What the nineteen stats do
The character sheet's nineteen numbers, what each one moves, and what moves it.
The character-setup screen shows a sheet of 19 numbers and never says what most of them mean. This chapter goes through them in the sheet's own order and grouping - the five boxes below are the game's, not ours. The planner computes the same sheet live for your build, under How this build starts.
Three kinds of thing raise a stat, and they stack: passives picked up during a run, PowerUps bought once in the shop, and Golden Eggs, which raise a single character's stats permanently. Each entry below names the passive and PowerUp that feed it - almost every pair shares a name, or nearly, because they are the same idea at two timescales.
Max Health. The pool every other defensive stat protects, and the only sheet number printed as an absolute figure rather than a bonus. The Hollow Heart passive and the Max Health PowerUp raise it by a share of the character's own base, so the same purchase is worth more on a character who starts high. Golden Eggs can push it further, one egg at a time.Found in a run
Hollow HeartBought in the shop
Max Health
Recovery. Health back every second, whether or not the last minute went well. It does nothing while you are untouched and quietly refunds every mistake once you are not, which is why the survival chapter ranks it just behind Armor. The Pummarola passive and the Recovery PowerUp raise it in flat steps.Found in a run
PummarolaBought in the shop
Recovery
Armor. Every hit that lands is reduced by this flat amount, so it scales best against exactly what kills most runs: the wall of small hits. The wiki puts its cap at 50, far beyond anything a build reaches. The Armor passive and PowerUp raise it, and the passive raises retaliatory damage while it is at it.Found in a run
ArmorBought in the shop
Armor
Move Speed. Walking speed. Most deaths are positional rather than statistical, and this is the stat that turns a closing wall of enemies back into a gap. The Wings passive and the Move Speed PowerUp raise it; a handful of characters start below the baseline and feel it every second.Found in a run
WingsBought in the shop
Move Speed
Might. The damage multiplier every weapon inherits. Spinach and the Might PowerUp raise it plainly, Torrona's Box raises it with a curse attached, and many characters grow it on their own as they level. When in doubt on the level-up screen, this is the boring pick that is rarely wrong.Found in a run
SpinachBought in the shop
Might
Omni
Speed. Projectile speed, not movement: knives cross the screen faster and axes climb quicker. It matters most to the weapons built around travel, and a few state in their own tips that they ignore it. The Bracer passive and the Speed PowerUp raise it.Found in a run
BracerBought in the shop
Speed
Omni
Duration. How long an effect stays on screen once fired - fields, orbits, freezes. For the area weapons this is a damage stat wearing a different name, since a field that lasts longer overlaps the next one. The Spellbinder passive and the Duration PowerUp raise it.Bought in the shop
Duration
Omni
Area. The size of everything you put on screen, from the Garlic ring to the Holy Water puddle. On crowd weapons it is worth as much as Might, because an attack that covers more floor hits more of the wave. The Candelabrador passive and the Area PowerUp raise it.Found in a run
CandelabradorBought in the shop
Area
Omni
Cooldown. The wait between attacks, and the one row where a minus sign is good news. No character starts with a bonus here: it comes from the Empty Tome passive and the Cooldown PowerUp, and the wiki notes a hard floor past which nothing reduces it further. More attacks per minute multiplies everything else you have stacked.Found in a run
Empty TomeBought in the shop
Cooldown
Amount. A flat count of extra projectiles added to every weapon that fires any. It is the rare stat that adds whole attacks rather than percentages, which makes each point enormous. The Duplicator passive and the Amount PowerUp add to it one projectile at a time.Found in a run
DuplicatorBought in the shop
Amount
Revival. Extra lives, spent by dying. You resume on the spot with half your Max Health restored and a generous window of invulnerability while the crowd that killed you disperses. The Tiragisu passive grants them for the run and the Revival PowerUp adds one permanently; a spent one does not come back.Bought in the shop
Revival
Magnet. The radius inside which experience gems and pickups fly to you on their own. It changes nothing about combat and a great deal about how much of the experience you generate actually reaches you. The Attractorb passive and the Magnet PowerUp raise it.Found in a run
AttractorbBought in the shop
Magnet
Luck. The odds stat, and its reach is wider than the sheet suggests: the chance of a fourth option on the level-up screen, the drop odds of most pickups, the quality of a treasure chest, and the weapons whose effects roll dice - criticals, freezes, Glimmer. The Clover passive and the Luck PowerUp raise it, and some stages add a bonus of their own.Found in a run
CloverBought in the shop
Luck
Growth. Experience from gems, multiplied. It compounds: more experience is more levels, and every level is another pick of everything else, which is why the planner leans on it hard under Hurry and Limit Break. The Crown passive and the Growth PowerUp raise it.Bought in the shop
Growth
Greed. Gold, multiplied - coin bags, chests and the stage's own multiplier all pass through it. It wins nothing inside the run and funds every PowerUp after it, which is why the gold-farming chapter opens with it. The Stone Mask passive and the Greed PowerUp raise it.Bought in the shop
Greed
Curse. The dial that turns the game up. In the game's own words it raises enemy speed, health, quantity and frequency, and the wiki adds the payoff: more enemies is more gems and more gold, so veterans buy it on purpose. Skull O'Maniac and the Curse PowerUp raise it deliberately; Torrona's Box raises it as its final sting.Bought in the shop
Curse
Reroll. A count of times you may swap the level-up choices in front of you for a new draw. It comes from the Reroll PowerUp - twice per rank, in the game's own wording - and Golden Eggs can add more. Spent well it is the difference between the passive that finishes a recipe and the one you settled for.Bought in the shop
Reroll
Skip. A count of times you may decline a level-up outright, and the game pays you to do it: its own description says you get experience instead. It comes from the Skip PowerUp, with Golden Eggs on top. It exists for the moment when every card on screen would waste a slot.Bought in the shop
Skip
Banish. A count of times you may remove an item from the level-up choices for the rest of the run. Unlike Reroll and Skip it shapes every level-up after it, not just the one on screen, which is what the planner's banish advice is built on. It comes from the Banish PowerUp; the Seals take the same idea further and ban items before the run starts.Bought in the shop
Banish