Hero Wars Effect of Stats

Hero Wars Effect of Stats

In Hero Wars, understanding how stats work is essential for building powerful teams and winning battles. Every Hero, Titan, and Pet is powered by primary and secondary stats that influence everything from attack strength to dodge chance. This guide breaks down how stats affect gameplay, which ones matter most, and the formulas used behind the scenes.

Primary Stats Overview

Primary stats vary between Heroes, Titans, and Pets. Each promotion level increases these stats by 2, and they influence multiple secondary stats.

Heroes have three core stats:

Intelligence

+1 Magic Defense+3 Magic Attack+1 Physical Attack (if main stat)

Agility

+1 Armor+2 Physical Attack+1 Physical Attack (if main stat)

Strength

+40 Health+1 Physical Attack (if main stat)

Titans

Titans don’t use the same primary stats system as Heroes.

Pets

Pets use: Skill Power
Patronage Power

Secondary Stats

These stats are shared across Heroes, Titans, and Pets:

  • Health: Total HP
  • Physical Attack: Impacts basic and physical skills
  • Magic Attack: Influences magic skills and some unique attacks
  • Armor: Reduces physical damage (1,000 = 25% reduction, 3,000 = 50%)
  • Magic Defense: Reduces magic damage (same scale as armor)
  • Dodge: Avoids physical damage (some exceptions for Ishmael)
  • Armor Penetration: Reduces target’s armor
  • Magic Penetration: Reduces magic defense
  • Vampirism: Heals a percentage of damage dealt
  • Critical Hit Chance: Increases chance to deal double physical damage (based on target’s main stat)

Titan-Specific Stats

Titans have unique stats not shared with Heroes or Pets:

  • Elemental Damage: Boosts damage against weaker elements (e.g., Earth > Water)
  • Elemental Armor: Reduces damage from specific elements (e.g., Fire protects from Earth)

Note: These stats are affected by level differences. Classic (Earth/Fire/Water) and New (Dark/Light) Titans don’t interact with each other’s elemental bonuses.

 

Formulas

There are formulas to calculate the effects of the stats.

Attack, armor and penetration

Physical and magic damage are determined by the armor, magic defense, armor penetration, and magic penetration values. If the penetration is greater than the armor/defense then the armor/defense is set to 0.

Received damage coefficient is:

Damage reduction is:

This formula raises the damage reduction fast and slows down with higher values of defense.

Armor / Magic Defense 500 1,000 2,000 3,000 4,500 6,000 9,000 12,000
Damage Reduction (%) 14.29% 25% 40% 50% 60% 66.67% 75% 80%

Dodge and Crit hit chance

The chance to dodge or critical hit is determined by this formula:

This formula is similar to the damage reduction formula, except it uses the Opponent’s main stat instead of the fixed 3,000. Therefore dodge/crit hit chances have the same benefits, even low values grant huge benefits, e.g: if the Opponent’s main stat is 4 times higher than the dodge/crit hit stat it still results in a 20% chance.

Dodge/Crit hit statOpponent’s main stat{\displaystyle {\frac {\text{Dodge/Crit hit stat}}{\text{Opponent's main stat}}}}1/41/31/21234
Chance in percentage20%25%33.33%50%66.67%75%80%

Elemental Damage and Elemental Armor

Both elemental damage and elemental armor are similar to physical damage and armor but they are affected by the level difference between attacker and defender.

Elemental Damage

Elemental damage will be added to the physical attack if the target is the vulnerable element. The level difference works only for the defender, if the attacker has a higher level it will return the full elemental damage.

The effective elemental damage is:

The following table shows how the level difference affects the output:

Level difference510152025
Decrease in percentage33.33%50%60%66.67%71.43%

Elemental Armor

Elemental armor works both against the vulnerable element and if fighting on the defending side against any element. The level difference works only for the attacker, if the defender has a higher level it will return the full elemental armor.

The effective elemental armor is:

The received damage coefficient is:

Since the dividend is 300,000 the overall damage reduction isn’t that high, at the far right the maximum elemental armor values for non-tanks (89,982) and for tanks (139,047) (only if the defender has the same or higher level than the attacker otherwise the previous formula applies beforehand).

Effective Elemental Armor3,00030,00060,00089,982139,047
Damage reduction in percentage0.99%9.09%16.67%23.07%31.67%