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.
| Stat | Veteran gain from the level 20 snapshot | Early gain from the class base |
|---|---|---|
| HP | 0.5% | 1.0%–5.0% |
| Mana | 0.375% | 1.0%–5.0% |
| PWR | 0.375% | 1.5%–9.0% |
| DEF | 0.0375% | 0.6%–1.2% |
| SPD | 0.075% | 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 Style | Multiplier applied to growth |
|---|---|
| Balanced | 1.00× |
| Good | 1.30× |
| Excellent | 1.60× |
Veteran DEF gains also depend on role. This additional multiplier applies specifically to defense growth during the veteran phase.
| Role | Veteran DEF multiplier |
|---|---|
| Default / Controller | 0.85× |
| Melee DPS | 0.95× |
| Support / Ranged DPS | 0.70× |
| Tank | 1.35× |
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 value | Damage multiplier | Healing multiplier |
|---|---|---|
| 100 PWR | 1.00× | 1.00× |
| 200 PWR | 2.00× | 1.50× |
| 300 PWR | 2.68× | 1.84× |
| 400 PWR | 3.28× | 2.14× |
| 500 PWR | 3.83× | 2.41× |
| 600 PWR | 4.34× | 2.67× |
| 700 PWR | 4.59× | 2.92× |
| 800 PWR | 4.82× | 3.15× |
| 900 PWR | 5.05× | 3.38× |
| 1,000 PWR | 5.27× | 3.60× |
| 1,200 PWR | 5.69× | 4.02× |
| 1,500 PWR | 6.29× | 4.62× |
| 2,000 PWR | 7.22× | 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 value | Damage reduced |
|---|---|
| 0 DEF | 0.0% |
| 100 DEF | 16.7% |
| 200 DEF | 28.6% |
| 300 DEF | 37.5% |
| 400 DEF | 44.4% |
| 500 DEF | 50.0% |
| 600 DEF | 54.5% |
| 700 DEF | 58.3% |
| 800 DEF | 61.5% |
| 900 DEF | 64.3% |
| 1,000 DEF | 66.7% |
| 1,500 DEF | 75.0% |
| 2,000 DEF | 80.0% |
| 3,000 DEF | 85.7% |
| 5,000 DEF | 90.9% |
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 SPD | Displayed percentage | Effective movement speed |
|---|---|---|
| 150 SPD | 100% | 150 |
| 180 SPD | 120% | 180 |
| 225 SPD | 150% | 225 |
| 262.5 SPD | 175% | 236.25 |
| 300 SPD | 200% | 247.5 |
| 375 SPD | 250% | 270 |
| 450 SPD | 300% | 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.
| Personality | Base mistake chance | Combat bonus and condition |
|---|---|---|
| Tactician | 2% | Ability costs in mana, stamina, and HP decrease by 8%. |
| Duelist | 3% | Deals 15% extra damage to a target whose HP is above 50%. |
| Stoic | 3% | Crowd control applied to the fighter has 15% shorter duration. |
| Hunter | 4% | Deals 8% extra damage to a target whose HP is below 50%. |
| Guardian | 4% | Receives 10% less damage, without an HP condition. |
| Opportunist | 6% | Deals 12% extra damage to a target whose HP is below 35%. |
| Lone Wolf | 7% | Maximum HP increases by 10%. |
| Cautious | 8% | Receives 10% less damage when the fighter’s HP is below 50%. |
| Grudger | 8% | For 5 seconds, deals 15% extra damage to the enemy that most recently damaged the fighter. This bonus cannot stack. |
| Berserker | 10% | Deals 15% extra damage when the fighter’s HP is below 50%. |
| Reckless | 25% | 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 choice | Unlock levels |
|---|---|
| New Skill Choice | 2, 5, 10 |
| Second Relic Slot | 10 |
| Attribute Choice before the snapshot | 3, 6, 9, 12, 15, 18 |
| Attribute Choice during veteran growth | 25, 35, 45, 55, 65, 75, 85, 95 |
| Ability Upgrade before the snapshot | 14, 19 |
| Ability Upgrade during veteran growth, below level 50 | 24, 29, 34, 39, 44, 49 |
| Ability Upgrade during veteran growth, above level 50 | 54, 59, 64, 69, 74, 79, 84 |
| Ability Specialization Choice | 20, 50 |
| Mastery Choice | 27, 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 range | Price effect |
|---|---|
| Class base price | Begins at around 500g. |
| Named Champions | Begin at 6,500g. |
| Levels 1–20, fighter with a 500g base | Each level adds roughly 160g. |
| Levels 1–20, Named Champion | Each level adds roughly 390g. |
| Levels 21 and above | Each level adds approximately 2.5%. |
| Stat or ability factor | Value adjustment |
|---|---|
| Stat Quality | Between −40% and +40%. |
| Ability Quality | Between −45% and +45%. |
| Ability Upgrade | Usually adds 1%–4% for each upgrade. |
| Ability Evolution | Usually adds 3%–8%. |
| Mastery | Each adds 3%. |
| Performance or recognition factor | Value adjustment |
|---|---|
| Impact | Ranges from −25% at terrible performance to +95% at elite performance. |
| All-Star Appearance | Each adds 100g. |
| Awards | Each adds approximately 75g–225g. |
| Top 10 ranking | Adds 20%. |
| Top 5 ranking | Adds 30%. |
| Top 1 ranking | Adds 40%. |
| Named Leader Bonus | Adds 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 factor | Rating or situation | Value adjustment |
|---|---|---|
| Injury Risk | Low | +8% |
| Injury Risk | Medium | 0% |
| Injury Risk | High | −8% |
| Form Loss | Very Low | +10% |
| Form Loss | Low | +5% |
| Form Loss | Medium | 0% |
| Form Loss | High | −5% |
| Form Loss | Very High | −10% |
| Current Form | Form-related reduction | Up to −20% |
| Active Injury | Each missed match | −5%, limited to −40% overall |
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