Houkai Gakuen Wiki

Various stats defines how strong a character during combat.

Houkai Gakuen 2 Test room damage

A playable character inflicting over billion of damage to an enemy in Training room

Damage[]

Damage types[]

There are 8 main type of damage available in the game:

  • Physical Damage iconPhysical Damage
  • Fire Damage iconFire Damage
  • Ice Damage iconIce Damage
  • Lightning Damage iconLightning Damage
  • Poison Damage iconPoison Damage
  • Energy Damage iconEnergy Damage (or Magic Damage)
  • True Damage (or Real Damage)
  • Null Damage (no actual damage)

Fire, Ice, Lightning, Poison and Energy Damage are collectively called Elemental Damage.

  • All Damage types except True and Null can deal Crit Hits.
  • All Elemental Damage bonus will addition to any specific Elemental Damage bonus.
  • Elemental Vulnerability is Elemental variant of Vulnerable effect, will multiply with all other damage sources.
  • Physical Shields (not Elite skills) are available on such as zombies that carrying shields, and Physical Damage cannot bypass but Elemental Damage always be. Elemental Hits bypass shields even if it is a projectile.
  • In case of another damage type happened at the same time as True Damage, they will display at 2 different locations especially if player dealing Crit Hits.

Damage Multipler[]

  • Due to in-game cannot fully listing each damage multiplier (too much possible multiplier), the game will only display Total Damage Multiplier in Training room.

Damage Multiplier factors[]

Each of bullet is a factor, and different factor multiply with another different factor.

Real-time damage factors:

  • +%ATK (each sources multiply each other)
    Example: Black Knight Uniform with 60% ATK increase
  • Deal x% as Damage (Damage over Time sources such as Burn DoT, Toxin DoT, etc... and similar also count as Deal x% as Damage)
    Example: Tyr's War Blade with 500% Bleed DoT damage
  • Weapon type buff
    Example: Pistol Mastery (Enhanced)
  • +Physical Damage / Elemental Damage
    Example: Tesla - Alternating Dynamotor with 300% Lightning Damage increase
  • +Unconditional All Damage
  • +Enemy Damage: E.g.: +%Damage against X target (each sources multiply each other)
    Example: Elite Hunter increase damage against Elites
  • Other damage bonuses: Meet conditions while on field or unstable damage bonus (each sources multiply each other)
    Example: Schrodinger - Wave Equation with +All Damage timer or Weird Killer have damage based on number of debuffs on enemies.

Delay-based damage factors:

  • Effects that has a duration and does not wear off when switching characters.
    Example: King of the Water with unique debuff that isn't Vulnerable effect
  • Elemental Damage Vulnerable effect: Has a duration that delay the effect from wear off, each sources multiply each other.
  • Vulnerable effect: New effect overwrites old effect, has a duration that delay the effect from wear off.
    Example: 7-star Meteorite Sword

Damage number color[]

Normal Damage / True Damage will appear as yellow, Red numbers are Crit hits and Purple numbers are damage with special / unique modifier.

Possible purple damage sources:

Buffs / Debuffs[]

Buffs[]

  • Movement Speed: have 2 types of Movement Speed buff, 1 is permanent and another is temporary, permanent will multiply with temporary buff.
  • Crit Rate: All weapons comes with default 5% Crit Rate and multiple source of Crit Rate can only stack each other. Bare hands can trigger Crit hit.
  • Attack Speed: addition if used from same skill, multiply if ATK SPD buffs are granted from 2 or more different skills.

Defensive buffs:

  • Evasion Rate: Negative Multiplication between Evasion bonuses.
    For example, if there are 2 bonuses granting 50% Evasion Rate, the final calculation is:
  • Withstand: Completely block damage source, can have multiple stacks if the equipment can do so.
  • Damage Reduction: Negative multiplication between Damage Reduction bonuses
    For example, if there are 2 bonuses granting 20% and 30%, the final calculation is:
  • Parry/Block: Melee parry, Ranged parry, Area Damage parry, All Damage parry. Independent calculation between each types of parry/block.
  • Protection: Burn-proof, Freeze-proof, etc... are example of Protection buffs.

Order of defensive buffs: Evade > Withstand > Damage Reduction > Parry > Protection

  • Note: Proportional damage ignores all of the above defensive buffs.

Unique buffs[]

Debuffs[]

Also known as abnormal states, have bad effect on enemies and characters who receives them for a duration

  • May rarely have infinite duration depending on stage design

Normal debuffs[]

  • Slow down: -Movement Speed
  • Weaken: -ATK
  • Vulnerable: +Damage Receive
  • Fear: -Movement Speed
  • Charm: -ATK

Damage over Time debuffs[]

  • Bleed (Physical)
  • Burn (Fire)
  • Frostbite (Ice)
  • Toxic / Neurotoxicity (Poison)

Hard control debuffs[]

Hard control are used to hinder enemies's aggressive behavior, can even disable some of elite skills.

Higher priority debuffs will overwrite lower priority one. If 2 debuffs have same priority, they will overwrite each other.

  • Frozen
  • Paralysis
  • Turning into sheep / Deformed such as Haniel
  • Time stop
  • Imprison
  • Blind
  • Panic

Debuff priority: Frozen > Turning into sheep > Paralysis = Time stop > Imprison > Blind = Panic

Elite skills can be disabled with Hard control debuffs:

Unique debuffs[]

Unique debuffs that are very rarely used, mostly player only debuffs.

  • Disarm (player only): Disarm causes weapons to be unable to trigger. Disarm doesn't prevent passive skills from weapons to work (such as holding Veneziano String), and unable to prevent indirect triggers (such as from Luminous Cup's skill).

Health Multipler[]

Shield[]

Shield (Also known as Character shield/Blue shield) is as same as Base HP and doesn't have percentage increase but rather flat increase.

  • Shield also works with Damage Reduction

Effective Health/Shield Points[]

Effective Health/Shield Points (EHP/ESP) is a common game concept which states that because each HP you have actually absorbs more than 1 point of damage, you effectively have more HP than indicated.

  • In Houkai Gakuen 2, EHP/ESP can be increased by various types of damage reduction and it's extremely useful for Shield-based builds due to its weakness that isn't as popular as Health builds.

Movement Speed[]

  • All characters except Himeko will have base movement speed of 200, Himeko base Movement Speed is 200 + 50 due to her starter skill.

Rarely used stats[]

  • Direct hits: Prefer to any hits "fired" from the weapon itself. This includes Turret shots, dolls that explodes when touching enemies, Icelight Blade - I's Precision cutting, Vitality Bottle - V's Energy balls, etc...
  • Indirect hits: Prefer to any hits that are "residual" such as Spear of Transcendence - II's Void Strike, Heimdall Cluster Gun - Live's Cluster Bombs, Dimensional Link's Void Projection etc...
  • Permanent / Temporary buffs: If a skill cannot be ON/OFF during stage play, it is considered as "Permanent/Passive", otherwise "Temporary/Active". This wiki does not indicate if a skill is permanent or temporary unless a skill requires specific condition.