Stat Explanation
This page shows creature stats, abilities and effects.
Introductions
Measurement units
Time-related stats are measured in seconds.
Length-related stats should be used in comparison with the movement speed of gene-thief ant workers, which is 300 length units per second.
Stat segregation
Some creatures have abilities and stats specifically designed for certain missions. They can't use them anywhere else.
Some creatures have different stats between story mode and custom game mode. In this wiki, story-mode stats are red while custom-game-mode stats are green.
Some extra missions also make use of custom-game-mode stats.
Explanations
Common stats
- Cost: It shows how much food you need to spend to build a brood tile and spawn a unit.
- Health: It shows how much damage creatures can take.
- Movement speed: It shows how quickly creatures move.
- Food amount: It shows how much food dead creatures give.
- Harvest capacity: It shows how many ants or termites can harvest from each dead creature at once. It is put in brackets right next to food amount in this wiki.
- Harvest amount: It shows how much food each creature can take from large food.
- Mount capacity: It shows how many ants or termites can mount each creature at once.
- Temperament: It shows how creatures response when they encounter enemies.
- Score: It shows how much combat score you gain for eliminating a creature.
- Threat: It shows the extra amount of threat value creatures give themselves after each hitting attack.
- Size: It shows which size group creatures belong to.
- Healing speed: It shows how much health creatures can regain every second when they are out of combat.
- Vision radius: It shows how far creatures can detect enemies.
- Wander radius: It shows how far creatures move around when they are idling.
- Encumbered: It shows that creatures move 35% more slowly while carrying food.
Immunities
- Slow resistance: Creatures with this stat can reduce inflicted speed debuff by a certain amount.
- Immune to stun/ confusion/ fleeing: Creatures with this stat is immune to disrupting effects.
- Immune to pickup/ knockback: Creatures with this stat is immune to repositioning effects.
- Immune to execution: Creatures with this stat is immune to execution.
Abilities
- Target: Abilities must have targets and must be used on the nearest viable targets. Abilities can be used even if the targets is immune to their effects.
- Trigger: Abilities can only be used if the users and the targets meet certain conditions. Most abilities are unusable when the targets aren't on the ground.
- Range: Abilities can only be used if the targets are within a certain distance from the users.
- Chance: Abilities with this stat only have certain chance to be activated even if all conditions are met.
- Cooldown: Abilities with this stat can only be used when cooldown is over.
- Attack speed: Abilities with this stat can be used continuously. It shows how many times abilities can be used within a second, assuming your frame rate is above 60FPS. The wiki will only mention attack speed of basic attack and some abilities.
- Damage: You can refer to this page for damage-related stats.
- Radius: Abilities with this stat can inflict damage or effects to any enemies within a certain radius from the targets. Nearby enemies aren't affected if the abilities miss the intended targets.
- Multihit: Abilities with this stat can inflict damage or effects multiple times on the same target. New targets will be chosen immediately if the original targets become dead or unreachable. Activation chance is applied separately for each hit.
- Multitarget: Abilities with this stat can inflict damage or effects on multiple targets once each.
- Projectile: Abilities with this stat don't trigger damage reflection.
- Pickup: Abilities with this stat can't be used on immune targets.
Effects
- Effect value: It shows how strong an effect is.
- Duration: It shows how long an effect lasts.
- Type: Multiple different effects can be inflicted on the same creature at once. You can refer to this page for more informations about status effects.
- Stacking: The same effect can be inflicted on the same creature multiple times at once. Effect value and duration might be added up.
Extra mechanics
Attacking
Abilities that either execute or inflict damage on enemies will be called attacks in this wiki.
Every creature has basic attack but not all of them can use it. It inflicts physical damage on a single enemy and doesn't have effect or cooldown. Most titans and uber creatures can inflict splash damage with basic attack.
Some ants and termites have special abilities that have the same animation as basic attack and no cooldown. It is done to create an impression that basic attack is inflicting status effects without going against the established mechanics. These attacks must be used while users are on the ground and basic attack can only be used while users are mounting enemies.
Targeting
Attacking creatures give themselves a stackable threat value after each hitting attack. It reverts to normal over time. The basic threat generation speed is 0.1 per hit. Some creatures can generate extra threat value on top of it.
Attacking creatures randomly pick their targets among the closest enemies. The combat distance between attacking creatures is calculated based on the actual distance between their hitbox centers divided by threat value of the respective enemies.
Smaller and quicker creatures are more likely to be the targets of relaliation than larger and slower ones.
Overlapping
It has been revealed that creatures are categorized into 5 size-groups, not including titans. Smaller creatures can move and attack beneath larger ones. Only a certain number of same-sized creatures can move and attack at once in an area.
Attacking creatures are briefly prevented from attacking and move around to find better position if they can't hit enemies within their vision radius. You may see your units running forward and into enemies while fighting in choke points due to this mechanic.
Stacking
The same status effect can be inflicted on the same creature multiple times at once.
- None: Effect value remains the same. Effect duration is reset and counts down from the most recent hit.
- Length stacking: Effect value remains the same. Effect duration is added up.
- Value stacking: Effect value is added up. Effect duration remains the same and counts down from the first hit.
Trivia
(none)