HP (Hit Points)

Represents the unit's health. When HP reaches 0, the unit is knocked out or defeated. A higher HP value increases the unit's survivability in battle.

Physical Attack (PATK)

Determines the damage dealt by the unit's physical attacks and skills. The higher the PATK, the more damage physical abilities will inflict. A 100 PATK will inflict 100 physcial damages

Magic Attack (MATK)

Determines the damage dealt by the unit's magical attacks and skills. Units with high MATK deal more damage. A 100 MATK will inflict 100 magical damages. If the unit is a priest, MATK will be used as heal value

Physical Defense (PDEF)

Reduces the amount of damage taken from enemy physical attacks including normal attacks and skills. Units with high PDEF are better at withstanding physical hits. The damage reduction is calculated using the following formula: ATK x ATK / (ATK + enemy physical defence). This formula creates nonlinear scaling for both attack and defense. As either stat increases, it provides diminishing returns — meaning that while each point still helps, its impact becomes smaller at higher values. This means: When a unit’s DEF equals the attacker’s ATK, the damage is reduced by 50% When a unit's DEF is twice the attacker's ATK (eg 200 DEF vs 100 ATK damage), the damage is reduced by 67% When a unit’s DEF is 10 times the attacker’s ATK (1000 DEF vs 100 ATK damage), the damage is reduced by 91%

Magical Defense (MDEF)

Reduces the amount of damage taken from enemy magical attacks including normal attacks and skills. Units with high MDEF are better at withstanding magical hits. The damage reduction is calculated using the following formula: MATK x MATK / (MATK + enemy magical defence). This formula creates nonlinear scaling for both attack and defense. As either stat increases, it provides diminishing returns — meaning that while each point still helps, its impact becomes smaller at higher values. This means: When a unit’s MDEF equals the attacker’s MATK, the damage is reduced by 50% When a unit's MDEF is twice the attacker's MATK (eg 200 MDEF vs 100 MATK damage), the damage is reduced by 67% When a unit’s MDEF is 10 times the attacker’s MATK (1000 MDEF vs 100 MATK damage), the damage is reduced by 91%

Evasion/Dodge (EVA)

Determines the unit’s chance to dodge incoming normal attacks. A higher Evasion stat makes it harder for enemies to land their normal attacks. Skill-based attacks are not dodgeable and will hit regardless of the target's Evasion stat

Accuracy

Increases the chance to hit an enemy with physical or magical attacks. Hit Chance = Accuracy / (Accuracy + Enemy Dodge) This means: When Accuracy = Dodge, hit chance is exactly 50% When Accuracy > Dodge, hit chance climbs toward 100%, but with diminishing returns When Accuracy < Dodge, hit chance drops sharply toward 0%

Crit Chance

Determines the probability that a unit's attack will deal critical damage. A critical hit typically deals increased damage based on the unit crit damage bonus. A higher Crit Chance increases the likelihood of landing these high-damage hits during combat. Critical hits only apply to normal physical and magical attacks. The target’s Tenacity reduces the chance of receiving critical hits, effectively countering Crit Chance. The formula for determining crit chance is calculated as follow: Crit Chance = Crit Chance / (Crit Chance + Enemy Tenacity). When Crit Chance = Tenacity, the effective crit rate is 50% When Crit Chance > Tenacity, the crit rate increases, but never reaches 100% When Crit Chance < Tenacity, crits are much less likely to happen

Tenacity

Reduces the chance of receiving a critical hit from enemy attacks. A higher Tenacity stat directly lowers the attacker's effective Crit Chance against the unit.

Attack Speed

Determines how quickly a unit can perform basic attacks in combat. A higher Attack Speed reduces the time between each normal attack, allowing the unit to strike more frequently. Attack Interval is calculated as follow: 1 / attackSpeed x 100 When attack speed is 100: the unit perform attack every 1 second When attack speed is 150: the unit perform attack every 0.6 second When attack speed is 50: the unit perform attack every 2 second

Critical Damage

The critical damage is calculated after the defence reduction with this formula: damage x (1 + crit multiplier)

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