Stats
Every Elemixie has five stats, set by its rarity and its level and nothing else. Stars add no stats. They raise the level cap, so an Elemixie can keep leveling up. The stats decide how it fights, and its element decides its abilities.
The Five Stats
Open any Elemixie's details and the Stats section lists five numbers:
| Stat | What it does |
|---|---|
| Health | Hit points. Damage comes off shields first, then Health. |
| Power | The damage base for attacks and damaging abilities. |
| Speed | Attack pace. An Elemixie with double the Speed attacks twice as often. |
| Agility | Dodge chance. It climbs with Agility. A level 1 common has about a 9% chance to dodge. A level 50 mythic has the most Agility and about a 34% chance. A dodged hit deals nothing, and "Missed" floats over the Elemixie that dodged. |
| Spirit | Ability charge speed. Higher Spirit makes the ability button count down faster. The charge times on the Abilities page are for 25 Spirit. A level 1 Elemixie has less, so it charges slower than listed. A level 50 mythic has the most Spirit and charges about 1.7 times as fast as listed, so a 4-second ability takes about 2.3 seconds. |
Stats rise every level, and the growth compounds at the same rate for every rarity. Rarity raises the starting numbers, about 8% per step, so at the same level a mythic has 1.5 times a common's stats. A common catches up by out-leveling it, and the slower-growing stats take longer: about 12 levels higher matches a mythic's Health and Power (a level 13 common has the Health and Power of a level 1 mythic), about 16 levels higher matches its Speed and Agility, and about 20 levels higher matches its Spirit. Rarity is a head start, never a ceiling. Critical hits are separate from stats: every auto-attack has a 5% chance to deal 1.5 times damage, and nothing raises or lowers that. Abilities never crit.
Abilities
Every Elemixie also brings element-based abilities to battle (mixed elements carry two), and Spirit decides how fast they charge. The full table with charge times and effects lives on the Abilities page.
Levels and XP
- The level cap is 10 at 1 star, rising by 10 per star to 50 at 5 stars.
- Elemixies earn XP from arena battles (each participant gets the full tier amount; a loss still pays 1), dojo training, and bond camp adventures. Elemixies+ subscribers earn 1.5 times XP from all three.
- XP past the cap is discarded, so merge for the next star before long training runs.
Collection Power
All five stats also feed your Collection Power score on the in-world leaderboard: every owned Elemixie's stats added up, with mixed elements counting extra.
Written by the Elemixies team. elemixies.com