๐Ÿ“Š Megabonk Stats Guide

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.

Core Stats: Effects, Sources and Best Builds

Stats do not unlock individually, so โ€œMain sourceโ€ points to the Tome or system that most directly raises each value. Priority changes with weapon and character mechanics.

StatWhat it changesMain source / unlockPriorityBest buildsDetails
DamageRaises outgoing weapon and effect damageDamage Tome (default)CoreEvery damage buildWeapon stats
Attack SpeedShortens time between attacksCooldown Tome (default)CoreProc, Lifesteal, most weaponsAttack Speed details
Crit ChanceRaises critical-hit chance; overflow enables OvercritPrecision Tome (default)BuildCL4NK, Dicehead, Giant ForkWeapon stats
Crit DamageRaises the multiplier applied by critical hitsWeapon upgrades and itemsBuildCrit / OvercritWeapon stats
Projectile CountAdds projectiles to compatible attacksQuantity Tome; fire 5,000 projectilesCoreBullet hell, Sword, AxeWeapon stats
DurationExtends projectiles, clouds, trails and persistent effectsDuration Tome; Axe Lv10BuildPoison, Flamewalker, NoelleMisc stats
SizeExpands compatible hitboxes, arcs and area coverageSize Tome (default)BuildAura, swords, AoESize details
KnockbackMultiplies push distance on compatible attacksKnockback Tome (default)ControlCompatible melee and crowd controlKnockback details
LuckImproves the chance of higher-rarity rewardsLuck Tome; rare enemy dropSnowballFox, long runs, reward qualityLuck details
XP GainMultiplies experience earnedXP Tome; break 20 potsCoreEvery build, especially earlyMisc stats
ArmorReduces incoming damageArmor TomeDefenseSir Oofie, tank, Final SwarmPlayer stats
LifestealRestores health from qualifying hitsBloody TomeDefenseVlad, poison ticks, fast hitsPlayer stats
DifficultyRaises enemy HP, speed, damage and spawn pressureCursed Tome; boss under 5 minutesRiskLeaderboard, kills, XP farmingDifficulty details

Does Cooldown Tome Work with Aura?

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.

How Megabonk Stats Scale

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.

Multipliers need a compatible base

Effective value โ‰ˆ 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.

More coverage is not direct DPS

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.

Difficulty changes opportunity

XP/min โ‰ˆ 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.

Megabonk Stats Page Interface

The Stats page shows all your character's statistics and how they affect gameplay

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๐Ÿ›ก๏ธ Player Stats

Player stats determine your character's survivability and defensive capabilities. These stats can be increased through items, tomes, and character abilities.

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Max HP

The maximum amount of HP your character has. This is your health pool that determines how much damage you can take before dying.

How to Increase: Use Oats, Demonic Blood, or the HP Tome to boost your maximum health.
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HP Regen

Health passively regenerated per minute. This provides constant healing throughout your run without requiring any action.

Best Source: The Regen Tome significantly increases your passive health regeneration, making it excellent for tanky builds.
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Overheal

Allows you to have extra health equal to a percentage of your normal HP. This temporary health layer provides additional survivability.

Key Item: Chonkplate is the primary source of overheal, making it valuable for extending your effective health pool.
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Shield

A protective barrier that absorbs damage before it affects your health. Shields recharge after 5 seconds of not taking damage.

Pro Tip: Even a small shield (5 points) can prevent one-shot kills since a single damage instance cannot penetrate both shield and HP. Use the Shield Tome to increase this stat.
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Armor

Provides percentage-based damage reduction. Armor increases are additive with diminishing returns, meaning each additional point of armor becomes less effective.

Important: It's impossible to reach 100% armor and negate all damage due to diminishing returns. Balance armor with other defensive stats for optimal survivability.
How to Get: Use the Armor Tome or defensive items to increase this stat.
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Evasion

A percentage chance to completely avoid incoming damage. Like armor, evasion has diminishing returns and cannot reach 100%.

Character Synergy: Ninja excels with evasion, as his passive ability allows him to execute enemies after successfully dodging their attacks. Build with Evasion Tome for maximum effect.
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Lifesteal

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.

Build Synergy: Lifesteal pairs excellently with high attack speed weapons. Works great with Revolver or Sword builds.
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Thorns

Reflects damage back to enemies when they hit you. This offensive defensive stat is particularly effective in close-range, tanky builds.

Best Use: Combine thorns with high armor and shield stats for a "reflect tank" build. Use Thorns Tome and let enemies hurt themselves. Works exceptionally well with Aura builds.

โš”๏ธ Weapon Stats

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.

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Damage

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.

Priority Stat: Damage is the most important offensive stat. Scale it with Damage Tome and damage-boosting items. Essential for all weapons.
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Crit Chance

The probability your attacks become Critical Hits, applying your Crit Damage multiplier. Exceeding 100% Crit Chance enables Overcrits, which apply Crit Damage twice!

Overcrit Power: Stack Crit Chance beyond 100% using Precision Tome to achieve devastating Overcrit damage. Pairs perfectly with high Crit Damage builds.
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Crit Damage

The extra damage multiplier applied on Critical Hits. For example, with 10x Damage and 5x Crit Damage, your crits deal 50x your base damage.

Math Example: Damage 10.0x ร— Crit Damage 5.0x = 50.0x damage on crits. Always maximize both Crit Chance and Crit Damage together for exponential damage scaling.
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Attack Speed

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.

Weapon Specific: For Aura, attack speed increases damage tick rate. For Revolver, it dramatically increases bullets per second. Use Cooldown Tome to boost this stat.
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Projectile Count

Increases how many projectiles are fired at once or during one attack cycle. Affects rocks from Chunkers, shields from Aegis, and flames from Flamewalker.

Maximum Coverage: Increase with Quantity Tome for massive screen coverage. Essential for clearing large enemy waves efficiently.
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Projectile Bounces

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.

Weapon Exclusive: Only available on specific weapons like Revolver, Bone, Wireless Dagger, and Lightning Staff as level-up upgrades.

๐ŸŽฏ Miscellaneous Stats

These stats affect various aspects of gameplay including movement, progression, and special mechanics. Optimize these for complete build mastery.

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What Does Size Do in Megabonk?

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‰ˆ weapon base size ร— player Size multiplier

Where Size creates value

  • More reach and safer spacing for melee arcs
  • More enemies covered by Aura, explosions and persistent zones
  • Better overlap with high enemy density from Difficulty

Marginal return

  • Excellent while extra reach adds targets
  • Lower value in sparse fights or after an attack already covers the active pack
  • Pair with Damage or Attack Speed because Size alone does not raise damage per hit
Best source and Builds: The default Size Tome gives a +10% Common offer. Prioritize it for Aura, swords, Axe, Tornado, Black Hole and other AoE builds.
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Projectile Speed

How fast projectiles move through the air, as a multiplier. For orbital weapons like Chunkers, this affects rotation speed around the player.

Increase Speed: Use Projectile Speed Tome to make projectiles travel faster, improving hit rate against distant or mobile enemies.
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Duration

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).

Status Effect Power: Boost with Duration Tome to maximize the effectiveness of elemental weapons and DOT builds. Essential for Dragon's Breath burn builds.
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Damage to Elites

Increases damage dealt specifically to Elite enemies and stage bosses, shown as a multiplier. This multiplies your damage against these tougher foes.

Boss Killer: Essential for boss fights. Stack this stat to trivialize elite encounters and speed through difficult stages. All stage bosses count as elites.
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What Is Knockback Tome For?

Knockback multiplies the push distance of attacks that already apply knockback. It is a control and spacing statโ€”not a universal damage statโ€”and is ineffective when the current weapon has no knockback behavior.

Effective push โ‰ˆ weapon base knockback ร— player Knockback multiplier

When to take it

  • Your weapon lists Knockback in its base effect or current upgrade pool
  • Melee enemies are reaching you faster than you can clear them
  • Your Build benefits from keeping enemies inside a controlled range

When to skip it

  • No equipped weapon applies knockback
  • Your existing control already keeps normal enemies outside danger range
  • You need Damage or Attack Speed to keep pace with enemy HP scaling
Source and unlock: Knockback Tome is available by default and its Common offer adds +20% Knockback. Use the Tome page for compatible weapon examples and rarity scaling.
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Movement Speed

How fast your character moves, shown as a multiplier. Higher movement speed improves positioning and kiting capabilities.

Survivability: Use Agility Tome or Speed Boi item for better mobility. Essential for dodging attacks and collecting XP gems efficiently.
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Extra Jumps

Number of mid-air jumps available before touching the ground. For example, 3 extra jumps = initial jump + 3 air jumps = 4 total jumps.

Aerial Control: More jumps provide better vertical mobility and escape options. Helps avoid ground-based attacks and access hard-to-reach XP gems.
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Jump Height

Determines how high your character jumps. Affects both initial jump and extra jumps, improving vertical navigation.

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What Does Luck Do in Megabonk?

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.

Luck affects

  • Level-up upgrade rarity
  • Items rolled when a chest is opened
  • Shrine reward rarity
  • Moai statue offers, with mode-specific Luck scaling
  • Shady Guy inventory, using Luck at stage entry

Luck does not affect

  • Crit Chance or Crit Damage
  • Item proc chance or on-hit trigger chance
  • Whether an enemy drops a chest or powerup
  • Powerup Drop Chance, which is a separate stat
  • Guaranteed rewards that already have a fixed result

When is the Luck roll made?

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.

Luck rarity formula

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— 1.5
Wแตข = baseWeightแตข ร— 1.5โˆ’(3โˆ’i)ร—S
Pแตข = Wแตข / ฮฃW

The 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 LuckCommonRareEpicLegendary
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%
Formula scope: The rarity formula and example odds come from current community code analysis, not a developer-published formula. Official patch notes do confirm the current Fox, Luck Tome, and Clover values. Different reward systems or special Moai modes can modify the roll.

Current Luck sources

Reliable scaling

  • Fox: +1.5% Luck per character level
  • Luck Tome: +8% Luck per Tome level
  • Clover: +10% Luck per item
  • Green Credit Card: run-based Luck from opening chests, with higher chest prices per card

Run-based sources

  • Luck upgrades from shrines and Chaos Tome rolls
  • Pots and vases grant a small amount of Luck that scales with the stage
  • Temporary or special reward rules may use their own multiplier
Practical example: Moving from 0% to 100% Luck raises the model's Legendary chance from about 1.62% to 4.74%; it does not make Legendary rewards guaranteed. For Fox's passive value, Luck Tome unlock, or Clover's item effect, use the dedicated entity pages below.

Last verified July 27, 2026. Sources: official Megabonk patch notes and current Luck code-analysis reference.

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What Does Difficulty Do in Megabonk?

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‰ˆ enemy availability ร— clear rate ร— reward per enemy

Why high-kill Builds take it

  • More spawn pressure supplies more potential kills
  • More kills can mean more XP and drops per minute
  • AoE, scaling and leaderboard Builds can convert density into score

Why returns can turn negative

  • Enemy HP and speed rise alongside spawn pressure
  • If enemies remain alive, the reactive spawn system cannot replace them as quickly
  • Difficulty above a Final Swarm spawn threshold still strengthens enemies without adding more ghosts
Final Swarm location0โ€“2 minutesAfter 2 minutes
Stage 1 / Graveyard571%495%
Stage 2514%438%
Stage 3 / Final Boss area457%381%
High risk, conditional reward: Cursed Tome is the dedicated Difficulty entity page and explains its +3.5% displayed base offer, unlock and Corrupted Sword interaction. The Final Swarm thresholds above are community code-analysis targets, not official developer guarantees.

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 โ€œbest Difficultyโ€ percentage applies to every Build.

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Pickup Range

Determines how far away you can collect XP gems. Does NOT affect powerup drops pickup range, which is fixed.

Quality of Life: Use Attraction Tome or Sucky Magnet for automatic XP collection. Lets you focus on combat while passively leveling.
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XP Gain

The amount of XP gained per XP shard, as a multiplier. Higher values mean each gem gives more XP for faster leveling.

Capped at 10x: XP Gain is capped at 10x maximum (1000% XP per gem). Beyond this, additional XP Gain has no effect.
Fast Leveling: Boost with XP Tome to reach level 99 faster. Stack until you hit the 10x cap for maximum efficiency.
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Gold Gain

Multiplier applied to gold obtained per kill and broken jar. Higher values dramatically increase your in-run gold income.

Farm Gold: Use Golden Tome or Golden Ring to maximize gold collection for more shop purchases and item rerolls.
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Silver Gain

Multiplier applied to permanent currency (Silver) earned from the run. This affects your post-run progression rewards.

Permanent Progression: Increase with Silver Tome for faster unlock progression. More silver = more characters, weapons, and items unlocked.
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Elite Spawn Increase

Increases the number of elite enemies that spawn, as a multiplier. More elites = more challenge but also better loot opportunities.

High Risk: Only increase if you have strong "Damage to Elites" stat and solid defensive stats. Elites hit much harder than regular enemies.
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Powerup Multiplier & Drop Chance

Powerup Multiplier scales the applicable value of temporary powerup effects. Powerup Drop Chance separately scales the underlying chance for a qualifying powerup drop.

Separate systems: Read the Powerups and Powerup Multiplier guide for formulas, category boundaries and Hero Sword rules.

๐Ÿ“ˆ Build Optimization Tips

๐ŸŽฏ Offensive Build Priority

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.

Check out our Best Builds Guide for pre-made offensive build templates optimized for specific characters.

๐Ÿ›ก๏ธ Defensive Build Priority

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.

Tanky builds work best with Aura or Chunkers. Add Thorns Tome for reflect damage.

โš–๏ธ Balanced Build Priority

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.

Balanced builds are versatile and work with most weapons and characters. Great for beginners!

๐Ÿ”ฅ Specialist Build Concepts

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

๐ŸŽฎ Ready to Build Your Perfect Character?

Now that you understand all the stats, explore our guides to create devastating builds!