Hyper Light Breaker

Hyper Light Breaker

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(Outdated) Stats 101 (The Comprehensive Guide to Breakers and Stat Info)
By Nam
The definitive place to find information on each of the character stats, and all breaker/character information (Edits for the February Update will be soon)
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Overview
In Hyper Light Breaker, each Breaker has 9 stats which are HP, BATT, ARMOR, STRIKE, BLAST, STAM, CRIT CHANCE %, CRIT DAMAGE % and the all mysterious OPS. In this guide, I will be going through each stat and explain not only what they do, but also the numbers behind how they scale.

This guide also goes through each Breaker's stats and Sycoms going through the total cost and stat increases for each of them, as well as having a basic description of their playstyle or perk.

DUE TO EARLY ACCESS ALL INFO MAY BE SUBJECT TO CHANGE
Stats & Their Baseline
In HLB, the baseline stat for BATT, ARMOR, STRIKE, BLAST and CRIT DAMAGE % is 100. With the other stats HP, STAM, CRIT CHANCE % and OPS, having a different baseline due to each of them working wildly different.
HP
HP representing "Hit Points" this should be self-explanatory to everyone, with it being your health and how much damage you can take.
BATT
BATT represents how much more "Battery/Ammo" you can hold in your RAIL, being one of the stats which have a baseline of 100. This would mean that 100 BATT you would have a 0% INCREASE/DECREASE to your “Battery/Ammo" capacity. While at above 100, e.g. 120 would equal to a 20% INCREASE, allowing you to hold 20% more "Battery/Ammo" for example 10 "Battery/Ammo" at 100 BATT and 12 "Battery/Ammo" at 120. However, if below 100, e.g. 80 would equal to a -20% DECREASE, meaning you would hold 20% less "Battery/Ammo", for example 10 "Battery/Ammo" at 100 BATT and 8 "Battery/Ammo" at 80.

TLDR; 100 BATT (Base) = 10 Battery/Ammo Capacity, 80 BATT (-20) = 8 Battery/Ammo Capacity and 120 (+20) = 12 Battery/Ammo Capacity
ARMOR
ARMOR represents the amount of "Damage Reduction" (DR) you have, being another stat which starts at a baseline of 100. This would mean at 100 ARMOR you would have 0% DR. While at above 100 ARMOR, you would take 1% less damage for each point ABOVE 100, capping at 200 ARMOR or 100% DR (meaning you are immortal). This would also mean you would take 1% MORE damage for each point BELOW 100.

TLDR; 100 ARMOR (Base) = 0% DR, 80 ARMOR (-20) = -20% DR and 120 ARMOR (+20) = +20% DR
STRIKE & BLAST
STRIKE and BLAST both work identically to each other, representing your attack stats and is another baseline 100 stat. With STRIKE being for all melee related damage, and BLAST being for all ranged/rail related damage. This would mean at 100 STRIKE/BLAST you would have a 0% damage increase. While at above 100 you will get a 1% damage INCREASE for each point ABOVE 100, for example 120 STRIKE/BLAST will be a 20% damage INCREASE. However, if STRIKE/BLAST is below 100 you will get a -1% damage DECREASE for each point BELOW 100, for example 80 STRIKE/BLAST would be a -20% damage DECREASE.

TLDR; 100 STRIKE/BLAST (Base) = 0% damage INCRESE/DECREASE, 80 STRIKE/BLAST (-20) = -20% damage DECREASE, and 120 STRIKE/BLAST (+20) = +20% damage INCREASE
STAM
STAM is the first unique stat other than HP, with STAM having a baseline of 50 and 50 STAM being equal to 1 DASH PIP. With most breakers having 100 STAM or 2 DASH PIPS. However, STAM is also unique as the more DASH PIPS you have will also affect your STAM REGEN, meaning characters with more than 2 DASH PIPS will also regain their DASH PIPS faster.

TLDR; 50 STAM = 1 DASH PIP, and More DASH PIPS = FASTER STAM REGEN/DASH REGEN
CRIT CHANCE %
CRIT CHANCE % (CC%) is another self-explanatory stat with it just being how often you can CRIT, with most characters starting at base 1 CC%

TLDR; CRIT CHANCE % = The chance for you to critically hit (idk what you want from me here)
CRIT DAMAGE %
CRIT DAMAGE % (CD%) is once again another self-explanatory stat and having a baseline of 100, with it showing how much damage your CRITS would do. Which means with the lowest starting CRIT DAMAGE % on TANK being 150%, a hit of 100 would instead hit for 150 on a crit.

TLDR; 100 CRIT DAMAGE % = 0% damage INCREASE on crit and 150 CRIT DAMAGE % = 50% damage INCREASE on CRIT
OPS (Needs to be updated, with exact values later)
OPS/"Odds Per Stuff" is the most unique stat in the game, with it confirmed to only affect "LOOT RARITY and CHANCE FOR MAX DAMAGE ROLLS". Unfortunately, I do not have the exact values so I can only give a brief overview due to being the stat with the least amount of info available.

OPS representing "Odds Per Stuff/Luck" can affect LOOT RARITY and CHANCE FOR MAX DAMAGE ROLLS.

Now what does that mean?

LOOT RARITY means that items dropped or sold by vendors have a chance to be of a higher tier. For example, white to blue, blue to orange and orange to purple, with red items almost confirmed to not be in the game currently. However, the increase in LOOT RARITY to get better items seems to be negligible until absurd amounts of OPS is reached.

CHANCE FOR MAX DAMAGE ROLLS means that when attacking you are more likely to hit for the most damage within your attack range. For example, an attack which could deal between 10-20 damage, OPS would increase the chance of you hitting for 20, instead of 10-19, meaning it would eliminate the rng of how much damage you are dealing. However, the increase in CHANCE FOR MAX DAMAGE ROLLS seems to also be very negligible, and further testing would be required.
Breakers
In the Hyper Light Breaker there are a multiple breakers/characters to choose from with the Early Access releasing with 3 breakers available (Vermilion, Lapis and Goro). With each of these breakers currently having 2 Sycoms to choose from, with these Sycoms determining the starting stats and the passive of the breaker, allowing each breaker to fit into certain "classes" or "archetypes". This allows the player to choose not only the breaker but also which Sycom fits their personal playstyle best.

In the following sections I will be going over each of the breaker's Sycom's stats and passives but as well as the amount of resources (Cores and Abyss Stones) to max out each Sycom. With upgrades costs being laid out like "1 - 1 - 1+AS - 2 - 2+AS" being the numbers of Cores for the upgrade and if it requires an Abyss Stone.
Vermilion
Vermilion is the default character, having the two Sycoms of Gunslinger, and Tank. Allowing for both ranged and melee playstyles.

Gunslinger

Gunslinger is the default Sycom and is more ranged focused, having high BATT and BLAST but suffers with lower than base ARMOR and sub-par STRIKE stats. With his perk being very simple allowing for a guaranteed second if your first shot crit, leaning towards a crit/ranged focused build.

Gunslinger Stats and Total Costs

BASE STAT TOTAL : 749 | MAX STAT TOTAL : 973
TOTAL INCREASE : 224
TOTAL COST : 55 Cores and 12 Abyss Stones

HP(+5) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 90 HP to 115 HP (+25)
(7 Cores and 2 Abyss Stones)

BATT(+10) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 85 BATT to 135 BATT (+50)
(7 Cores and 2 Abyss Stones)

ARMOR(+4) : 2 - 2 - 2+AS | INCREASE : 80 ARMOR to 92 ARMOR (+12)
(6 Cores and 1 Abyss Stone)

STRIKE(+5) : 1 - 1 - 1+AS - 2 - 2 | INCREASE : 85 STRIKE to 110 STRIKE (+25)
(7 Cores and 1 Abyss Stone)

BLAST(+5) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 115 BLAST to 140 BLAST (+25)
(7 Cores and 2 Abyss Stones)

STAM(+50) : 3+AS | INCREASE : 100 STAM to 150 STAM (+50)
(3 Cores and 1 Abyss Stone)

CC%(+1%) : 2 - 2 - 2+AS | INCREASE : 3 CC% to 6 CC% (+3%)
(6 Cores and 1 Abyss Stone)

CD%(+10%) : 1 - 2 - 3+AS | INCREASE : 190 CD% to 220% (+30%)
(6 Cores and 1 Abyss Stone)

OPS(+1) : 1 - 1 - 2 - 2+AS | INCREASE : 1 OPS to 5 OPS (+4)
(6 Cores and 1 Abyss Stone)


Tank

Tank being the alt Sycom and more melee focused, has high HP and ARMOR but suffers with lower base STAM and average overall stats. With the perk being very underwhelming giving ARMOR on a parry (+10 ARMOR for 3s). However, with the Tank's high HP and ARMOR as well as a slightly average STRIKE making Tank a decent Sycom, leaning towards tanky/melee builds.

Tank Stats and Total Costs

BASE STAT TOTAL : 698 | MAX STAT TOTAL : 854
TOTAL INCREASE : 156
TOTAL COST : 48 Cores and 7 Abyss Stones

HP(+5) : 2 - 2 - 3 - 2+AS | INCREASE : 125 HP to 145 HP (+20)
(9 Cores and 1 Abyss Stones)

BATT(+10) : 2 - 2 - 2+AS | INCREASE : 50 BATT to 80 BATT (+30)
(6 Cores and 1 Abyss Stones)

ARMOR(+5) : 2 - 2+AS | INCREASE : 100 ARMOR to 110 ARMOR (+10)
(4 Cores and 1 Abyss Stone)

STRIKE(+10) : 2 - 2+AS | INCREASE : 110 STRIKE to 130 STRIKE (+20)
(4 Cores and 1 Abyss Stone)

BLAST(+10) : 2 - 3 | INCREASE : 80 BLAST to 100 BLAST (+20)
(5 Cores)

STAM(+20) : 3+AS | INCREASE : 80 STAM to 100 STAM (+20)
(3 Cores and 1 Abyss Stone)

CC%(+1%) : 2 - 2 - 2+AS | INCREASE : 2 CC% to 5 CC% (+3%)
(6 Cores and 1 Abyss Stone)

CD%(+10%) : 1 - 2 - 2+AS | INCREASE : 150 CD% to 180% (+30%)
(5 Cores and 1 Abyss Stone)

OPS(+1) : 1 - 1 - 2 - 2+AS | INCREASE : 1 OPS to 4 OPS (+3)
(6 Cores)
Lapis
Lapis is an unlockable character costing 1 or 2 Abyss Stones, having the two Sycoms of Lightweaver, and Warrior. Allowing for both ranged and melee playstyles.

Lightweaver

Lightweaver is the default Sycom for Lapis and is more ranged focused, having very high base BLAST at the cost of some ARMOR, BATT and STRIKE. With her perk being simple being a damage increase of your next shot on battery pick up. (exact increase is unknown but is theorised to be around 200% increase/doubled, and BLAST cannot be fully upgraded currently due to a bug)

Lightweaver Stats and Total Costs

BASE STAT TOTAL : 698 | MAX STAT TOTAL : 857 (Should be 863 but BLAST is bugged)
TOTAL INCREASE : 159(165)
TOTAL COST : 48(50) Cores and 9 Abyss Stones

HP(+6) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 90 HP to 120 HP (+30)
(7 Cores and 2 Abyss Stones)

BATT(+6) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 60 BATT to 90 BATT (+30)
(7 Cores and 2 Abyss Stones)

ARMOR(+2) : 2 - 2 - 2+AS | INCREASE : 80 ARMOR to 86 ARMOR (+6)
(6 Cores and 1 Abyss Stone)

STRIKE(+6) : 1 - 1 - 1+AS - 2 - 2 | INCREASE : 70 STRIKE to 100 STRIKE (+30)
(7 Cores and 1 Abyss Stone)

BLAST(+6) : 1 - 1 - 1+AS - 2 - 2 | INCREASE : 125 BLAST to 149(155) BLAST (+24/30)
(5(7) Cores and 1 Abyss Stone)

STAM(+0) : 0 | INCREASE : 100 STAM to 100 STAM (+0)

CC%(+2%) : 2 - 2 - 2+AS | INCREASE : 1 CC% to 7 CC% (+6%)
(6 Cores and 1 Abyss Stone)

CD%(+10%) : 1 - 2 - 2+AS | INCREASE : 170 CD% to 200% (+30%)
(5 Cores and 1 Abyss Stone)

OPS(+1) : 1 - 2 - 2 | INCREASE : 2 OPS to 5 OPS (+3)
(5 Cores)


Warrior

Warrior being the alt Sycom and more melee focused, but is a all rounder due to the perk. The perk does not have a unique interaction, instead it allows Warrior to have the highest overall stats when fully upgraded allowing her to upgrade a stat and receive a larger bonus or is able to upgrade a stat more than others. Warrior starts with overall average stats, except above average HP and CD%, allowing Warrior to play into any playstyle at base and at max becoming the best melee character due to stats alone However, Warrior is a very costly Sycom to upgrade taking by far the most Cores and Abyss Stones. (The ARMOR stat on Warrior is bugged to not be able to be fully upgraded)

Warrior Stats and Total Costs

BASE STAT TOTAL : 757 | MAX STAT TOTAL : 991(Should be 994 but ARMOR is bugged)
TOTAL INCREASE : 234(237)
TOTAL COST : 68(70) Cores and 11 Abyss Stones

HP(+8) : 1 - 1 - 1+AS - 2 - 2+AS - 3 - 3+AS | INCREASE : 105 to 161 (+56)
(13 Cores and 3 Abyss Stones)

BATT(+5) : 1 - 2 - 2 - 2+AS - 3+AS | INCREASE : 70 to 95 (+25)
(10 Cores and 2 Abyss Stones)

ARMOR(+3) : 2 - 2 - 2 | INCREASE : 95 to 101(104) (+6/9)
(4(6) Cores )

STRIKE(+5) : 1 - 1 - 1+AS - 2 - 2 - 3 - 3 | INCREASE : 105 to 140 (+35)
(13 Cores and 1 Abyss Stone)

BLAST(+5) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 80 to 105 (+)
(7 Cores and 2 Abyss Stones)

STAM(+50) : 4+AS | INCREASE : 100 to 150 (+50)
(4 Cores and 1 Abyss Stone)

CC%(+1%) : 1 - 2 - 2 - 2+AS | INCREASE : 1 CC% to 5 CC% (+4%)
(7 Cores and 1 Abyss Stone)

CD%(+10%) : 1 - 2 - 2+AS | INCREASE : 200 CD% to 230 CD% (+30%)
(5 Cores and 1 Abyss Stone)

OPS(+1) : 1 - 2 - 2 | INCREASE : 1 to 4 (+3)
(5 Cores)
Goro
Goro is an unlockable character costing 1 or 2 Abyss Stones, having the two Sycoms of Astrologer, and Sniper. With both being primarily ranged with Astrologer being a ranged hybrid with a focus of melee cooldowns, and Sniper being fully ranged.

Astrologer

Astologer is the default Sycom for Goro and is more ranged focused, having very high base BATT and BLAST at the cost of a lot of ARMOR. With his perk being when firing your rail your blade skill cooldown decreases slightly, allowing a playstyle where blade skills are weaved in between rail shots.

Astrologer Stats and Total Costs

BASE STAT TOTAL : 813 | MAX STAT TOTAL : 962
TOTAL INCREASE : 149
TOTAL COST : 56 Cores and 11 Abyss Stones

HP(+5) : 1 - 1- 1+AS - 2 - 2+AS | INCREASE : 90 HP to 115 HP (+25)
(7 Cores and 2 Abyss Stones)

BATT(+5) : 1 - 2 - 2+AS | INCREASE : 125 BATT to 140 BATT (+15)
(5 Cores and Abyss Stones)

ARMOR(+2) : 1 - 1- 1+AS - 2 - 2 | INCREASE : 70 ARMOR to 80 ARMOR (+10)
(7 Cores and 1 Abyss Stone)

STRIKE(+5) : 1 - 1- 2 - 2+AS | INCREASE : 85 STRIKE to 105 STRIKE (+20)
(6 Cores and 1 Abyss Stone)

BLAST(+4) : 1 - 1- 1+AS - 2 - 2+AS | INCREASE : 120 BLAST to 140 BLAST (+20)
(7 Cores and 2 Abyss Stone)

STAM(+25) : 3 | INCREASE : 125 STAM to 150 STAM (+25)
(3 Cores)

CC%(+1%) : 1 - 1 - 2 - 2+AS | INCREASE : 1 CC% to 5 CC% (+4%)
(6 Cores and 1 Abyss Stone)

CD%(+5%) : 1 - 1 - 2+AS - 2 - 2+AS | INCREASE : 195 CD% to 220% (+25%)
(8 Cores and 2 Abyss Stone)

OPS(+1) : 1 - 1- 1+AS - 2 - 2 | INCREASE : 2 OPS to 7 OPS (+5)
(7 Cores and 1 Abyss Stone)


Sniper

Sniper is the alt Sycom for Goro and is fully ranged focused and emphasising CRITS, having very high base CD%, BLAST and OPS at the cost of a of ARMOR, STAM and STRIKE. With his perk allowing a free CRIT on your next shot after 20% "Battery/Ammo" consumption, this allows for a heavy high damage CRIT fishing playstyle where you can sometimes CRIT every other shot, e.g. using the Grind 42r with a 5 round mag meaning every shot is 20% "Battery/Ammo."

Sniper Stats and Total Costs

BASE STAT TOTAL : 788 | MAX STAT TOTAL : 980
TOTAL INCREASE : 192
TOTAL COST : 54 Cores and 13 Abyss Stones

HP(+5) : 1 - 1- 1+AS - 2 - 2+AS | INCREASE : 90 to 115 (+25)
(7 Cores and 2 Abyss Stones)

BATT(+5) : 1 - 1- 1+AS - 2 - 2+AS | INCREASE : 105 to 30 (+25)
(7 Cores and 2 Abyss Stones)

ARMOR(+2) : 2 - 2 - 2+AS | INCREASE : 80 to 86 (+6)
(6 Cores and 1 Abyss Stone)

STRIKE(+10) : 1 - 2 - 2+AS | INCREASE : 85 to 115 (+30)
(5 Cores and 1 Abyss Stone)

BLAST(+10) : 2 - 2 - 2+AS | INCREASE : 125 to 155 (+30)
(6 Cores and 1 Abyss Stone)

STAM(+50) : 2+AS | INCREASE : 50 to 100 (+50)
(2 Cores and 1 Abyss Stone)

CC%(+2%) : 1 - 2 - 2+AS - 2 - 2+AS | INCREASE : 1 CC% to 11 CC% (+10%)
(9 Cores and 2 Abyss Stones)

CD%(+2%) : 1 - 1 - 1+AS - 2 - 2+AS | INCREASE : 250 CD% to 260 CD% (+10%)
(7 Cores and 2 Abyss Stones)

OPS(+2) : 1 - 2 - 2+AS | INCREASE : 2 to 8 (+6)
(5 Cores and 1 Abyss Stone)