Reference
Ability weight
Every ability in the game fits into a single number. This page shows where that number comes from, and lets you weigh an ability against passives on a scale — so you can tell whether that hero is worth more than a Momentum or a Cleave.
Four numbers multiplied
An ability's weight is the product of four factors. None of them cancels out: a cheap ability is cheap on all of them, and the most expensive one in the game is expensive on all of them at once.
weight = trigger × effect × magnitude × target
and magnitude = the ability's number × scaler
It's the damage an average hero deals in one battle just by attacking, with no ability at all. An ability of 30 is worth a bit more than a quarter of that; one of 108 doubles the hero.
The scale
Build an ability on the left, pick passives on the right. The scale tells you which side weighs more.
Ability
Passives
no passive chosen
Pick passives to compare.
Typical abilities, and what they're worth in passives
Real abilities from the game, from cheapest to most expensive, with the basket of passives that weighs the same.
| Ability | weight | roughly worth | basket weight |
|---|---|---|---|
Crit → Hit → RandomEnemyflat value · number 6 | 6.0 | less than the cheapest passive | — |
Spawn → Hit → RandomEnemyflat value · number 6 | 6.0 | less than the cheapest passive | — |
Atk → Hit → RandomEnemyflat value · number 3 | 9.0 | Focus | 9 |
Spawn → GainArmor → Selfflat value · number 2 | 12.0 | Ruthless | 10 |
Death → SummonAlly → Selfflat value · number 0 | 12.0 | Ruthless | 10 |
ArmorBreaks → Sap → FrontEnemyflat value · number 2 | 15.8 | Deadeye | 15 |
AllyDeath → BuffAtkTemporary → Selfflat value · number 2 | 16.0 | Deadeye | 15 |
Spawn → Heal → LowestHPAllyflat value · number 10 | 17.6 | Bladesmith | 18 |
Atk → Burn → RandomEnemyflat value · number 1 | 18.0 | Bladesmith | 18 |
Spawn → GiveTemporaryPassiveAbility → RandomSameSpeciesgrants Lifesteal | 24.0 | Taunt | 24 |
Spawn → Stun → RandomEnemyflat value · number 0 | 30.0 | Bloodlust | 30 |
Spawn → Burn → ThreeRandomEnemyflat value · number 2 | 33.6 | Taunt + Ruthless | 34 |
Spawn → BuffAtkAndHPTemporary → AllOtherAlliesflat value · number 1 | 40.0 | Evasion + Fortify | 40 |
Atk → GainArmor → Selfflat value · number 3 | 54.0 | Bloodlust + Taunt | 54 |
ReceiveDamage → GainSpike → Selfflat value · number 2 | 60.0 | Double Tap | 60 |
GainRage → BuffStamina → Selfflat value · number 1 | 60.0 | Double Tap | 60 |
Atk → Poison → AllEnemiesflat value · number 1 | 69.0 | Double Tap + Focus | 69 |
Atk → GainRage → SelfPerSameSpecies · number 1 | 84.0 | Double Tap + Taunt | 84 |
ReceiveDamage → GainRage → Selfflat value · number 4 | 120.0 | Double Tap + Stun | 120 |
GainArmor → GainSpike → Selfflat value · number 4 | 160.0 | Double Tap + Stun + Resurrect | 170 |
EnemyBurn → BuffStamina → Selfflat value · number 2 | 240.0 | Double Tap + Stun + Resurrect | 170 |
A trigger that fires all the time + an effect on every enemy is the most expensive combination in the game. EnemyBurn → BuffStamina → Self weighs 240.0 — Double Tap plus a Stun plus a Resurrect, in a single slot.
Table 1 — trigger
The more often a trigger fires — and the more fight is left after it — the more
expensive it is. Spawn = 2 is the reference point: it fires once, at the start.
During battle
| Trigger | weight |
|---|---|
AllyHeal | 30 |
EnemySap | 24 |
EnemyBurn | 20 |
EnemyPoison | 20 |
EnemySlow | 20 |
EnemySilence | 16 |
GainRage | 10 |
GainArmor | 8 |
Hurt | 8 |
GainSpike | 8 |
GainHealing | 8 |
FrontAllyAtk | 7 |
Atk | 6 |
ApplyBurn | 6 |
ApplyPoison | 6 |
ApplySap | 6 |
ApplySlow | 6 |
ApplySilence | 6 |
ReceiveDamage | 6 |
AllyCrit | 5 |
HealSelf | 5 |
EnemyDeath | 4 |
GainSlow | 3 |
GainBurn | 3 |
GainPoison | 3 |
GainSap | 3 |
Spawn | 2 |
KillCharacter | 2 |
AllyDeath | 2 |
Crit | 2 |
ArmorBreaks | 1.50 |
LowHP | 1.50 |
SpeciesAllyDeath | 1 |
Death | 1 |
Summon | 0.80 |
Outside battle — permanent bonus
They weigh more because the bonus stays for the rest of the run and doesn't depend on the enemy.
| Trigger | weight |
|---|---|
BuyOthers | 36 |
Roll | 36 |
SellOthers | 27 |
UseFood | 18 |
BuyOthersOfSameSpecies | 15 |
Merge | 15 |
GainKey | 12 |
BuySelf | 10 |
SellOthersOfSameSpecies | 9 |
SellSelf | 9 |
While — always on
| Condition | weight |
|---|---|
whileWieldingMelee | 1.60 |
whileAdjacentToSameSpecies | 1.50 |
whileWieldingHeal | 1.40 |
whileWieldingRanged | 1.30 |
Table 2 — effect
The weight is what one unit of the effect is worth, measured in damage
from a Hit. The ability's number is the real amount — it does not grow with the hero's attack — so
one Burn (which keeps ticking every 2 s until the fight ends) is worth three Hits, and one Heal is worth less
than one Hit because overhealing is lost. Six effects ignore the ability's number — their weight is fixed.
GiveTemporaryPassiveAbility is priced by the passive it grants:
(trigger ÷ Spawn) × the passive's weight × target.
| Effect | weight | uses the number? |
|---|---|---|
SummonAlly | 12 | no |
Stun | 15 | no |
Dispel | 4 | no |
BuffAtkAndHP | 5 | yes |
BuffAtkAndHPTemporary | 5 | yes |
BuffAtk | 4 | yes |
BuffAtkTemporary | 4 | yes |
BuffStamina | 6 | yes |
Burn | 3 | yes |
Poison | 2.50 | yes |
GainSpike | 5 | yes |
GainHealing | 2 | yes |
GainRage | 5 | yes |
Sap | 5 | yes |
Silence | 10 | yes |
Slow | 5 | yes |
BuffMaxHP | 2 | yes |
BuffMaxHPTemporary | 2 | yes |
Hit | 0.50 | yes |
GainArmor | 3 | yes |
Heal | 0.80 | yes |
GivePassiveAbility | 1 | no |
GiveTemporaryPassiveAbility | passive | picks the passive |
GainGold | 0.70 | yes |
BuffSellValue | 0.01 | yes |
GainCritChance | 0.16 | yes |
GainCritChanceTemporary | 0.16 | yes |
SummonAllyDouble | 24 | no |
Tables 3 and 4 — target and scaler
The target table is a count of effective bodies. Self = 1 body
= 1.00; a half-team subgroup reaches ~2.8 bodies, the whole team minus yourself reaches 4.00 and the full
enemy team, 4.60. Excluding yourself costs −0.6 rather than −1.0, because you aren't always
inside the group — which is why only the group family went up in the last pass: single-body targets didn't change.
The scaler is how many units the count yields on average: PerAlly is 4.0
because a full team has five bodies, most of them alive. None (and its old synonym
AbsoluteValue) is the number with no count, worth 1.0 — the anchor.
Until Sep 26, 2026 the table had a second column because every scaler also multiplied by a share of the
hero's attack; that is gone, and the number on the card is the number the ability delivers.
Target
| Target | weight |
|---|---|
AllAllies | 4.80 |
AllEnemies | 4.60 |
AllAlliesOfSpecies | 4.20 |
AllSameSpecies | 4.20 |
AllMeleeAllies | 4.20 |
AllRangedAllies | 4.20 |
AllOtherAllies | 4.00 |
Everyone | 3.80 |
AllOthersSameSpecies | 3.60 |
AllOtherRangedAllies | 3.60 |
AllHealerAllies | 3.60 |
ThreeRandomAlly | 2.80 |
ThreeRandomEnemy | 2.80 |
ThreeRandomSameSpecies | 2.60 |
SelfAndAdjacents | 2.60 |
AllHurtAllies | 2.50 |
OtherThreeRandomSameSpecies | 2.50 |
FrontBack | 2.00 |
TwoRandomEnemy | 1.90 |
SelfAndFront | 1.80 |
SelfAndBack | 1.80 |
TwoRandomAlly | 1.80 |
TwoRandomHurtAlly | 1.80 |
TwoRandomAllyOfSpecies | 1.80 |
TwoRandomMelee | 1.80 |
TwoRandomRange | 1.80 |
TwoRandomBurnedEnemy | 1.60 |
TwoRandomPoisonedEnemy | 1.60 |
TwoRandomSappedEnemy | 1.60 |
TwoRandomHealer | 1.60 |
TwoRandomSameSpecies | 1.60 |
OtherTwoRandomSameSpecies | 1.60 |
TwoRandomSilencedEnemy | 1.60 |
HighestAtkEnemy | 1.15 |
LowestHPAlly | 1.10 |
FrontEnemy | 1.05 |
Self | 1.00 |
Front | 1.00 |
CharacterBought | 1.00 |
RandomEnemy | 1.00 |
TriggeringCharacter | 0.95 |
HighestHPAlly | 0.95 |
Back | 0.95 |
RandomAlly | 0.90 |
RandomMelee | 0.90 |
RandomRange | 0.90 |
RandomHurtAlly | 0.90 |
OtherRandomSameSpecies | 0.90 |
RandomBurnedEnemy | 0.90 |
RandomPoisonedEnemy | 0.90 |
RandomSappedEnemy | 0.90 |
RandomHealer | 0.90 |
RandomSilencedEnemy | 0.90 |
RandomTauntAlly | 0.85 |
RandomRagedAlly | 0.80 |
RandomArmoredAlly | 0.80 |
RandomShieldAlly | 0.80 |
RandomSameSpecies | 0.80 |
RandomAllyOfSpecies | 0.80 |
Scaler
| Scaler | weight |
|---|---|
PerAlly | 4.0 |
PerSameSpecies | 2.8 |
PerMeleeWielder | 2.4 |
PerAdjacentAlly | 2.4 |
PerAdjacentSameSpecies | 1.6 |
PerRagedAlly | 1.6 |
PerArmoredAlly | 1.6 |
PerSlowedEnemy | 1.2 |
PerDiffSpeciesOnField | 2.0 |
PerHurtAlly | 2.0 |
PerRangedWielder | 1.6 |
PerBurningEnemy | 1.4 |
PerPoisonedEnemy | 1.4 |
PerCharacterWithFireproof | 1.3 |
PerSappedEnemy | 1.2 |
PerCharacterWithBlademastery | 1.2 |
PerCharacterWithFortify | 1.2 |
PerCharacterWithRangeMastery | 1.0 |
None | 1.0 |
AbsoluteValue | 1.0 |
PerCharacterWithFocus | 0.9 |
PerHealingWielder | 0.9 |
PerSilencedEnemy | 1.1 |
PerTreasure | 2.5 |
Table 5 — passives
A passive has no trigger and no target: it's a fixed number, on the same scale as abilities. Racial passives (Fireproof on Lizard, Antidote on Undead) don't count — everyone of that race has them. Each name links to the full rule in the glossary.
| Passive | weight | % of a body | What it does |
|---|---|---|---|
| Double Tap | 60 | 56% | attacks twice |
| Stun | 60 | 56% | hits reset the target's attack bar |
| Resurrect | 50 | 46% | revives once with half HP |
| Bloodlust | 30 | 28% | converts damage into Rage |
| Scorch | 30 | 28% | hits also Burn |
| Venomous | 30 | 28% | hits also Poison |
| Cleave | 30 | 28% | hits splash onto the enemy behind |
| Reflect | 30 | 28% | returns part of the melee damage taken |
| Momentum | 30 | 28% | gains more attack bar from Stamina |
| Lifesteal | 30 | 28% | converts damage into HP |
| Wither | 30 | 28% | hits also drain attack |
| Haste | 30 | 28% | opens the battle with an attack |
| Aegis | 24 | 22% | overhealing becomes armor |
| Taunt | 24 | 22% | draws single-target attacks |
| Second Wind | 20 | 19% | +50% attack at half HP |
| Evasion | 20 | 19% | chance to dodge |
| Fortify | 20 | 19% | converts damage into armor |
| Knockback | 18 | 17% | hits push back the target's attack bar |
| Bladesmith | 18 | 17% | critical hit chance with swords |
| Bodyguard | 18 | 17% | takes the damage aimed at the ally behind |
| Amplify | 18 | 17% | receives more healing |
| Ranger | 15 | 14% | critical hit chance with bows |
| Freeze | 15 | 14% | hits slow the target |
| Deadeye | 15 | 14% | shots aim at the weakest enemy |
| Last Stand | 15 | 14% | survives a lethal hit once |
| Ruthless | 10 | 9% | critical hits deal more damage |
| Focus | 9 | 8% | immune to attack bar delays |
| Fireproof | 9 | 8% | immune to fire |
| Antidote | 9 | 8% | immune to poison |
| Barbed | 9 | 8% | spikes deal double damage |
| Soulbound | 9 | 8% | passes its counters on when it dies |
| Silencer | 30 | 28% | hits silence before dealing damage |
| Scurry | 30 | 28% | at half health swaps with the stash |
| Prospector | 20 | 19% | winning grants a Treasure |
| Scapegoat | 20 | 19% | takes the negative counters of adjacent allies |
| Blazescale | 30 | 28% | burns melee attackers back |