The five attributes
Here is what each number on a hero page generally represents. Exact in-game formulas vary and change with updates, so treat these as how to read a hero's role, not as a combat calculator:
- Might — the broadest measure of a hero's overall power and how much has been invested in them through levels, gear and skills. Might is a good shorthand for "how developed is this hero," but on its own it does not tell you what job they do in a lineup.
- HP — how much punishment the hero can absorb before falling. High HP is what lets a hero hold the front line and stay in the fight long enough to matter.
- Damage — the raw offensive output the hero brings. This is the number that decides how quickly the enemy comes apart.
- Resistance — how well the hero withstands or reduces incoming damage. Where HP is a bigger health pool, Resistance is durability per point of health — the two together decide real survivability.
- Combat Speed — how quickly the hero acts. A faster hero generally moves earlier, which matters most for the heroes whose job is to open a fight with control or a big first skill before the enemy can respond.
Read them as a profile, not a score
The mistake most players make is adding the numbers up into a single "good or bad" verdict. Attributes are more useful read as a shape:
- A hero with high Damage but low HP and Resistance is a glass cannon — devastating if protected, useless if focused down first.
- A hero with high HP and Resistance but modest Damage is a tank — their job is to soak pressure so your damage dealers survive to do their work.
- A hero with high Combat Speed wants to act first, which is why speed is prized on control and opener heroes and far less important on a slow, durable wall.
On every hero page the bars all share one scale, so you can read them against each other at a glance — a full bar is the highest value recorded for that attribute anywhere on the site. That lets you spot a hero's defining strength immediately.
Why the highest-Might hero isn't always the pick
Because Might folds investment into one number, a hero can have imposing Might and still be the wrong choice for a lineup that needs speed or control. Two heroes with similar Might can play completely differently once you look at how their HP, Damage, Resistance and Speed are distributed. Always check the shape, not just the headline.
How attributes interact inside a combo
Attributes come alive in the context of a combo. A fast, high-damage opener pairs naturally with a durable partner who can hold the line while that damage lands; a lineup stacked entirely with glass cannons folds the moment it takes a hit. When you are weighing two heroes for the same slot, ask which one's profile completes the lineup rather than which has the bigger total.
Want to see how a specific hero's numbers translate into the lineups they belong in? Browse the hero list — each page shows the attributes alongside the ranked combos that hero appears in.