Capybara Go! Wiki and Guides
Don't Worry Be Capy

Stats and Effects

From Capybara Go! Wiki and Guides
Stats and Effects.png

Capybara Go! have a lot of various stats that can affect the character performance. This article will contain all the available stats and explain their effects on your hero and the enemies, as well as any additional mechanics that can be related to that stat.

Character Stats[edit | edit source]

ATK.png ATK. The base from which damage is calculated. Comes from Equipment.pngEquipment upgrades, flat stats from Collectibles.pngCollectibles, Talents.pngTalents and Inheritance.pngInheritance.
Attacks can be either Basic Attacks (weapon attacks) or Skill Damage (everything else).

Basic Attacks. Basic attacks include Normal attacks, Combo.pngCombo attacks, Enhanced Counterattack.pngCounter Attacks and Heavy Attack.pngCriticals. Damage modifiers will affect only those types of attacks.

Skill Damage. Enhanced Rage Skill.pngRage (ultimate) Skill, Dagger.pngDaggers, Round Bolt.pngLightning, Burning Proficiency.pngBurn, Hits Icy Spike.pngIce and Freeze, Recovery Sword Chi.pngSword Chi are all considered Skill Damage attacks.
Rough Guideline on how "Skill Damage" is calculated:

Base atk = 10m
For every 100% skill damage, lightning damage + 1.8m flat
For every 100% skill damage, dagger damage + 2.7m flat

DEF.pngBase DEF. Base Defense value. It's being used to calculate incoming damage. Comes from Equipment.pngEquipment upgrades, flat stats from Collectibles.pngCollectibles, Talents.pngTalents and inheritance

HP.pngBase HP. Base HP value. Comes from Equipment.pngEquipment upgrades, flat stats from Collectibles.pngCollectibles, Talents.pngTalents and inheritance

Those character stats are set in the beginning of the run and based on several multipliers that are listed below.

Advanced Stats[edit | edit source]

HP.png HP%. Bonus stat: Comes from Pets.pngPets level 5,10,15 etc, Collectibles.pngCollectibles set bonus, Gold Horseshoe.pngMounts upgrade, Divine Hammer.pngArtifacts upgrade. DEF.png DEF%. Bonus stat: Comes from Pets.pngPets level 5,10,15 etc, Collectibles.pngCollectibles set bonus, Gold Horseshoe.pngMounts upgrade, Divine Hammer.pngArtifacts upgrade. ATK.png ATK%. Bonus stat: Comes from Pets.pngPets level 5,10,15 etc, Collectibles.pngCollectibles set bonus, Gold Horseshoe.pngMounts upgrade, Divine Hammer.pngArtifacts upgrade.

Crit Rate. Chance to do a critical strike

Weapon Crit Rate

Basic Crit Rate

Skill Crit Rate

Combo Rate. Chance to do additonal Basic Attack during the player attack.

Counter Rate. Chance to do Basic Attack when player is attacked.

Dodge.pngDodge Rate. Chance to evade enemy attack.

Ignore Crit Rate. Lowers enemy Crit Rate by this amount.

Ignore Combo Rate. Lowers enemy Combo Rate by this amount.

Ignore Counter Rate. Lowers enemy Counter Rate by this amount.

Ignore Dodge Rate. Lowers enemy Dodge Rate by this amount.

DMG Increase. Damage Multiplier

DMG Reduction. Lower incoming damage. For details check Damage Reduction section.

Crit DMG. Multiplier to the Damage on critical strike

Crit DMG Reduction. Lowers the Damage from enemy Critical Stike

Combo DMG. Multiplier to a Combo Attacks DMG

Combo DMG Reduction. Lowers the Damage from enemy Combo Attacks

Counter DMG. Multiplier to a Counter Attacks DMG

Counter DMG Reduction. Lowers the Damage from enemy Counter Attacks

Basic ATK DMG. Increases Basic Attacks DMG.

Basic ATK DMG Reduction. Lowers the Damage from enemy Basic Attacks. For details check Damage Reduction section.

Skill ATK DMG. Increases Skill Attacks DMG.

Skill ATK DMG Reduction. Lowers the Damage from enemy Skill Attacks. For details check Damage Reduction section.

Pet ATK DMG. Increases Pet Attacks DMG.

Pet ATK DMG Reduction. Lowers the Damage from enemy Pet Attacks

Epic Pet DMG. Increases the DMG of Epic Pets.pngPets

Legend Pet DMG. Increases the DMG of Legendary Pets.pngPets

Epic Mythic DMG. Increases the DMG of Mythic Pets.pngPets

Ice DMG. Increase DMG of Ice Attacks

Ice DMG Reduction. Lowers the Damage from enemy Ice Attacks

Fire DMG. Increase DMG of Fire Attacks

Fire DMG Reduction.Lowers the Damage from enemy Fire Attacks

Lightning DMG. Increase DMG of Lightning Attacks

Lightning DMG Reduction. Lowers the Damage from enemy Lightning Attacks

Lifesteal Rate. Increases the chance to Lifesteal on Attack.

Lifesteal. Increases the Lifesteal effect.

Control Immunity Rate. Chance to resist CC effects.

Block. When block value exceeds the target's, 30% chance to trigger block, reducing DMG by 0.1% per point, max 90%.

DMG to BOSS. Increases damage to BOSS enemies.

HP.png Global HP%. Global stat: Comes from Pets.pngPets build, Equipment.pngEquipment bonuses DEF.png Global DEF%. Global stat: Comes from Pets.pngPets build, Equipment.pngEquipment bonuses ATK.png Global ATK%. Global stat: Comes from Pets.pngPets build, Equipment.pngEquipment bonuses

Global DMG. Global multiplier to all DMG

Global DMG Reduction. Global multiplier to all DMG Reduction (?)

Final Stats[edit | edit source]

HP.pngFinal HP. HP value that it being used during the gameplay. Calculated as Base HP * HP% * Global HP%. All regen, Healing and Shield values are based on the HP

ATK.pngFinal ATK. ATK value that it being used during the gameplay. Calculated as Base ATK * ATK% * Global ATK%.

DEF.pngFinal DEF. DEF value that it being used during the gameplay. Calculated as Base DEF * DEF% * Global DEF%.

Basic formula is:

(monster final atk - your def) * modifiers

Example of DMG Calculation:

Monster final atk = 100m
Your DEF = 5m
Your Reduction = cap 75%

Damage received = (100m - 5m) * (1-reduction) = 95m * 25% = 23.75m received

So if a mob’s dmg is really high, which they often are compared to your hero’s DEF stat later on.

Damage Reduction[edit | edit source]

Dmg Reduction.jpg

Damage reduction is the single most important defensive stat you need to survive the harsh world. Good for you, I'm here to tell you how it works!

As of version 1.2.2, there are multiple types of damage reduction. We will be focusing on the 2 most important ones.

Where is my damage reduction?

See picture attached: A + B = Basic Atk Reduction A + C = Skill Dmg Reduction

In chapter 1-80: Maximum reduction is capped at 75%

In chapter 81-100: Ranges from 120% to 125% reduction is good enough to play comfortably.

From chapter 101 onwards, you'll realise you're taking more damage as you progress through the days. My latest discovery is I can cap reduction at 125% onwards at chapter 101. However it's not necessary to cap reduction to progress. this seems to be changed again. There are reports of receiving similar damage with 123%.

At chapter 107, I have max reduction with 137% at day 51.

How does damage reduction work?

Simply put, if a monster hits you for 100m, you have 50% reduction, you receive 50m damage.

The 2 most important types of damage reduction

Basic atk reduction - reduces basic hits you receive (includes basic atk, combo atk, counter atk)
Skill dmg reduction - reduces skill damage you receive (includes lightning, dagger, rage, sword chi, divine spear). It seems that poison and burn cannot be reduced.

TLDR: Get 120 to 130% basic / skill dmg reduction if you are higher than chapter 81 and win!

(Credits to Raine from the official Capybara Go! Discord)

Special Attacks[edit | edit source]

Bolt. Also called Lightning. Does 30% ATK as Lightning Damage to a single enemy.

Dagger. Does 45% ATK as Physical damage to a single enemy. Has a chance to apply dagger effects if taken on each dagger hit.

Sword Chi. Also called Sword Aura. Deals 70% as Physical damage to all enemies.

Light Spear. Also called Light Gun. Deals 30% ATK as Physical damage to all enemies.

Icy Spike. Also called Ice Spike. Deals xx% ATK as Ice damage to a single enemy. Applies Frostbite.pngFrostbite and Killing Freeze.pngKilling Freeze skills if they are taken. May Freeze the enemy. May instantly kill weaker (non-Elite) enemies if Frozen Touch.pngFrozen Touch is taken.

Fire Strike. Also called Flame Wave. Deals xx% ATK as Fire damage to all enemies. May inflict Burn.

Effects[edit | edit source]

Poison does damage each turn. Poison on enemy deals 20% of Base ATK per turn per Stack. Max 5 Stacks.

Burn does damage each turn. Burn on enemy deals 20% of Base ATK per turn per Stack. Max 3 Stacks, can be increased with Pyromancer.pngPyromancer

Freeze stuns the enemy for 1 turn.

Stun stuns the enemy for 1 turn.

Shield adds Extra layer of HP. Damage to the Shield is calculated after all the damage reduction effects just like for HP. Skills that apply shield are based on the Characters Current Max HP.

×
Cookies help us deliver our services. By using our services, you agree to our use of cookies.