Stats are the layer underneath traits: three graded rolls on every unit, and a long grind to push them all to SSS. This is the system that separates a “good unit” from a unit that carries.
The three stat lines
Damage, Cooldown and Range
Every unit has those three rolls, each graded from low up to S, SS and SSS. The grade is what matters, not the bar you see while rerolling — a unit with SSS damage and S cooldown out-damages one with even SS rolls across the board.
Why cooldown is underrated
Cooldown determines how often an ability-driven unit actually fires. On units whose damage comes from a proc — mostly Mythic supports and control — cooldown grade often matters more than the damage grade.
Rerolling
The dice
You reroll with Stat Tokens (players call them RRs) from the stats panel. Locks are separate.
Stat Locks
A Stat Lock pins one line so a reroll cannot touch it. The correct workflow is to hit SS or SSS on your most important line first, lock it, and then reroll the other two — never reroll all three hoping for a perfect triple.
Where RRs come from
- Nightmare story first clears — the biggest single source
- Challenges — repeatable, on a 30-minute win cooldown
- Season Pass and level milestones
- Codes (the
1KLIKEScode alone gives 30) - The cup minigame in the lobby centre
Perfect Atoms
What they do
A Perfect Atom upgrades one graded line by one step. Per the developer’s October 14 clarification, atoms are not a unit and not an evolution item — they only improve stats. The intended use is pushing an SS line to SSS.
Where they come from
Long-session rewards (the AFK-ish time-reward track). The developer said on October 14 that atoms would be buffed and made available earlier.
The rule of thumb
Never atom a line that is not already SS. Atoms are scarce and the S→SS step is cheaper to reach by rerolling.
Bond / Worthiness
How it works
Added in the October 24 patch: playing with a specific unit raises your Bond with it, and higher bond produces better stat reroll results on that unit. It is a slow, passive system — you cannot buy it.
How to use it
Field the unit you intend to invest in, even on easy farming runs. Bond progress is per unit, so rotating twelve units means none of them ever gets good rolls.
A practical order of operations
Step one: pick the unit
One carry. Not three.
Step two: reroll the primary damage line until SS
Lock it the moment you see SS. Do not gamble past it chasing SSS with unlocked rerolls.
Step three: reroll the remaining two lines for usable grades
Anything A-or-better on the two side lines is fine for a long time. Cooldown first if the unit is proc-based.
Step four: atom the primary line to SSS
Only after steps one to three are done, and only on a unit that will still be on your team in two weeks.