Game reference

Mechanics

Stats, effects, item categories, and combat phases in one searchable visual reference.

Game 6.0.1

Stats

Health

A fight ends when a hero reaches zero health.

Max Health

The healing ceiling. Gaining max health raises current health too.

Armor

Each point absorbs one incoming damage.

Cooldown

The wait between an item's activations.

Stamina

Weapons spend stamina to attack; heroes normally recover one each second.

Accuracy

Controls whether an attack connects or misses.

Damage

Health removed when an unblocked hit lands.

Critical Hit Chance

The chance for a hit to add critical damage.

Critical Damage

Bonus damage added by a critical hit.

Mana

A resource generated and consumed by item effects.

Bolts

Tracks the ammunition remaining on Bolt items.

Potion Capacity

Tracks the uses remaining on a potion.

Buffs

Positive effects on your hero or items.

Buff

The general category for positive effects.

Empower

Each stack adds one damage to melee and ranged weapons.

Haste

Each stack makes all item activations one percent faster.

Lifesteal

Weapon hits heal one health, capped by the damage dealt.

Luck

Each stack adds three percent accuracy and one percent critical chance.

Regeneration

Each stack restores one health every two seconds.

Thorns

Returns damage to melee attackers and adds damage to critical hits.

Dodge

Forces the next attack to miss and consumes one charge.

Debuffs

Negative effects applied during combat.

Debuff

The general category for negative effects.

Fatigue

Begins after 30 seconds and deals increasingly severe damage over time.

Poison

Each stack deals one damage every two seconds.

Bleed

Raises critical damage taken and deals armor-piercing damage every three seconds.

Burn

Deals damage each second, consuming one stack whenever it triggers.

Chill

Each stack slows all item activations by one percent.

Blind

Each stack reduces accuracy by three percent.

Curse

Reduces healing, max-health gains, and critical chance.

Insanity

Periodically removes max health and increases damage taken; Resist cannot prevent it.

Stun

Pauses the cooldown of every non-pet item.

Disable

Pauses one item's cooldown.

Combat and item mechanics

Melee Weapon

Melee attacks can trigger the defender's Thorns.

Ranged Weapon

Ranged attacks avoid Thorns, but often start with lower accuracy.

Pet

Pets attack without spending stamina.

Souls

A counter for souls trapped by an item.

Static

Charges stored on an item; discharging clears them and triggers an effect.

Resist Debuff

The number of incoming debuffs an item can prevent.

Item types

Bag

Provides spaces that can hold other items.

Accessory

A general accessory item.

Armor

An armor-category item.

Food

A food-category item.

Fish

A fish-category item.

Mineral

A mineral-category item.

Plant

A plant-category item.

Potion

A consumable item with limited uses.

Tool

A tool-category item.

Rat

A rat-category item.

Ingredient

Can be absorbed so its effect is applied to another item.

Charm

Can be absorbed to add its effect to another item.

Skull

A skull-category item.

Time of day

Some effects depend on the current combat phase.

Dawn

Begins when combat starts, at 0 seconds.

Day

Begins at 10 seconds.

Dusk

Begins at 20 seconds.

Night

Begins at 30 seconds.

Cross-checked against theofficial Backpack Brawl mechanics reference.