Multipliers need a compatible base
Effective value โ base value ร displayed player multiplier
Size and Knockback cannot create an effect a weapon does not have. A weapon with no knockback receives no practical benefit from more Knockback.
Master every stat in Megabonk! Learn how HP, armor, damage, crit, and all other statistics affect your character and build. Understanding stats is crucial for creating powerful builds and surviving longer runs. Reviewed for v1.0.69 on August 11, 2026.
Stats do not unlock individually, so โMain sourceโ points to the Tome or system that most directly raises each value. Priority changes with weapon and character mechanics.
| Stat | What it changes | Main source / unlock | Priority | Best builds | Details |
|---|---|---|---|---|---|
| Damage | Raises outgoing weapon and effect damage | Damage Tome (default) | Core | Every damage build | Weapon stats |
| Attack Speed | Shortens time between attacks | Cooldown Tome (default) | Core | Proc, Lifesteal, most weapons | Attack Speed details |
| Crit Chance | Raises critical-hit chance; overflow enables Overcrit | Precision Tome (default) | Build | CL4NK, Dicehead, Giant Fork | Weapon stats |
| Crit Damage | Raises the multiplier applied by critical hits | Weapon upgrades and items | Build | Crit / Overcrit | Weapon stats |
| Projectile Count | Adds projectiles to compatible attacks | Quantity Tome; fire 5,000 projectiles | Core | Bullet hell, Sword, Axe | Weapon stats |
| Duration | Extends projectiles, clouds, trails and persistent effects | Duration Tome; Axe Lv10 | Build | Poison, Flamewalker, Noelle | Misc stats |
| Size | Expands compatible hitboxes, arcs and area coverage | Size Tome (default) | Build | Aura, swords, AoE | Size details |
| Knockback | Multiplies push distance on compatible attacks | Knockback Tome (default) | Control | Compatible melee and crowd control | Knockback details |
| Luck | Improves the chance of higher-rarity rewards | Luck Tome; rare enemy drop | Snowball | Fox, long runs, reward quality | Luck details |
| XP Gain | Multiplies experience earned | XP Tome; break 20 pots | Core | Every build, especially early | Misc stats |
| Armor | Reduces incoming damage | Armor Tome | Defense | Sir Oofie, tank, Final Swarm | Player stats |
| Lifesteal | Restores health from qualifying hits | Bloody Tome | Defense | Vlad, poison ticks, fast hits | Player stats |
| Difficulty | Raises enemy HP, speed, damage and spawn pressure | Cursed Tome; boss under 5 minutes | Risk | Leaderboard, kills, XP farming | Difficulty details |
Yes. Cooldown Tome raises the global Attack Speed stat, so Aura deals its damage ticks more often. It does not increase Aura's radius or create additional Aura fields: Size controls radius, while Quantity does not multiply Aura.
The game does not use one universal stacking rule. Read the displayed stat as the final player multiplier, then check whether the selected weapon or mechanic actually consumes that stat.
Effective value โ base value ร displayed player multiplier
Size and Knockback cannot create an effect a weapon does not have. A weapon with no knockback receives no practical benefit from more Knockback.
Real gain = extra targets reached ร damage per target
Size and Duration improve coverage or uptime. Their return falls when the existing attack already reaches every relevant enemy.
XP/min โ kills/min ร XP/enemy ร XP Gain
Difficulty can increase available enemies and therefore kills per minute. It does not directly raise XP awarded by each enemy.
Formula policy: These are practical models for comparing Build value, not developer-published source-code equations. Dedicated Tome pages retain rarity values, unlocks and entity-specific mechanics.
The Stats page shows all your character's statistics and how they affect gameplay
Player stats determine your character's survivability and defensive capabilities. These stats can be increased through items, tomes, and character abilities.
The maximum amount of HP your character has. This is your health pool that determines how much damage you can take before dying.
Health passively regenerated per minute. This provides constant healing throughout your run without requiring any action.
Allows you to have extra health equal to a percentage of your normal HP. This temporary health layer provides additional survivability.
A protective barrier that absorbs damage before it affects your health. Shields recharge after 5 seconds of not taking damage.
Provides percentage-based damage reduction. Armor increases are additive with diminishing returns, meaning each additional point of armor becomes less effective.
A percentage chance to completely avoid incoming damage. Like armor, evasion has diminishing returns and cannot reach 100%.
Percentage chance to steal 1 HP from enemies per attack. When lifesteal exceeds 100%, you gain a chance to steal 2 HP per attack instead of 1.
Reflects damage back to enemies when they hit you. This offensive defensive stat is particularly effective in close-range, tanky builds.
Weapon stats control your offensive capabilities and damage output. These are the core stats for creating devastating builds that can clear waves of enemies efficiently.
Your overall weapon damage, represented as a multiplier (e.g., "2.0x" = 200% base damage, "15.0x" = 1500% base damage). This is the foundation of all offensive builds.
The probability your attacks become Critical Hits, applying your Crit Damage multiplier. Exceeding 100% Crit Chance enables Overcrits, which apply Crit Damage twice!
The extra damage multiplier applied on Critical Hits. For example, with 10x Damage and 5x Crit Damage, your crits deal 50x your base damage.
Controls how fast your weapons attack, shown as a percentage (e.g., 150% = 1.5x faster). Reduces delay between individual attacks and multi-projectile volleys.
Increases how many projectiles are fired at once or during one attack cycle. Affects rocks from Chunkers, shields from Aegis, and flames from Flamewalker.
The number of times a projectile bounces from one enemy to another. This stat is weapon-specific and cannot be increased via tomes or items.
These stats affect various aspects of gameplay including movement, progression, and special mechanics. Optimize these for complete build mastery.
Size scales the dimensions of compatible attacks, projectiles, explosions and area effects. A displayed 2.0ร Size means the compatible effect uses twice its base linear scale; it does not directly double single-target damage.
Effective attack size โ weapon base size ร player Size multiplierHow fast projectiles move through the air, as a multiplier. For orbital weapons like Chunkers, this affects rotation speed around the player.
Determines how long weapons and effects remain active before disappearing. Relevant for Axe, Flamewalker, Frostwalker, Space Noodle, and more. Also extends elemental status effects (Freeze, Burn, Poison).
Increases damage dealt specifically to Elite enemies and stage bosses, shown as a multiplier. This multiplies your damage against these tougher foes.
Knockback multiplies the push distance of attacks that already apply knockback. It is a control and spacing statโnot a universal damage statโand is ineffective when the current weapon has no knockback behavior.
Effective push โ weapon base knockback ร player Knockback multiplierHow fast your character moves, shown as a multiplier. Higher movement speed improves positioning and kiting capabilities.
Number of mid-air jumps available before touching the ground. For example, 3 extra jumps = initial jump + 3 air jumps = 4 total jumps.
Determines how high your character jumps. Affects both initial jump and extra jumps, improving vertical navigation.
Luck changes reward rarity, not combat RNG. More Luck lowers the relative weight of Common rewards, so Rare, Epic, and Legendary results appear more often. It improves average reward quality but never guarantees a Legendary roll.
Level-up offers and most interactable rewards use your Luck when the reward is rolled or opened. Shady Guy is the important exception: shop inventory is fixed when you enter the stage, so gaining Luck afterward does not reroll that stage's shop. Moai statues can use 0.5ร, 1ร, or 1.5ร of your Luck; a special mode ignores Luck and always offers Legendary rewards.
Community code analysis models the current rarity roll with base weights Common 70, Rare 15, Epic 6, and Legendary 1.5. If L is the displayed Luck percentage:
S = ln(L / 100 + 1) ร 1.5Wแตข = baseWeightแตข ร 1.5โ(3โi)รSPแตข = Wแตข / ฮฃWThe logarithm creates diminishing returns: each extra block of Luck still helps, but less than the previous block. These are approximate chest-style rarity odds from that model:
| Displayed Luck | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| 0% | 75.68% | 16.22% | 6.49% | 1.62% |
| 100% | 62.43% | 20.39% | 12.43% | 4.74% |
| 500% | 33.80% | 21.54% | 25.62% | 19.04% |
| 1,000% | 19.20% | 17.69% | 30.42% | 32.69% |
Last verified July 27, 2026. Sources: official Megabonk patch notes and current Luck code-analysis reference.
Difficulty raises enemy HP, movement speed, attack damage and spawn pressure. It does not directly increase XP per enemy; a strong Build earns more XP only by killing the additional enemies fast enough.
Practical reward rate โ enemy availability ร clear rate ร reward per enemy| Final Swarm location | 0โ2 minutes | After 2 minutes |
|---|---|---|
| Stage 1 / Graveyard | 571% | 495% |
| Stage 2 | 514% | 438% |
| Stage 3 / Final Boss area | 457% | 381% |
Difficulty behavior and thresholds last checked July 28, 2026 against current community code analysis. Normal-stage spawning is reactive to kill speed, so no single โbest Difficultyโ percentage applies to every Build.
Determines how far away you can collect XP gems. Does NOT affect powerup drops pickup range, which is fixed.
The amount of XP gained per XP shard, as a multiplier. Higher values mean each gem gives more XP for faster leveling.
Multiplier applied to gold obtained per kill and broken jar. Higher values dramatically increase your in-run gold income.
Multiplier applied to permanent currency (Silver) earned from the run. This affects your post-run progression rewards.
Increases the number of elite enemies that spawn, as a multiplier. More elites = more challenge but also better loot opportunities.
Powerup Multiplier scales the applicable value of temporary powerup effects. Powerup Drop Chance separately scales the underlying chance for a qualifying powerup drop.
1. Damage โ Your foundation. Always prioritize first.
2. Crit Chance + Crit Damage โ Exponential damage scaling.
3. Attack Speed โ More hits = more damage.
4. Projectile Count โ Better enemy coverage.
1. Max HP โ Your survival foundation.
2. Shield โ Prevents one-shots, recharges quickly.
3. Armor OR Evasion โ Choose one, stack it (diminishing returns).
4. HP Regen + Lifesteal โ Sustain in long fights.
1. Damage + Max HP โ Equal investment.
2. Crit Chance + Shield โ Offense + safety.
3. Attack Speed + Armor โ DPS + mitigation.
4. Projectile Count + Movement Speed โ Coverage + mobility.
Crit Stacker: 100%+ Crit Chance โ Overcrit โ Massive burst
Speed Demon: Max Attack Speed โ Lifesteal โ Sustain DPS
Reflect Tank: Thorns + Armor + HP โ Let enemies kill themselves
DOT Master: Duration + Burn/Poison weapons โ Passive damage
Elite Hunter: Damage to Elites + Crit โ Boss destroyer
Now that you understand all the stats, explore our guides to create devastating builds!