Viltho · Updated 14 September 2026
How character stats are calculated
Why some upgrades multiply your ATK while others barely move it: the grouped formulas behind ATK, HP, spirits, crit, gold, EXP and element damage.
Two upgrades can both say “+50% ATK” and change your damage by very different amounts. That isn’t a display bug; it comes from how Slayer Legends combines bonuses. Once you understand the structure, you can tell at a glance which upgrades are worth chasing and which are already diluted.
Everything below is how the analyzer adds up the totals in its Stats Summary, on the Analysis tab.
The one rule: add inside a group, multiply between groups
Every major stat is built from groups. Each group is worth 1 plus the sum of the bonuses inside it, and the stat is the product of all its groups:
stat = base × (1 + a + b + …) × (1 + c + d + …) × (1 + e) × …
Bonuses in the same group add together, so they compete with each other. Bonuses in different groups multiply, so they reinforce each other. Suppose you already have +300% from sources in one group, making it worth 4. Another +50% there takes it to 4.5, a 12.5% gain in your final stat. The same +50% in a group that’s currently empty takes that group from 1 to 1.5: a 50% gain.
The practical rule: a modest bonus in a small, separate group often beats a large bonus in a crowded one.
What goes into ATK
ATK is the base value multiplied by each of these groups:
| Group | What feeds it |
|---|---|
| Base | Enhance ATK, Growth STR (with Latent Power) and Growing Knowledge, multiplied by 1 + soul gem ATK, Refinement ATK, Appearance ATK and the Statue of Chaos’s Character ATK. Then the equipped soul weapon’s ATK is added, multiplied by 1 + its gems’ Soul Weapon ATK and the Statue of Chaos’s Soul Weapon ATK |
| Weapons | The equipped weapon’s equip effect plus 30% of every owned weapon’s effect |
| Classes | The equipped class’s effect plus 30% of every owned class’s effect |
| Promotion | Your promotion’s ATK/HP multiplier |
| Spirits | ATK from the spirits in the active spirit preset (see below) |
| Soul weapon completion | The equipped soul weapon’s completion effect, once its engraving is complete |
| Extra ATK | Strength Gloves, companion promotion ATK rolls, Slayer Promotion ATK, Skill Mastery ATK nodes, Ellie’s Blessing of Forest, Memory Tree ATK and Constellation of Light Extra ATK |
| Breakthrough | The Memory Tree ATK multiplier plus the Constellation’s Promotion ATK/HP |
| Mantra | The Mantra skill’s power |
| Blade Dance | Zeke’s Blade Dance passive |
| Familiar ATK | The ATK increase from Familiar Proficiency (all three proficiencies) |
| Slayer DMG | The Weapon familiar proficiency’s Slayer DMG |
| Owned beasts | The owned effect of every beast you have |
| Mounted beast | Mounted ATK, counted once a beast is mounted |
| Black Orb | The Black Orb’s resonance ATK |
| Skill buffs | Plain “Total ATK +X%” buffs from the skill preset, only while the fight on the Analysis tab is playing with Include Skills ticked |
Look at the Extra ATK row: seven different sources share one group, so every new source there is diluted by the others. Blade Dance, Slayer DMG and the Black Orb each sit alone in their group, which is why small numbers on them punch above their weight.
Soul weapon completion
Completing a soul weapon’s engraving gives that weapon’s engraving ATK and HP percentages, and the completion effect is multiplied twice: by 1 + the companion passive for the weapon’s soul colour (Ellie’s Spirit’s Touch for green, Miho’s Casting for red, Luna’s Rune Magic for blue) and by 1 + the chaos level’s completion bonus, which you enter on the soul weapon panel. The HP part feeds both HP and HP Recovery.
Spirits
Spirit ATK, HP, Gold and EXP are the sums over the spirits in your active spirit preset. Each spirit’s stat is:
base × (1 + Fountain of Circulation effect) × (1 + element companion passive)
- The base comes from the spirit’s ratio for that stat and its awakening tier and level.
- The Fountain of Circulation effect is the one for that stat’s fountain slot. The Settings panel shows your Fountain of Circulation grade from your Forest of Circulation level.
- The companion passive matches the spirit’s element: Ellie’s Wind Interaction, Zeke’s Earth Interaction, Miho’s Communion of Flames or Luna’s Sea Interaction.
The partner, the first slot of the spirit preset, levels to 1,000; every other spirit levels to 700. Being the partner makes the spirit’s skill 10% stronger, not its stats. Once all six of your Main 6 spirits are owned, other spirits use the lowest level among those six.
HP and HP Recovery
HP follows the same shape as ATK with its own sources. The differences:
- Base HP is Enhance HP, Growth HP and ten times Growing Knowledge, multiplied by 1 + soul gem HP, Refinement HP, Appearance HP and the Statue of Demon’s Character HP. There is no soul weapon ATK part.
- Accessories take the place of weapons.
- The Extra HP group holds HP Ring, promotion HP rolls, Skill Mastery HP, Zeke’s Fortitude, Memory Tree HP and Constellation Extra HP.
- An amplifier group holds Skill Mastery’s HP AMP nodes plus twice the Black Orb’s boss damage.
- Breakthrough uses the Memory Tree HP multiplier. Familiar HP, owned beasts, Black Orb HP and Bo’s Wild Heart spirit skill each add their own group. HP has no Blade Dance, Slayer DMG, mounted beast or skill buff group.
HP Recovery mirrors HP with a few changes: its base is Enhance HP Recovery, Growth VIT and Growing Knowledge, multiplied only by soul gem HP Recovery. Its extra group holds Recovery Totem, promotion rolls, Skill Mastery HP REGEN, Memory Tree VIT and Constellation HP Recovery. Its amplifier is Mastery’s HP REGEN AMP nodes plus twice the Black Orb’s monster damage. Spirit HP counts for it too, but Fortitude and Wild Heart don’t.
Crit and death strike
Crit chance comes only from Enhance CRIT %, at 0.1% per level, reaching 100% at level 1,000. Crit damage starts at 100% and has two groups. The first adds Enhance CRIT DMG, Growth CRI, weapon secondary stats, Refinement, Zeke’s Lunatic, soul gems and promotion rolls. The second holds only Hunter’s Eye and multiplies the first, which makes Hunter’s Eye one of the most efficient relics for damage.
Death strike only opens up after crit chance is maxed. Until Enhance CRIT % reaches level 1,000, both death strike stats are capped at level 1. After that, Death Strike % goes to level 1,000 (0.1% per level), and Death Strike damage (1% per level, shown on top of 100%) is capped by your Growing Knowledge grade plus its Superhuman bonus.
Gold and EXP
Extra Gold is the product of four groups, minus the starting 1:
- flat sources: weapon secondary stats, Appearance, Lucky Pendant, Growth LUK, soul gems, Skill Mastery and promotion rolls;
- all-mode multipliers: Miho’s Gold Rush and Gold Rush II, and Memory Tree and Constellation gold for all modes;
- stage-mode multipliers: Memory Tree and Constellation gold for stages;
- spirit gold.
Example: a Lucky Pendant worth +50%, Gold Rush at +20% and spirits at +10% give 1.5 × 1.2 × 1.1 − 1 = +98%, not the +80% you’d get by adding them. EXP works the same way. Its flat group holds accessory secondary stats, Appearance, Skill Mastery and promotion rolls; Luna’s Hymn of the Abyss sits in its all-mode group.
Flat stats: Accuracy, Dodge and Mana
Accuracy starts at 30 and Dodge at 10, and everything else simply adds to them: Appearance, Growth, Focus Ring or Invisible Cloak, Ellie’s Intensive Fire or Miho’s Shadow Dance, Refinement, soul gems and promotion rolls. There’s no multiplication, so each point is worth the same whenever you get it.
Mana starts at 100 and Mana Recovery at 10 per second. Each is multiplied by accessory secondary stats and by a second group: Luna’s Mana Amplification (Mana) or Mana Dope (Mana Recovery), plus promotion rolls.
A few more stats are single sums. CC Resist comes only from promotion rolls, Movement Speed is 100% plus the mounted beast’s speed, and the Bracelet of Speed raises attack speed in the fight.
Element damage
Each element has its own damage bonus: that companion’s Understanding passive and Status, the matching relic, Skill Proficiency, the Attribute familiar proficiency and the Black Orb. A separate amplifier comes from the Statue of Order, the Constellation’s Amplify DMG and the Black Orb. The Stats Summary shows them combined as element damage × (1 + amplifier). The bonus applies to skills of that element, so it matters most for the element your skill preset is built around.
A worked example
Take a new account with Enhance ATK at level 1 (a base ATK of 1), a Common 4 weapon owned and equipped, companion promotion ATK of +80%, Slayer Promotion ATK of +40% and Memory Tree ATK of +50%, and nothing else:
- The weapon group is 1 + 7% equip + 2.1% owned = 1.091.
- The Extra ATK group is 1 + 0.8 + 0.4 + 0.5 = 2.7.
- ATK is 1 × 1.091 × 2.7 = 2.9457.
Three separate-looking systems all landed in one group. Another +50% in Extra ATK would give 1.091 × 3.2 ≈ 3.49. The same +50% in an empty group gives 2.9457 × 1.5 ≈ 4.42.
Using this to plan
When choosing an upgrade, ask which group it feeds and how full that group already is. The analyzer does the maths for you: when a promotion fight on the Analysis tab falls short, it shows how many times your damage has to grow and a plan of upgrades, steepest first, each with its price. Event buffs from Settings multiply their stat on top of everything here: Character Attack and Character Health their totals, Gold and Exp Acquisition the extra gold and EXP, and Boss and Normal Monster Damage the Black Orb's. See promotion fights for how that works, and Enhance, Growth, Promotion and Classes for how each system’s numbers scale.