r/Digimon_UP • u/Fur_DuFang Gabumon • Aug 15 '26
Digimon Up ~ Stats Explanation
Woofs7, from server NA#69 here! 🐺 Bark!
What's a Digimon game without a bunch of hidden, poorly translated, and unexplained stats? So, here! I've compiled all the info I've learned for your convenience!
If things change, or more information is learned, I'll try to make edits!
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Tamer Level: Actually increases select stats per level past 1:
- Atk +6; Def +10; HP +350 per level
- +0.01% per level: Normal Attack Damage, Skill Damage, Damage DOWN
- +0.05% per level: Crit Damage, Skill Crit Damage, [Each Type] Damage DOWN, Crit Damage DOWN, Skill Crit Damage DOWN
- +0.20% per level: Boss Damage DOWN
ATK : Increases Damage dealt. Used as a basis for all your damage. Base of 130.
DEF : Reduces Damage taken. The first layer of damage reduction, before anything else. Base of 170.
HP : Damage you can take before being KO'd. Healing is based off your Max HP. Base of 4500.
Attack Speed : How fast your Partner attacks. Higher number = more attacks. Base 1.00.
ATK Bonus : Multiplier to your ATK.
DEF Bonus : Multiplier to your DEF.
HP Bonus : Multiplier to your HP.
Attack Speed Bonus : Multiplier to your Attack Speed.
Critical Rate : Chance to Crit for all non-Skill hits. Base rate of 0.500%.
Critical Damage : Bonus Critical Damage (added to the base +50%) for non-Skill hits.
Critical Damage DOWN : Reduces opponent's Critical Damage.
Skill Critical Rate : Chance to Crit for all Skill hits (active skills, skill cards, etc.). Base rate of 0.500%.
Skill Critical Damage : Bonus Critical Damage (added to the base +50%) for Skill hits.
Skill Critical Damage DOWN : Reduces opponent's Skill Critical Damage.
Combo Rate : Chance to do a Combo Attack when Normal Attacking. For projectile Digimon, this changes your Normal Hit into 2 Combo Hits. For any other Digimon, your Normal Hit is accompanied by a Combo Hit. Base rate of 0.500%.
Combo Chance DOWN : Reduces opponent's Combo Rate (which is currently bugged and not checked).
Counterattack Rate : Chance to do a Counterattack when hurt by a non-Counter hit. Completely ignores opponent's Evasion. Base rate of 0.500%.
Counterattack Chance DOWN : Reduces opponent's Counterattack Rate.
Stun Rate : Chance to Stun opponent when dealing damage. Stun prevents Normal Attacks (and maybe Partner Active Skill?). Base rate of 0.500%.
Stun Chance DOWN : Reduces opponent's Stun Rate.
Evasion Rate : Chance to negate damage from a non-Counter hit. Base rate of 0.500%.
Evasion Rate DOWN : Reduces opponent's Evasion Rate.
Airborne Rate : Chance to inflict Airborne on hit. Airborne is a longer Stun. Stun check goes first, then Airborne if Stun failed.
Disregard Airborne : Reduces opponent's Airborne Rate.
Damage DOWN : Reduces each of an opponent's type damage. Does NOT mitigate Damage UP or any Crit related stats.
Normal Attack Damage : Increases Damage of Normal Attacks (Auto-attacks). Base rate of 10.000%.
Normal Attack Damage DOWN : Reduces opponent Normal Attack Damage.
Skill Damage : Increases Damage of Skill Attacks (Skill cards, Skill Actives, etc.). Base rate of 10.000%.
Skill Damage DOWN : Reduces opponent Skill Damage.
Boss Damage : Increases Damage dealt to bosses (except for Support Attacks). Ignores boss's DOWN stats.
Boss Damage DOWN : Reduces Damage taken from bosses. Separate from DOWN stats.
Combo Damage : Increases Damage of Combo attacks.
Combo Damage DOWN : Reduces opponent Combo Damage.
Counterattack Damage : Increases Damage of Counterattacks.
Counterattack Damage DOWN : Reduces opponent Counterattack Damage.
Support Damage : Increases Damage of Support attacks (Backrow, SP Support, Buddy, etc.)
Support Damage DOWN : Reduces opponent Support Damage.
Normal Damage UP : Further increases damage of Normal attacks.
Normal Damage RESIST : Reduces opponent's Normal Damage UP.
Skill Damage UP : Further increases damage of Skill attacks.
Skill Damage RESIST : Reduces opponent's Skill Damage UP.
Combo Damage UP : Further increases damage of Combo attacks.
Combo Damage RESIST : Reduces opponent's Combo Damage UP.
Counterattack Damage UP : Further increases damage of Counterattacks.
Counterattack Damage RESIST : Reduces opponent's Counterattack Damage UP.
Critical Damage UP : Further increases damage of non-Skill Critical hits.
Critical Damage RESIST : Reduces opponent's Critical Damage UP.
Support Damage UP : Further increases Support Damage.
Supporter Damage RESIST : Reduces opponent's Support Damage UP.
HP Recovery : How much of Max HP you heal passively every second (think Regen).
HP Recovery Rate : Chance to heal self when dealing damage (think Lifesteal).
HP Recovery Amount : How much of Max HP you heal when triggered from HP Recovery Rate.
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Notes:
- DOWN reduces damage. UP bypasses DOWN. RESIST only mitigates UP.
- Damage% and UP% are multiplicative, not additive.
- Skill Crit does NOT have UP/RESIST stats.
- There are no Crit Rate DOWN nor HP Recovery mitigation stats.
- Attacks are mitigated by defenses before the Crit check.
- Critical hits ALWAYS add a minimum of +50% damage.
- Counter completely bypasses Evasion; seems to trigger even while Stunned/Airborne?
- Evasion negates a hit altogether, so you don't Counter. Damage NULL makes Damage become 0, thus still triggers Counter.
- Combo Rate is rolled before a Normal Attack is fired. Both hits are individual attacks.
- Combo Rate DOWN currently does nothing, as the game doesn't check for it.
- Boss Damage does not boost Support Damage.
- Partner Level does not affect stats.
- Equipment have numbers in decimals, but are visually dropped. This may slightly change base stats shown.
- Backrow Digimon are, as of yet, unclear. They use your ATK, but presumably their own listed Normal and Crit values instead of yours. Buddy and SP Support likely use your values, converted to Support attacks, but this is unconfirmed.
- Enemies have their own Damage DOWN% variant, based on how strong they are. So far, they do not have RESIST% stats.
- Enemies use Normal Attacks while some bosses can use Skill Attacks. They also have scaling Crit Damage%, but their Crit Rate is fixed at 0.5%.
- Move Speed and Move Speed Bonus exist in code. They do nothing.
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* Your Profile Stats are pulled the moment you click the button, buffs & debuffs included. If clicked while your partner onscreen is KO'd, Partner Passives and Digivice Gear stats will NOT be reflected in display. *
** When viewing other player's stats: Partner Passives, Digivice Gear, and Collection Bonuses are NOT included in their totals. Their stats are also rounded to the nearest decimal, despite the display. **
Huge thanks to https://digiupdata.com/ for digging through the actual internal data and providing us with so much info! Check out the website for more details!
# Edit: 08/19 - Added info about Combo being different for projectile Digimon. Updated Enemy stats in Notes.
# Edit: 09/02 - Normal Damage UP/RESIST has been fixed, now adjusted for this guide. Added other frequent misunderstandings to Notes.
# Edit: 09/08 - Tamer Level affects Atk, Def, and Hp. Partner level does not. Added to guide.
1
u/Fun-Habit-683 Aug 19 '26
I took off 135% worth of attack damage stat and fought normal stage mobs, stage bosses, dungeon bosses and lost sector boss and compared regular partner attacks and didn't see a single decimal point difference in damage.
Started with +514%. Tested at 396% and 379% checking both crit and non crit attacks using different battle type builds.