
Health
A fight ends when a hero reaches zero health.
Game reference
Stats, effects, item categories, and combat phases in one searchable visual reference.

A fight ends when a hero reaches zero health.

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

Each point absorbs one incoming damage.

The wait between an item's activations.

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

Controls whether an attack connects or misses.

Health removed when an unblocked hit lands.

The chance for a hit to add critical damage.

Bonus damage added by a critical hit.

A resource generated and consumed by item effects.

Tracks the ammunition remaining on Bolt items.

Tracks the uses remaining on a potion.
Positive effects on your hero or items.

The general category for positive effects.

Each stack adds one damage to melee and ranged weapons.

Each stack makes all item activations one percent faster.

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

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

Each stack restores one health every two seconds.

Returns damage to melee attackers and adds damage to critical hits.
Forces the next attack to miss and consumes one charge.
Negative effects applied during combat.
The general category for negative effects.
Begins after 30 seconds and deals increasingly severe damage over time.

Each stack deals one damage every two seconds.

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

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

Each stack slows all item activations by one percent.

Each stack reduces accuracy by three percent.
Reduces healing, max-health gains, and critical chance.
Periodically removes max health and increases damage taken; Resist cannot prevent it.
Pauses the cooldown of every non-pet item.
Pauses one item's cooldown.

Melee attacks can trigger the defender's Thorns.

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

Pets attack without spending stamina.
A counter for souls trapped by an item.
Charges stored on an item; discharging clears them and triggers an effect.
The number of incoming debuffs an item can prevent.

Provides spaces that can hold other items.

A general accessory item.

An armor-category item.

A food-category item.

A fish-category item.

A mineral-category item.

A plant-category item.

A consumable item with limited uses.

A tool-category item.

A rat-category item.

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

Can be absorbed to add its effect to another item.

A skull-category item.
Some effects depend on the current combat phase.
Begins when combat starts, at 0 seconds.
Begins at 10 seconds.
Begins at 20 seconds.
Begins at 30 seconds.
Cross-checked against theofficial Backpack Brawl mechanics reference.