
Here’s a summary of every Invoker Stat and how they work, mechanically.
We’ll cover everything from the perspective of an Invoker, but the stats behave the same whether it’s an Invoker, Titan, or enemy we’re talking about.
PRIMARY STATS
Primary Stats will increase as an Invoker levels up.
An Invoker's Primary Base Stats (the stats they have before any Bonuses are gained through Relics or other sources) are defined by:
Rarity: Higher-Rarity Invokers have higher Base Stats – meaning higher potential Stats overall.
Their Class:
Melee Attackers: High ATK, average HP, average DEF.
Ranged Attacker: Highest ATK, low HP, average DEF.
Tanks: Highest DEF, high HP, low ATK.
Supports: High HP, average DEF, good ATK.
In addition to these, an Invoker's Awakening Soul Sign will determine which additional Stat boosts they get as they are Awakened. Each Soul Sign provides different Stat boosts that can affect any stat, not just Primary Stats.
With that out of the way, here's how each Primary Stat works.

HP
It’s pretty simple, but it’s a measure of how much damage an Invoker can take. If they lose all their health and drop to 0 HP, they're done.
DEFENSE (DEF)
An Invoker's DEF Stat mitigates damage taken from enemy attacks. The higher their DEF, the less HP they will lose from any given attack.
Example: If an enemy shoots a fireball that would deal 1,000 damage, an Invoker with 500 DEF might lose 800 HP – but an Invoker with 1500 DEF might only lose 200.
A combination of an Invoker’s HP and DEF will give them their Effective HP — the amount of damage it takes to defeat them, factoring in how much their DEF increases the damage required to decrease each point of health.

ATTACK (ATK)
An Invoker's Attack Stat is the most common factor in determining the damage of their Skills.
Skills and Combo Attacks have a damage multiplier (shown in the Skill description), which is based on their ATK stat in the majority of cases.
Example:
An Invoker's Skill states that their damage multiplier is 200% * ATK.
That Invoker has 1,000 ATK.
The attack will deal 2,000 damage.

SKILL DAMAGE TIP
Bear in mind that the HP the target will lose is not equal to a Skill's damage output. The target will lose HP equal to the resultant amount after all mitigating factors have been accounted for – such as the target's DEF, along with any buffs or debuffs that may increase or decrease damage.

DAMAGE VARIATION
There is some minor variance in damage output when attacking. After calculating a Skill's damage output, damage will be randomized slightly within a range – from 95% to 105% of the initial calculation.

DAMAGE SCALING TIP
While most Skills deal damage based on an Invoker's ATK Stat, it is not always true.
Certain Invokers, such as some Tanks, may deal damage based on their DEF Stat. This is doubly powerful as increasing their DEF in that case both makes them tougher and able to survive longer, and also makes them deal more damage.
Some healers will heal based on their HP Stat, where increasing their HP will increase the size of their heals.
Some Invokers have different key Stats that impact the strength of different skills. You should always check a Skill's multiplier to see which Stats an Invoker needs: it helps decide which Relics you should equip to boost their performance.

SECONDARY STATS
These stats do not increase as the Invoker levels up, and must be boosted through Relics, Awakening, and other means.

CRITICAL RATE (CRIT RATE)
Show as a percentage, an Invoker's Crit Rate % indicates their chances of attacks landing as a Critical Hit.
When an attack lands as a Critical Hit, it will deal increased damage equal to the attacker's Crit Damage Stat.
Increasing Crit Rate increases the frequency of Critical Hits, massively increasing the damage output of an Invoker and increasing the team's consistency and reliability.

CRITICAL DAMAGE (CRIT DMG)
Whenever an Invoker lands a Critical Hit, that attack's damage will be increased by equal to their Crit Damage Stat.
For example: An Invoker has an attack that outputs 1,000 damage and has a 100% Crit Damage Stat. If they land a Critical Hit, the attack will deal 2,000 damage.

CRITICAL HITS TIP
Not only do Critical Hits increase your damage, but many Skills have extra effects that trigger when you get a Critical Hit. This could be anything from a small heal, triggering devastating extra damage effects that help win you the battle.
Ensuring you have the highest possible Crit Rate is the only way to maximize these Invokers and their skills.

CRIT DAMAGE TIP
The key to Crit Damage is consistency. You should build Crit Rate before Crit Damage. Having 100% Crit Rate and 20% Crit Damage means every attack deals 120% damage (normal damage + crit damage). Having 20% Crit Rate and 100% Crit Damage means that although 1 out of 5 attacks will deal 200% damage, the other 4 attacks will only deal their normal damage. While the average output might be the same, you don't control when those Crits will land – so you could land a Crit on a weak Combo Attack and no damage-boost at all on your heavy-hitting ultimate.
Consistent, reliable damage output helps you build reliable teams (so no wasted energy) and helps you take down groups of enemies easier.
ACCURACY (ACC)
When casting Debuffs or attempting to land other special effects on enemies, the caster's Accuracy (ACC) Stat is pitted against the target’s Resistance (RES).
The outcome of this ACC vs RES calculation determines the chances of a Debuff or effect landing.
The higher their ACC, the better the chances of landing Debuffs.

RESISTANCE (RES)
Whenever an enemy casts a Debuff on someone, the target's RES Stat (pitted against the caster's ACC Stat) will determine their chances of successfully resisting the Debuff and preventing it from landing.
The higher their RES, the better their chances of resisting Debuffs.
Accuracy vs Resistance
The greater the difference between the caster's ACC and the target's RES, the higher the chances of a Debuff or other effect landing on the target.
The Accuracy vs Resistance check only comes into play when attempting to cast Debuffs (such as Stun, Burn, etc.) or other effects (such as stealing or purging a Buff from an enemy).
Casting Buffs or enemy helpful effects (such as heals) on allies does not require any Accuracy.
As a rule, as long as the caster has more ACC than the target's RES, the Debuff will land on the target.
Pay attention to the Element matchups in-battle. When attacking at an Elemental advantage, you'll receive a boost to your Debuff-landing chance. At a disadvantage, you'll receive a penalty and find it harder to land Debuffs.

COMBO SPEED (COMBO SPD)
An Invoker's Combo SPD affects the speed of their Combo Attacks – the higher their Combo SPD, the quicker their Combo Attack animations.
This increases damage output (they can attack more frequently), charges Mana faster, and can even let you reposition, dodge attacks, and use other skills sooner.
If an attack would normally take 2 seconds and an Invoker has +10% Combo SPD, it will take 1.8 seconds, instead.

SKILL SPEED (SKILL SPD)
Skill SPD has two main effects:
- Firstly, it increases the animation speed of Skills, letting Invokers use them faster. A Skill that takes 3 seconds to complete, with +20% Skill SPD, will be reduced to 2.6 seconds. It doesn't sound like much, but these split-second differences can win battles for you.
- Secondly, and most importantly, Skill SPD increases the tick rate of Damage-over-Time or Heal-over-Time effects, such as Burn, Bleed, or Regeneration without affecting the duration.
- For example, an Invoker casts Regeneration buff on an ally, lasting 10 seconds, that heals them 1 time every 2 seconds – for 100 HP every time. Over 10 seconds, they will heal 5 times for a total of 500 HP.
- If that Invoker now gains +100% Skill SPD, the tick rate will increase by 100% and it will heal more frequently. With +100% Skill SPD, it will now heal 2 times every 2 seconds (once every second), and over 10 seconds, it will heal for a total of 1,000 HP.
Skill SPD is a key Stat for any Invoker who you bring into battle for their Regeneration, Burn, Bleed – or any of those deadly AoE zones that apply effects or damage at regular intervals.
Remember: Skill SPD doesn't change an effect's duration – it just makes them apply whatever effects they have more frequently.

SKILL RECOVERY (SKILL RECOV)
Skill Recovery influences the Recovery Rate of Skills, which shortens their Effective Cooldown Time.
It does not directly decrease the Base Cooldown Time of a Skill – which is the Cooldown Time that is displayed in an Invoker's Skill description in your Invoker Collection.
If you have a Skill that has a 30-second Base Cooldown and +100% Skill Recovery, that Skill's Effective Cooldown Time (the actual time it takes for the Skill to become available again in-battle) will be 15 seconds.
It will not decrease the Cooldown Time itself by 100% (which would decrease the Cooldown to 0 seconds), but increases the Recovery Rate by 100%.
Even if a Skill has its Cooldown decreased (or even increased!) by another Skill, Skill Recovery will still behave in the same way.
For example, let's take the same Skill: it has a 30-second Base Cooldown, and you have +100% Skill Recovery – so 15 seconds Effective Cooldown Time. In-battle, another Skill cuts this Skill's Cooldown by 15 seconds. It will not cut the Effective Cooldown Time to 0 seconds.
Instead, those 15-seconds will be instantly subtracted from the Base Cooldown: the Skill will now have a 15-second Cooldown. Then, the +100% Skill Recovery Stat will apply to the remaining cooldown: that 15-second Cooldown will be decreased to 7.5 seconds Effective Cooldown Time. The Skill will be available after 7.5 seconds.
You can calculate your Effective Cooldown Time as follows. Let's use the example of a Skill with a 23-second Base Cooldown, and an Invoker with +28% Skill Recovery.
Take the Base Cooldown of the Skill: 23s.
Calculate the Skill's Base Recovery Rate by dividing the Base Cooldown by 1.
1/23 = 0.04347826086
Take the Invoker's Skill Recovery Stat: 28%
Calculate the Actual Skill Recovery Rate by multiplying Base Recovery Rate by the Invoker's Skill Recovery Stat:
1/23 + 28% = 1/23 * 1.28 = 0.05565217391
Our Actual Skill Recovery Rate is 0.05565217391
Calculate our Effective Cooldown Time (in seconds) by dividing 1 by our Actual Skill Recovery Rate
1 / 0.05565217391 = 17.968750001
Our Effective Cooldown Time in this example is 17.968750001 seconds.
This example might be long-winded, but we wanted to illustrate the difference between a Skill's stated Cooldown and the Effective Cooldown Time after factoring in Skill Recovery.
Any Cooldown reductions from Skills will apply to the Base Cooldown in this example.
To simplify the process and to calculate your Effective Cooldown Time easier in a singe step, you can use the following formula:
Base Cooldown / (1 + Skill Recovery %)
In our example above, with a Skill with 23 seconds Base Cooldown and +28% Skill Recovery, it would look as follows:
23 / (1 + 0.28) = 17.968750001

MANA GENERATION (MANA GEN)
Whenever an Invoker uses a skill during battle or takes damage from an enemy, they generate both Ultimate Mana and Titan Mana.
Increasing Mana Gen will increase the amount of Mana gained every time an Invoker generates mana. If an Invoker would stand to generate 10 Ultimate Mana and 20 Titan Mana from any action, but they had +50% Mana Gen, they would instead generate 15 Ult Mana and 30 Titan Mana.
Certain Skills also generate Mana – keep an eye out for those, because Mana Gen also affects the Mana gained through skills. See a Skill that says the Invoker will gain 50 Ultimate Mana? That becomes 75 Ult Mana if they have +50% Mana Gen.

SKILL CYCLE SNOWBALL
Increasing Skill Recovery will decrease the cooldowns of an Invoker's Skills, allowing them to use their strongest skills more frequently.
Increasing Combo SPD and Skill SPD will also increase how quickly they can attack, which increases the frequency at which they generate Mana.
Increasing Mana Gen will increase the amount of Mana generated every time they generate Mana.
Doing both will increase the frequency at which an Invoker can use their Ultimate Skill and the team can use their Titans.
There are multiple ways to make your Skills available more often, as well as charging your Ultimate Skill and Titans. Exploiting all of the options is key for longer battles and high-level gameplay.

MOVE SPEED (MOVE SPD)
This is easy – Move SPD determines how fast an Invoker runs in-battle. This helps them dodge and close distances faster, and overall allows you to re-run battles quicker.
When in combat, each Invokers runs at their own Move SPD.
When not in combat, the whole team will run at the Move SPD of the slowest Invoker in the team.
INSTINCT
Instinct is a stat that affects AI behavior during battle – it affects any Invokers you don't control (when playing on Manual), and each of your team members when playing on Auto.
Whenever you see a red Attack Marker appear on the ground, each Invoker's Instinct Stat will decide their chances of moving or dashing out of the way and avoiding the attack.
Similarly, if there’s an AoE zone on the ground that the Invoker should want to avoid – higher Instinct makes them more likely to do it.