Strength, Defense, Speed and Dexterity are your four trainable battle stats. Their relative values against an opponent matter alongside equipment, Life and applicable bonuses.
| Stat | Verified combat role |
|---|---|
| Strength | Damage contest against the target's Defense |
| Defense | Opposes the attacker's Strength in damage calculation |
| Speed | Hit contest against target Dexterity and a separate critical contest against target Speed |
| Dexterity | Opposes attacker Speed in the hit calculation |
The Strength/Defense stage uses a bounded ratio: twice attacker Strength divided by attacker Strength plus defender Defense. Equal positive values give a factor of 1 at that stage. This factor is not the entire damage formula.
The hit calculation begins with attacker Speed divided by attacker Speed plus defender Dexterity, scaled by 1.5. Weapon accuracy, evasion, bonuses and bounds still modify the final chance. Equal positive Speed and Dexterity produce a 75% base chance before those other effects.
Training grants stats immediately. Strength and Defense have a base cost of 12 Energy per attempt; Speed and Dexterity cost 10. Every attempt also uses one session from the shared pool. Gym, career and milestone effects alter applicable costs or gains.
Current persistent Life carries into fights. High battle stats do not refill Life, provide ammunition or bypass attack restrictions.
Mechanics checked against executable game code on 18 September 2026.