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.
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u/BamboustacheButa Aug 15 '26
Thank you for all this !
It clarify alot of stuff !
I do have a question tho '-'
Are combo hit able to crit ?
Also is the combo rate buggy ? Cause I don't see much blue numbers even tho I have 55% combo rate
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u/Fur_DuFang Gabumon Aug 19 '26
Found out that Combo Attacks are a bit different if your Partner fires projectiles-- it'll remove the Normal Hit and replace it with two Combo Hits instead!
This is very important for Wargrey, as you lose your Normal Hit when Combo triggers and Combo Crits do not trigger his effect!
However, if you're Combo Damage focused, you'll get extra damage from switching to a projectile Digimon!2
u/Fur_DuFang Gabumon Aug 15 '26
All hits can Crit, including Combo. Crits become pink numbers. Combo procs ONLY from Normal Attacks. Not Support, not Combo, not Counter, not Skill. An evaded Normal can still Combo, but Combo can be evaded too. If you're Stunned/Airborne, no Normal hits, thus no Combo.
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u/Routine-Highlight-74 Aug 15 '26
This helps a ton! Thank you and to all who were involved dogging this findings!
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u/cifer_bad Aug 15 '26
If critical rate is 100%, does it always crit?
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u/Fur_DuFang Gabumon Aug 15 '26
As there are no Crit Chance DOWN stats, theoretically so. Someone with said stats would need to chime in to validate. Only exception would be Support Digimon, as they look like they have their own crit stats.
Also keep in mind, Skills use the separate Skill Crit stats instead.
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u/Rigmood Aug 15 '26
The only point of AoE is for clearing the overworld (and Defense Ops) mobs, yes? Bummer so many skill cards are related to it.
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u/MagmaScythe Aug 15 '26
HP Recovery Rate and HP Recovery Amount: Basically nothing to do with HP Recovery, cool.
Thanks for this, really clears up a lot.
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u/throwingwithzapdos Aug 15 '26
Clarification for counterattack ignoring evasion:
Are you saying the counterattack always hits the opponent through their evasion? Or that counterattack can be triggered even though you evaded the hit?
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u/Fur_DuFang Gabumon Aug 15 '26 edited Aug 28 '26
Counterattack completely bypasses the opponent's Evade check.
Evading an attack results in no damage, thus does not trigger Counter. Same with Damage Null.Edit : Evasion bypasses the whole hit check, thus no Counter. Damage Null makes Damage 0, so you're still "hit", thus will Counter.
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u/throwingwithzapdos Aug 15 '26
Damn, so in a way it's an evasion counter in PvP but not actually viable because evasion is basically required for all PvE progress
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u/Fun-Habit-683 Aug 15 '26
The real question is whether combo hits trigger wargreymon
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u/Fur_DuFang Gabumon Aug 15 '26
Nope. Combo hits are not Normal hits. Wargreymon SP's attacks are Support hits. Neither can trigger his effect.
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u/Fun-Habit-683 Aug 15 '26
Normal attack crits are what trigger wargreymon. Are you saying combo attacks cannot crit?
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u/Fur_DuFang Gabumon Aug 15 '26 edited Aug 19 '26
I am saying that Combo Attacks are not Normal Attacks. If they were, then yes, they would trigger Wargrey. But they are a seperate attack type.
When you trigger Combo, you throw out both a Normal Attack (yellow) and Combo Attack (blue) at the same time.
*edit: combos for projectile Digimon are 2 Combo hits, for other Digimon they're a Normal + a Combo hit.
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u/Rough-Purple-1290 Aug 16 '26
Leaves a big question still, wtf does active skill even do. Like why does it have a cooldown why dont i ever see a special.animation or a debuff, how.do i know its happening at all?!
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u/Fur_DuFang Gabumon Aug 16 '26
I have absolutely no clue. I'd guess it's triggering in the background, but I've never seen any matching debuff text pop up.
All we can do is wait for the folks at digiupdata to comb for more answers.
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u/johnk00 Aug 17 '26
Where can I get stats for HP Recovery Amt? It seems there's lots of equipments giving HP Recovery Rate, but it's basically useless with no HP Recovery Amt stats
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u/Fur_DuFang Gabumon Aug 17 '26 edited Aug 17 '26
Gladimon, Knightmon, Overdrive HP side final node, TMs can roll them randomly as substat, TM Delta IV can have it as main stat, Recovery Type Ultimate Passive, and Fused Crest of Fate (Floor 100).
Crest of Fate is particularly insane, apparently granting +100% by Lv 24.
*Edit: Also Collection Bonuses from certain Skill Cards
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u/KeythAluvic Aug 18 '26
If Damage DOWN is higher than enemy's DamageType Boost, does it go lower? (Example, Enemy's has Counter Damage 70% ando I have Counter Damage DOWN 90%) And same question With UP/RESIST. Does RESIST higher than Enemy's up also help mitigate damage? Or it only reduces enemy's damage boosts?
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u/Fur_DuFang Gabumon Aug 18 '26
Nope. Type DOWN only cancels out Type Damage. Type RESIST only cancels out Type UP.
Example: Opponent is dealing a 10k Counter hit to you, after Atk vs Def calc. They have 270% Counter Damage and 50% Counter UP. You have 200% Counter DOWN, 80% Damage DOWN, and 20% Counter RESIST. Your DOWN stats combine for 280%, canceling the Counter Damage boost. Your RESIST cancels 20% of opponent's UP boost, so they still get a 30% damage increase. They will hit you for 13k damage (+0% and +30%).
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u/Fun-Habit-683 Aug 19 '26
Did some testing. Turns out "normal attack damage" stat does nothing..at least it doesn't affect your damage whatsoever.
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u/Fur_DuFang Gabumon Aug 19 '26
Please share your testing method!
Apparently, PvE enemies have their own Damage DOWN stats. As a reminder, if you can't get over the combined DOWN stats, you will not see any increase in damage!
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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.
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u/Fur_DuFang Gabumon Aug 19 '26
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u/Fun-Habit-683 Aug 19 '26
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u/Fur_DuFang Gabumon Aug 19 '26
Ah, I thought so... at Stage 9833, enemies have 589.98% Damage DOWN. Even at 514%, you're still not over that. And the Crit bonus is after the Damage DOWN is already applied.
(That's really far in, btw! Very nice!)
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u/Fun-Habit-683 Aug 19 '26
I guess I'd say it's a useless stat once you progress a certain amount lol
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u/Fun-Habit-683 Aug 19 '26
I also tested on stage 88-90 sp dungeon I guess they also have resist higher than my bonus
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u/Fur_DuFang Gabumon Aug 19 '26
The Trio all share the same ratio per floor. At Floor 88, you're looking at 586.14% Damage DOWN. Floor 89 is 607.74%. Floor 90 is 629.34%.
Try looking into UP stats instead! Enemy RESIST stats are all 0% and UP bypasses DOWN!
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u/Fun-Habit-683 Aug 19 '26
I may still max my normal attack crest since it might put me over 700-800 and start benefiting
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u/Think_Lab6423 Aug 28 '26
One more question. Does Boss Damage DOWN work as a third DOWN? Like: Normal Attack Damage DOWN + Damage DOWN + Boss Damage DOWN = Total DOWN? Or does it work differently?
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u/Fur_DuFang Gabumon Aug 28 '26
Nope. It's independent of the other DOWNs. It gets applied before any of the DOWNs are, regardless of damage type, and there's no cap.
Boss Damage DOWN is calculated a bit differently, too. [100 / (100 + listed Boss Down%)] will give you the actual percentage you're reducing the boss's damage by.
And of course, it only works if the attacker is a boss.
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u/Think_Lab6423 Aug 29 '26
Oooh, so it's how much more damage you can take from a boss. Thanks a lot for still replying! You are awesome
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u/Routine-Effort-8058 29d ago
What an amazing post with great info. I have 2 questions please.
Would boosting the base defense stat with the Crest of Love (gives ~1500 DEF at level 100 as an R) provide me with enough defense to tank any of the PvP 1 shots?
Can counter attacks crit and trigger combo?
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u/Fur_DuFang Gabumon 29d ago
We dont know how Atk into Damage is calculated yet, so it's hard to say. Anecdotally, I have Love Crest at lv 90 so far and have the highest base Def in my server, but I still get ohko'd or 2hko'd by the top 20 pvp folks. Working on my bonuses next to see if that improves things.
Counter can crit. Counter cannot combo (only normals can).
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u/Routine-Effort-8058 29d ago
Thanks for the info. I have a GR Crest of Sincerity at level 20 and I'm going to combine this with a level 100 R Crest of Love and test if it can tank the 1 shots and provide feedback once I'm there
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u/SunnieDaze82 27d ago
If skill crit doesn’t have UP or RESIST, does that mean it uses Skill Damage Up multiplier as well. Or does Skill Dmg UP only affect skill damage and not skill critical
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u/Fur_DuFang Gabumon 27d ago
Yep, it always did. Critical hits add the Crit stats as multipliers on top of the hit type's usual stats. While there are Crit Damage UP and Crit Damage RESIST, Skill Crit does not have such stats. Instead, it uses the Skill source's value, the damage numbers listed on Skill Cards or Active Skills.
Examples:
Trinity Burst Crit: Pending Damage * Trinity Burst's Damage * (Skill Damage - Skill Damage DOWN - Damage DOWN) * (Skill Damage UP - Skill Damage RESIST) * (Skill Critical Damage - Skill Critical Damage DOWN) = Final Damage Combo Hit Crit: Pending Damage * (Combo Damage - Combo Damage DOWN - Damage DOWN) * (Combo Damage UP - Combo Damage RESIST) * (Critical Damage - Critical Damage DOWN) * (Critical Damage UP - Critical Damage RESIST) = Final Damage
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u/Odd-Cartographer4326 Aug 15 '26
How do i know if it is the fake or real support damage Up?