Viltho

Viltho · Updated 13 September 2026

How character stats are calculated

Why some upgrades multiply your ATK while others barely move it: the grouped formula behind ATK, HP, crit, gold and EXP.

Two upgrades can both say “+50% ATK” and change your damage by very different amounts. That isn’t a display bug; it comes from how Slayer Legends combines bonuses. Once you understand the structure, you can tell at a glance which upgrades are worth chasing and which are already diluted.

The one rule: add inside a group, multiply between groups

Every major stat is built from groups. Each group is worth 1 plus the sum of the bonuses inside it, and the stat is the product of all its groups:

stat = (1 + a + b + …) × (1 + c + d + …) × (1 + e) × …

Bonuses in the same group add together, so they compete with each other. Bonuses in different groups multiply, so they reinforce each other. Suppose you already have +300% from sources in one group, making it worth 4. Another +50% there takes it to 4.5, a 12.5% gain in your final stat. The same +50% in a group that’s currently empty takes that group from 1 to 1.5: a 50% gain.

The practical rule: a modest bonus in a small, separate group often beats a large bonus in a crowded one.

What goes into ATK

ATK is the product of these groups:

GroupWhat feeds it
BaseEnhance ATK, Growth STR and Growing Knowledge, amplified by soul gem ATK, Refinement, Appearance and the Statue of Chaos; plus soul weapon ATK amplified by gem engraving
WeaponsThe equipped weapon’s equip effect plus every owned weapon’s owned effect
ClassesThe equipped class’s effect plus owned class effects
PromotionYour promotion’s ATK/HP multiplier
SpiritsATK from the active spirit preset
Extra ATKStrength Gloves, companion and Slayer Promotion ATK rolls, Skill Mastery, Blessing of Forest, Memory Tree and Constellation
BreakthroughMemory Tree ATK multiplier and the Constellation promotion bonus
MantraThe Mantra skill’s power
Blade DanceZeke’s Blade Dance passive
BeastsOne group for owned beasts, another for the mounted beast
OthersSoul weapon completion, familiar ATK, Black Orb resonance, and skill buffs while a fight is running

Look at the Extra ATK row: seven different sources share one group. By the late game it can reach thousands of percent, and every new source there is diluted. Blade Dance and the beast groups each hold a single source, which is why small numbers on them punch above their weight.

HP and HP Recovery

HP follows the same shape with its own sources: accessories instead of weapons, HP Ring in the Extra HP group, Zeke’s Fortitude, and the Statue of Demon in the base. Two things differ from ATK. Growing Knowledge counts ten times toward base HP, and HP has an extra amplifier group fed by Skill Mastery’s HP AMP nodes. HP Recovery mirrors HP, with its own amplifier from Mastery’s HP REGEN AMP nodes.

Crit and death strike

Crit chance comes only from Enhance CRIT %, at 0.1% per level, reaching 100% at level 1,000. Crit damage has two groups. The first adds Enhance CRIT DMG, Growth CRI, weapon secondary stats, Refinement, Zeke’s Lunatic, soul gems and promotion rolls. The second holds only Hunter’s Eye and multiplies the first, which makes Hunter’s Eye one of the most efficient relics for damage.

Death strike only opens up after crit chance is maxed. Until Enhance CRIT % reaches level 1,000, both death strike stats stay at level 1.

Gold and EXP

Extra Gold is the product of four groups, minus the starting 1:

  • flat sources: gear secondaries, Appearance, Lucky Pendant, Growth LUK, soul gems, Mastery and promotion rolls;
  • all-mode multipliers: Miho’s Gold Rush and Gold Rush II, and Memory Tree and Constellation gold for all modes;
  • stage-mode multipliers: Memory Tree and Constellation gold for stages;
  • spirit gold.

Example: a Lucky Pendant worth +50%, Gold Rush at +20% and spirits at +10% give 1.5 × 1.2 × 1.1 − 1 = +98%, not the +80% you’d get by adding them. EXP works the same way, with Luna’s Hymn of the Abyss in the all-mode group.

Flat stats: Accuracy, Dodge and Mana

Accuracy starts at 30 and Dodge at 10, and everything else simply adds to them: Appearance, Growth, Focus Ring or Invisible Cloak, Ellie’s Intensive Fire or Miho’s Shadow Dance, Refinement, gems and promotion rolls. There’s no multiplication, so each point is worth the same whenever you get it.

Mana starts at 100 and Mana Recovery at 10 per second. Each is multiplied by accessory secondary stats and by a second group of companion passives and promotion rolls.

Element damage

Each element has its own damage bonus, from that companion’s Understanding passive and Status, the matching relic, Skill Proficiency, Attribute familiar proficiency and the Black Orb. A separate amplifier comes from the Statue of Order, Constellation and Black Orb lines. The Stats Summary shows them combined as element damage × (1 + amplifier). The bonus applies to skills of that element, so it matters most for the element your skill preset is built around.

A worked example

Take a new account with a Common 4 weapon and accessory, every enhance stat at level 1, companion promotion ATK of +80%, Slayer Promotion ATK of +40% and Memory Tree ATK of +50%:

  • The weapon and class groups together are worth 1.091.
  • The Extra ATK group is 1 + 0.8 + 0.4 + 0.5 = 2.7.
  • The ATK multiplier is 1.091 × 2.7 = 2.9457.

Three separate-looking systems all landed in one group. Put +50% into a new group instead and the result would be 2.9457 × 1.5 ≈ 4.42.

Using this to plan

When choosing an upgrade, ask which group it feeds and how full that group already is. The analyzer does this for you: its promotion fight suggestions are grouped the same way, showing how far each group would need to grow to close the gap. For how each system’s numbers scale, continue with Enhance, Growth, Promotion and Classes.