Stats

What every Task Bar Hero stat actually does, how it stacks, its true cap, and whether it feeds your Power score. Several community caps are wrong. Read now.

Task Bar Hero has 44 character stats. This page lists every one of them with how it stacks and what it actually contributes, grouped the way the game groups them. "Stacking" is how multiple sources of the same stat combine: FLAT values add together, ADDITIVE percentages sum before being applied once, and MULTIPLICATIVE ones each apply in turn.

Core

StatStackingWhat it does
Attack DamageMULTIPLICATIVEThe global damage base. Attribute-agnostic: it feeds every hit you land, basic attack or skill, of any element or delivery type. Because it sits at the base of the fold, it multiplies against every other damage layer — it is never wasted. Every gear and passive roll is flat or additive; the only multiplicative sources are two skill buffs, Bloodlust and Blessing of Might, which is a large part of why those two feel disproportionately strong — they bypass the additive pool entirely.
Attack SpeedMULTIPLICATIVEBasic attacks per second. Also drives skills that trigger off a basic-attack count (Piercing Thrust, Ground Slam, Shock Bolt): faster attacks reach the trigger sooner, so it doubles as skill frequency for those. This is the stat where the multiplicative bucket matters most: 444 gear inherent rolls compound separately instead of joining the additive pool, so two multiplicative weapons do not dilute each other the way two additive rolls do. Additive Attack Speed rolls also exist (523 of them), so a normal loadout mixes both kinds.
Max HPMIXEDYour health pool. Combines with mitigation to produce effective HP — 10% more HP and 10% less damage taken are worth roughly the same.
Movement SpeedMULTIPLICATIVEHow fast the hero moves between packs. A real clear-speed stat in a side-scrolling auto-battler, but it changes travel time, not combat output. Gear and passive rolls are flat or additive; the multiplicative rows belong to a movement buff and to the enemy slow debuff, which is why a slow bites the same proportion no matter how much flat movement you have stacked.

Damage

StatStackingWhat it does
Physical Damage %ADDITIVEMultiplier gated to Physical-attribute hits. Additive within its own bucket, so stacking it alone gives diminishing returns — the element layer and the delivery layer are separate multipliers.
Fire Damage %ADDITIVEMultiplier gated to Fire hits. Applies to a skill only if that skill's damage type is Fire — a Fire engraving does nothing for a Lightning skill.
Cold Damage %ADDITIVEMultiplier gated to Cold hits. Same element gating as Fire.
Lightning Damage %ADDITIVEMultiplier gated to Lightning hits. Same element gating as Fire and Cold.
Chaos Damage %ADDITIVEMultiplier gated to Chaos hits. Real stat, but no hero skill currently deals Chaos damage — all 36 active skills are Physical, Fire, Cold or Lightning.
Increase Melee DamageADDITIVEDelivery-type multiplier for melee hits. This is a separate layer from the element bucket, so it multiplies on top rather than diluting it — investing in the thinner layer usually pays more than over-stacking one bucket.
Increase Projectile DamageADDITIVEDelivery-type multiplier for projectile hits. A skill can carry more than one delivery flag (e.g. Projectile + AOE), in which case both multipliers apply.
Increase Area of Effect DamageADDITIVEDelivery-type multiplier for AoE hits. Do not confuse it with Area of Effect — this raises the damage each AoE hit deals, while that one widens the area and so decides how many enemies are hit at all. A wide-but-weak cast and a narrow-but-strong one are different problems; most AoE builds need both.
Increase Summon DamageADDITIVEDelivery-type multiplier for damage dealt by summons (Flame Hydra, Crossbow Turret).
MultistrikeFLATEach point adds one extra hit. Every roll in the game's data grants exactly +1. Because it multiplies hit count rather than hit size, it scales linearly against every other damage layer — one of the strongest single lines in the game.
Projectile CountFLATEach point fires one additional projectile. Like Multistrike, every roll grants exactly +1 and it multiplies output rather than adding to it — but it only applies to skills that actually fire projectiles.
Additional DamageFLATFlat damage added to a hit, before the percentage layers. Attribute-agnostic; per-element variants (Additional Fire Damage, etc.) exist and are gated to that element.
Area of EffectADDITIVEWidens the area your AoE skills cover, which decides how many enemies each cast actually catches. It does not raise damage — that is Increase Area of Effect Damage. This multiplies each skill's hit RADIUS directly (a value read straight from the game's combat code): +100% doubles the radius, and since it is the radius that scales, the covered area grows with the SQUARE of the stat. That is why the numbers players quote look so large. The Korean and Japanese text call it "effect area" while Skill Range is "cast distance"; English labels both "Increased …", which hides the difference.

Critical

StatStackingWhat it does
Critical ChanceMIXEDProbability a hit crits. Value comes from a real per-hero base scaled by additive bonuses, so it behaves differently from the pure-additive percentage stats. It applies to skill damage exactly as it does to basic attacks — every damaging skill rolls against this same number, with no per-skill crit scaling and no skill excluded. Buffs and heals are the exception: they never produce a damage hit, so nothing is rolled for them.
Critical DamageMIXEDDamage multiplier on a crit. Expected damage works out to 1 + chance × (damage − 1), so chance and damage are worth investing in together — either alone has sharply diminishing value. Like Critical Chance, it applies to every damaging skill, not just basic attacks.

Skills

StatStackingWhat it does
Cooldown ReductionMIXEDShrinks skill cooldowns. Hard-capped at 75% — every point past the cap is entirely wasted, and because cooldown scales as 1/(1−CDR), the last few points below the cap are worth far more than the first few.
Cast SpeedMULTIPLICATIVEHow quickly a skill's cast completes. Shortens the effective time per cast on top of cooldown reduction. Along with Attack Speed it is one of only two stats whose gear inherents roll multiplicative (77 rows), so those rolls compound separately rather than diluting each other in the additive pool.
Basic Attack Requirement ReductionFLATSome skills trigger after N basic attacks instead of on a timer. Each point lowers N by one, making those skills fire more often. Never drops below one attack.
Add All Skill LevelFLATRaises the level of every skill at once. The skill tree caps investment at level 5, but each skill's value table is defined all the way to level 10 — this stat is the only way to reach those extra levels, and they use real predefined values, not extrapolation. Level 10 is the hard ceiling.
Skill RangeMIXEDExtends how far away you can start casting. This is cast distance, not blast size — the Korean and Japanese text call it "cast distance" while Area of Effect is "effect area". Longer reach means beginning a rotation sooner as a wave closes in, which is uptime rather than extra targets.
Skill Duration IncreaseADDITIVELengthens skills that last over time — channels like Snowstorm and Axe Spin, buffs like Bloodlust, and summons like Flame Hydra and Crossbow Turret. On a damage-over-time skill this is close to a straight damage increase, because the skill simply keeps ticking; on a buff it means fewer gaps between recasts. It does nothing for instant skills like Meteor Strike, so its worth swings hard on which skills you actually run.
Skill Heal IncreaseMIXEDRaises healing from skills — the Priest's Heal, Sanctuary's regeneration, and the revive skills that restore a portion of health. Only skill healing scales with it; life leech and health-per-hit are separate stats and ignore it entirely. This is the only way to scale a heal: healing skills never produce a damage hit, so they cannot crit, and Critical Chance and Critical Damage do nothing for them.
Increase Projectile SpeedADDITIVEMakes projectiles fly faster, so they land sooner and are less likely to be wasted on an enemy that dies first. Worth knowing: no gear, socket, passive or rune in the game currently grants it — the stat exists in the game's system but nothing you can equip actually gives it, so in practice it is always zero.

Defense

StatStackingWhat it does
ArmorMIXEDReduces physical damage on a diminishing curve. The cap depends on your class: melee heroes (Knight, Priest, Slayer) mitigate up to 85%, ranged heroes up to 75% — raised for melee in Ver 1.01.00. Crucially, the same Armor value mitigates less at higher stage levels, and large hits partially pierce it, so Armor is worth less deep into endgame content than the raw number suggests. The cap applies to Armor only; elemental Resistance keeps its own 75% ceiling for every class.
Damage ReductionADDITIVEFlat percentage cut to all incoming damage, physical or elemental, applied after armor. Sits in the Defense half of the Detailed Stats panel, just below Damage Absorption. Per-element variants (Physical/Fire/Cold/Lightning/Chaos Damage Reduction) exist as separate socket rolls.
Damage AbsorptionMIXEDSubtracts a fixed amount from every hit after all percentage mitigation. Excellent against many small hits, negligible against one huge one.
Dodge ChanceADDITIVEChance to avoid a physical hit entirely.
Block ChanceADDITIVEChance to halve an incoming physical hit.
Elemental Dodge ChanceADDITIVEChance to avoid an elemental hit entirely.
Elemental Block ChanceADDITIVEChance to halve an incoming elemental hit.
Fire ResistanceMIXEDReduces Fire damage taken. The game never names the "penalty based on stage difficulty" its tooltip warns about: it is a flat −20 on Nightmare, −40 on Hell, and −60 on Torment, on all four resistances (Physical is exempt). It comes off before the 75% cap and never shows in your stat panel, so late-game you resist less than the number you see.
Cold ResistanceMIXEDReduces Cold damage taken. Same hidden difficulty penalty as Fire: a flat −20 on Nightmare, −40 on Hell, and −60 on Torment, before the 75% cap. Physical is exempt.
Lightning ResistanceMIXEDReduces Lightning damage taken. Same hidden difficulty penalty as Fire: a flat −20 on Nightmare, −40 on Hell, and −60 on Torment, before the 75% cap. Physical is exempt.
Chaos ResistanceMIXEDReduces Chaos damage taken. Takes the same hidden difficulty penalty as the elements (Physical is exempt) — a flat −20 on Nightmare, −40 on Hell, and −60 on Torment — but hurts most here: Chaos gets no All Elemental Resistance to absorb it, so on Torment the full −60 comes straight off what you rolled.

Sustain

StatStackingWhat it does
HP Regen Per SecFLATHealth restored every second, ticking whether or not you are in combat. Because it is a flat amount rather than a percentage, it matters most on low-health heroes early on and falls behind badly once enemy hits get large.
HP LeechFLATRestores health as a share of the damage you deal, so unlike flat regeneration it keeps pace as your damage grows. Strongest on fast, multi-hit builds and nearly useless on a hero that is not dealing damage in the first place.
Add HP Per HitMIXEDFlat health back on every hit you land. Hit count is what matters, not hit size, so it rewards high attack speed, extra projectiles and Multistrike far more than big single strikes.
Add HP Per KillMIXEDFlat health back for each enemy killed. Scales with how many things you are killing, so it is strong on wide AoE clears and does almost nothing in a long single-target boss fight.

Utility & Rewards

StatStackingWhat it does
Increase EXP AmountMIXEDMore experience per kill. Progression speed, not combat power.
Additional EXPFLATFlat bonus experience per kill.

Frequently asked questions

What do the stats mean in Task Bar Hero?

Each Task Bar Hero stat has its own scaling rule: some are flat additions, some are percentages that stack additively, and several have hard caps. TBH Index documents what every stat does, how it stacks, its real cap, and whether it counts toward a build's Power score.

Is there an armor cap in Task Bar Hero?

Yes. Armor mitigation is capped by class: melee heroes (Knight, Priest and Slayer) mitigate up to 85% physical damage, ranged heroes up to 75%. Elemental Resistance keeps its own separate 75% ceiling for every class, and Cooldown Reduction is hard-capped at 75%.