it is not possible to gain 100% evasion and avoid all damage. The Ninja makes great usage of this stat, as it ties directly into his ability to execute an enemy after dodging their attack.

Lifesteal

A percentage chance to steal 1 HP from an enemy per attack. Lifesteal over 100% gives a chance to steal 2 HP per attack instead of 1.

Weapon Stats

Damage

The overall damage your weapons do, represented by a "x.x" multiplier of your base value.. For example, a Damage of 2x does 200% of your base damage, whereas a damage of 15x would do 1500% of your base damage.

Crit Chance

The chance for your attacks to be a Critical Hit, applying your Crit Damage multiplier to the damage.

Crit Damage

The extra damage your Critical Hits do, represented by a "x.x" multiplier of your base value. For example, a Crit Damage of 2x does 200% of your Damage multiplier.

For example, if you have a Damage multiplier of 10x and a Crit Damage of 5x, your Critical Hits will do 50x your base damage.

Attack Speed

The speed at which your weapons attack, represented by a percentage of your base 100% attack speed. This decreases the delay between both individual attacks as well as multi-projectile attacks like the Revolver. For Aura, this increases its damage tick rate.

Projectile Count

Increases how many projectiles are fired at once or during 1 attack cycle by your weapons. The rocks from Chunkers, shields from Aegis, and fire from Flamewalker count as projectiles and will be increased with this stat.

Projectile Bounces

The amount of times a projectile will bounce from one enemy to another. This cannot be gained from Tomes, items, or shrines and is only available on some weapons such as Revolver, Bone, Wireless Dagger, and Lightning Staff as level-up upgrades.

Miscellaneous Stats

Size

The size of your projectiles or Aura, represented by a "x.x" multiplier of your base value.. The bigger the size, the more enemies you can hit.

Projectile Speed

The speed at which projectiles move through the air, represented by a "x.x" multiplier of your base value. For weapons like Chunkers, this affects the speed at which they rotate rotate around the player.

Duration

How long a weapon lasts before disappearing, represented by a "x.x" multiplier of your base value. Only relevant for some weapons such as Axe, Firewalker, Frostwalker, Space Noodle, Chunkers, Tornado, Black Hole, and Dragon's Breath.

Damage to Elites

Increases damage done to Elite enemies, represented by a "x.x" multiplier of your base value. Stage bosses count as elites, thus are affected by this stat.

Knockback

Dictates how far back an enemy is pushed when you hit them, represented by a "x.x" multiplier of your base value.

Movement Speed

How fast your character can move, represented by a "x.x" multiplier of your base value.

Extra Jumps

How many jumps you can perform before hitting the ground. For example, 3 extra jump will allow the initial jump, plus 3 mid-air jumps before needing to touch the ground and reset.

Jump Height

How high your character can jump. Affects both initial jump and extra jumps.

Luck

Affects rarity of items from all sources, represented as a percentage increase. Does NOT affect item proc chance or crit chance. Higher luck = better upgrades more often.

Difficulty

Affects the quantity of enemies, as well as their HP, Damage, and Speed. Does NOT increase XP drops but can be considered an XP increase stat due to the increased spawn rate of enemies.

Pickup

Pick up range, represented as a vague flat number (Meters? Units?) This will allow you to pick up XP from farther away. Does NOT affect powerup drops pick up range.

XP Gain

The amount of XP you gain per XP shard, represented by a "x.x" multiplier of your base value. The higher this value is, the more XP each shard will give you.

Gold Gain

The value of gold per kill/jar, represented by a "x.x" multiplier of your base value. The higher this value, the more gold you will get per kill or broken jar.

Silver Gain

A multiplier applied to your Silver Gain for the run, represented by a "x.x" multiplier of your base value.

Elite Spawn Increase

Increases the amount of elites that will spawn, represented by a "x.x" multiplier of your base value.

Powerup Multiplier

Increases both the magnitude and duration of powerup drops, represented by a "x.x" multiplier of your base value.

Powerup Drop Chance

The chance an enemy will drop a random powerup on death, represented by a "x.x" multiplier of your base value.