The Facts on Hero Stats


  • You can predict the influence different factors will have on a hero’s expected stat total at level 100:
  • While it’s clear that main class has the biggest influence (orange), the player’s choices during level up (purple) are nearly always the second biggest contributor to any hero’s expected stat total at level 100.
  • Rarity can have a large influence on the expected stat total, but you have to make out for yourself if you care more about the size of the stat total while disregarding which stats get boosted, or if you care more about where the stat points end up for your heroes.
  • Stat genes matter slightly for the stat they affect, but have an arguably negligible influence on the full stat growth of any given hero.
  • Also, if you aren’t going to read anything else, promise me you’ll at least read this, so you can see who else put their blood, sweat and tears into this work: Acknowledgements.

General conclusions

  • Main class is the biggest influence on the expected stat total for any given hero at level 100.
  • For most heroes, the player’s choices are the second biggest influence. However, for Mythic heroes, their expected stat total is slightly stronger influenced by the rarity of the hero. The biggest thing to note here is that the player’s choices are always free to choose, whereas the rarity bonus is nearly fully random.
  • Subclass has a unique interaction with rarity for impact on the expected stat total. If the hero is a Common, Uncommon or Rare hero, the subclass has a bigger impact on the expected stat total at level 100 than the rarity has, but for Legendary and Mythic heroes, this isn’t true anymore. Subclass matters less than the player’s choices regardless of the hero rarity.
  • The influence of rarity on the expected stat total is strongly dependent on the rarity itself. The specific level of influence varies greatly between the different rarities.
  • At level 100, the green stat bonus is almost negligible (less than 1% of the expected stat total), whereas the blue has about 1% of impact at level 100. Interesting is that in early levels, the green stat bonus is a lot more influential than the blue stat bonus, due to it being a flat +2 bonus at summoning.
  • This article does NOT yet account for boosted summons and enhancement stones, as these influence a very small subpopulation of the existing heroes in a minor way, just keep that in mind.
  • I believe it is very interesting to see that the developers have strongly hinted at team-based combat, and have made it very obvious that main class is the strongest factor influencing any hero’s stats. To my mind, this means that they would want us to ‘build’ team(s) of heroes that complement each other. As I’ve said, this article does not touch upon skills or principles of team-based combat, however, specifically for stats, I’m already trying to create “balanced” teams of heroes instead of creating all tank-like heroes that deal physical damage and are slow (high VIT/END and STR, low AGI and no INT or WIS).
  • Using the data shown in this article, you can look at heroes from a long-term perspective. Specifically, instead of looking at heroes priced in the tavern at 100 Jewel and see what you get now, you can see what you get later. Two examples:
    1) If I don’t really care about summoning right now, should I spend 140–160 Jewel on an Uncommon Sage/Monk, with an expected stat total of 898 and stats that I can fairly well predict how they end up, or do I spend that same amount on a Legendary Monk/Archer, with an expected stat total of 888 but having a LOT less certainty on where those stats will end up? This is a continuation of the rarity VS class situation, but in my opinion, while more rare heroes have an equally high stat total as higher class heroes, higher class heroes should be valued more in terms of pure stat distribution chances. However, this is speculative, as we again don’t know about how combat will work specifically, and thus cannot predict the actual impact stats will have on combat effectiveness.
    2) Which is the better hero, in your opinion: a Common Summoner/Sage, or a Rare Summoner/Archer? Ignoring player’s choices during level up for a second (so no +1 choices nor Gaia’s Blessings), the Common hero reaches a stat total of 631 at level 100, while the Rare hero reaches a stat total of 686 at level 100. If we believe that INT and WIS are the most important stats for a Summoner, the Common hero achieves a combined INT and WIS level of 238 with no chance of a rarity bonus, while the Rare hero achieves a combined INT and WIS of 209 but with a chance for a rarity bonus! However, it receives 80 stat points from its rarity, spread out randomly over 8 stats, so we’d expect both INT and WIS to receive 10 stat points each, leaving us with an expected INT and WIS total of 229. This is lower than the Common Summoner’s INT and WIS total. Which is the better hero? The Common Summoner with a great matching subclass? Or the Rare Summoner with a mismatched subclass? Will all stats matter for all heroes? Or will focused stat spreads be better?
  • Both of the previous points are mitigated by the level of influence you have as a player. When you level your heroes, your choices affect about 20–26% of ALL stat points the hero is expected to have at level 100. So, making the ‘right’ choices will matter. The only issue is, we don’t yet know what the ‘right’ choices are. It is just something to keep in mind. On a personal note, I strongly believe that the stats which grow the ‘best’ for each stat are important for its combat style, but it could easily be true that stats such as AGI or LCK will help every hero (movement speed or critical hit ratio for example).
  • Given how I try to accumulate heroes with a long-term perspective in mind, I personally do NOT care about the stat genes. Less than 1% influence on my stat total at level 100? Not something I’m worried about when valuing heroes. A nice bonus if it lines up? Absolutely, but something I would pay a premium for? No. The team did discuss some potential smaller future utility for these genes (e.g., in a pure strength contest they might provide a boost), but in the recent AMA, to me, it felt like a “well, really we could do anything with these in the future…” sort of thing, and from a stat growth perspective, they are negligible.
  • The speed of stat growth is interesting to me. IF stats have a very large impact on combat effectiveness, then higher leveled heroes absolutely outshine low level heroes. As an extreme example that pits a Common hero versus the best hero you could arguably have: a Mythic Dreadknight at level 5 has an expected stat total of 106, whereas a Common Knight at level 10 has an expected stat total of 100. If you want more examples, go check out my calculator for expected stat predictions (, but in general, if stats should be the primary driver for combat effectiveness, heroes that are leveled NOW will outshine new summons for a long time.

General background on stats in DFK

Stats, what are they?

How does a hero get their stats?

Base stats for every class at level 1
This picture is taken from the document above, and represents a Warrior’s main class stat growth
  • After the hero’s main class has rolled, DFK rolls again for the subclass. Again, each subclass has their own increase parameters, and the document from above also shows these. Basically, the % chances of successfully receiving a stat point for the subclass are the same as those of the main class, but divided by four. You can see from the example below that a hero with the subclass Warrior has a 18.75% chance to receive a STR stat point during level-up for their subclass roll, and a 5% chance to get an INT stat point.
  • The two rolls described above (main class stat roll, and subclass stat roll) are influenced by a hero’s blue gene. Specifically, the blue gene adds a 2% chance to the relevant stat of the main class (e.g., a hero with blue STR and Warrior as their main class would have a 77% chance of successfully receiving a STR stat point during level-up, instead of 75% chance), and adds a 4% chance to the relevant stat of the subclass (e.g., a hero with blue STR and Warrior as their subclass would have a 22.75% chance of successfully receiving a STR stat point during level-up, instead of 18.75% chance).
    The green stat gene does NOT provide any more bonuses besides the initial +2 when the hero was summoned.
  • Next, every 5th level, the hero gets another bonus roll for their rarity. Common heroes do not receive this roll, Uncommon heroes receive a total of 2 bonus stat points, Rare heroes receive a total of 4 bonus stat points, Legendary heroes receive a total of 7 bonus stat points, and Mythic heroes receive a total of 10 bonus stat points. Again, for the specific rules (because yes, these bonuses are NOT nilly-willy), I refer you back to this link:
  • Finally, the player has a few choices to make during every level up. Specifically, the player can pick 1 stat that gets a bonus stat point during level up (no chance, just straight +1 for that stat), and they get to pick two stats who could receive Gaia’s blessing. These last two stats have a 50% chance each of getting a bonus stat point that level-up. Important to note here is that the player has to choose three different stats during the level-up process, so the stat chosen for the +1 boost cannot be picked for a Gaia’s blessing, and both stats for the Gaia’s blessing have to be different.

Stat growth

Stat growth: explaining the method

Stat growth: class and subclass interaction

Stat growth: subclass versus blue stat gene

Stat growth: blue stat gene versus green stat gene

Stat growth: rarity versus class

Stat growth: impact of your choices

Stat growth: go read the conclusions at the top again




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