Eslabong: Stats and Growth Guide

Compare a fighter’s actual stats alongside their Growth Style when planning progression in Eslabong. Level 20 locks in the foundation for later growth, so an Excellent rating alone does not guarantee the stronger fighter. Use the tables below to check growth rates, combat effects, level rewards, and the factors behind mercenary prices.

PWR affects damage and healing differently, DEF converts into damage reduction, and high displayed SPD can exceed effective movement speed. Personality also matters: it supplies a combat bonus and a hidden chance of making a mistake.

Stat growth and the level 20 snapshot

Stats rise automatically when a fighter levels up. During levels 1–20, the increase is random and uses the class’s fixed base stats as its reference. The fighter’s current totals do not determine those early rolls.

For levels 21–100, each increase uses a fixed percentage of the stats captured at level 20. That snapshot includes the birth roll, the 19 earlier level increases, Growth Style bonuses, and the attribute choices made before level 20.

StatVeteran gain from the level 20 snapshotEarly gain from the class base
HP0.5%1.0%–5.0%
Mana0.375%1.0%–5.0%
PWR0.375%1.5%–9.0%
DEF0.0375%0.6%–1.2%
SPD0.075%0.5%–1.5%

The different reference points matter when comparing recruits. A low starting roll paired with Excellent growth can still produce weaker stats than a high starting roll paired with Balanced growth. Later levels keep building from each fighter’s own snapshot, so they do not guarantee that the weaker fighter catches up.

Growth Style and role modifiers

Growth Style multiplies stat gains both before and after the level 20 transition.

Growth StyleMultiplier applied to growth
Balanced1.00×
Good1.30×
Excellent1.60×

Veteran DEF gains also depend on role. This additional multiplier applies specifically to defense growth during the veteran phase.

RoleVeteran DEF multiplier
Default / Controller0.85×
Melee DPS0.95×
Support / Ranged DPS0.70×
Tank1.35×

PWR: damage and healing multipliers

Use the relevant output column when judging PWR. Its damage and healing multipliers follow different progressions, and gains are not proportional across the full range.

PWR valueDamage multiplierHealing multiplier
100 PWR1.00×1.00×
200 PWR2.00×1.50×
300 PWR2.68×1.84×
400 PWR3.28×2.14×
500 PWR3.83×2.41×
600 PWR4.34×2.67×
700 PWR4.59×2.92×
800 PWR4.82×3.15×
900 PWR5.05×3.38×
1,000 PWR5.27×3.60×
1,200 PWR5.69×4.02×
1,500 PWR6.29×4.62×
2,000 PWR7.22×5.55×

DEF: damage reduction values

Higher DEF increases damage reduction, with progressively smaller percentage-point gains for the same added defense. Check the reduction column when comparing defensive stats.

DEF valueDamage reduced
0 DEF0.0%
100 DEF16.7%
200 DEF28.6%
300 DEF37.5%
400 DEF44.4%
500 DEF50.0%
600 DEF54.5%
700 DEF58.3%
800 DEF61.5%
900 DEF64.3%
1,000 DEF66.7%
1,500 DEF75.0%
2,000 DEF80.0%
3,000 DEF85.7%
5,000 DEF90.9%

SPD: displayed and effective speed

The listed SPD and effective movement speed match at the lower values in this table. At higher values, effective speed increases more slowly. Use the effective speed column to compare movement at these checkpoints.

Displayed SPDDisplayed percentageEffective movement speed
150 SPD100%150
180 SPD120%180
225 SPD150%225
262.5 SPD175%236.25
300 SPD200%247.5
375 SPD250%270
450 SPD300%292.5

Personality bonuses and mistake chance

A fighter checks their hidden mistake chance whenever an important combat decision occurs. A mistake can mean poor aim or timing, an unsuitable target, or a delayed retreat. The base rate comes from personality. Each fighter also has random individual variation of ±15%. Whether this is relative variation or a change in percentage points is unclear, so the base rates should not be read as exact individual probabilities.

The percentages below are base mistake chances. Read each bonus together with its activation condition before comparing personalities.

PersonalityBase mistake chanceCombat bonus and condition
Tactician2%Ability costs in mana, stamina, and HP decrease by 8%.
Duelist3%Deals 15% extra damage to a target whose HP is above 50%.
Stoic3%Crowd control applied to the fighter has 15% shorter duration.
Hunter4%Deals 8% extra damage to a target whose HP is below 50%.
Guardian4%Receives 10% less damage, without an HP condition.
Opportunist6%Deals 12% extra damage to a target whose HP is below 35%.
Lone Wolf7%Maximum HP increases by 10%.
Cautious8%Receives 10% less damage when the fighter’s HP is below 50%.
Grudger8%For 5 seconds, deals 15% extra damage to the enemy that most recently damaged the fighter. This bonus cannot stack.
Berserker10%Deals 15% extra damage when the fighter’s HP is below 50%.
Reckless25%Deals 10% extra damage, without an HP condition.

Level rewards and attribute choices

These unlocks arrive alongside automatic stat increases. Attribute choices offer Health, Attack, Defense, or Movement Speed; the choices before level 20 feed into the snapshot described above.

Reward or choiceUnlock levels
New Skill Choice2, 5, 10
Second Relic Slot10
Attribute Choice before the snapshot3, 6, 9, 12, 15, 18
Attribute Choice during veteran growth25, 35, 45, 55, 65, 75, 85, 95
Ability Upgrade before the snapshot14, 19
Ability Upgrade during veteran growth, below level 5024, 29, 34, 39, 44, 49
Ability Upgrade during veteran growth, above level 5054, 59, 64, 69, 74, 79, 84
Ability Specialization Choice20, 50
Mastery Choice27, 37, 47, 57, 67, 77, 87, 97

Mercenary prices and value modifiers

Level is only one part of a mercenary’s valuation. Stats, abilities, performance, recognition, and condition also influence the price. Treat the approximate figures as estimates when comparing fighters.

Starting value or level rangePrice effect
Class base priceBegins at around 500g.
Named ChampionsBegin at 6,500g.
Levels 1–20, fighter with a 500g baseEach level adds roughly 160g.
Levels 1–20, Named ChampionEach level adds roughly 390g.
Levels 21 and aboveEach level adds approximately 2.5%.
Stat or ability factorValue adjustment
Stat QualityBetween −40% and +40%.
Ability QualityBetween −45% and +45%.
Ability UpgradeUsually adds 1%–4% for each upgrade.
Ability EvolutionUsually adds 3%–8%.
MasteryEach adds 3%.
Performance or recognition factorValue adjustment
ImpactRanges from −25% at terrible performance to +95% at elite performance.
All-Star AppearanceEach adds 100g.
AwardsEach adds approximately 75g–225g.
Top 10 rankingAdds 20%.
Top 5 rankingAdds 30%.
Top 1 rankingAdds 40%.
Named Leader BonusAdds 15%.

Form and injury price adjustments

Condition can change a fighter’s value as well. Injury Risk and Form Loss have their own adjustments, separate from the entries for Current Form and Active Injury.

Condition factorRating or situationValue adjustment
Injury RiskLow+8%
Injury RiskMedium0%
Injury RiskHigh−8%
Form LossVery Low+10%
Form LossLow+5%
Form LossMedium0%
Form LossHigh−5%
Form LossVery High−10%
Current FormForm-related reductionUp to −20%
Active InjuryEach missed match−5%, limited to −40% overall

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