Stats & Affinities
Yomi no Sho has twelve primary stats and six elemental affinities. This page documents each stat, how it scales, and how it interacts with the damage formula. For the damage formula itself, see Combat Basics.
Primary stats
Section titled “Primary stats”HP is the health pool of a Shade or enemy. When HP reaches 0, the combatant is removed from the field. HP scales linearly with level: a Shade at level N has baseHP * (1 + N * 0.02) HP, where baseHP is the Shade’s HP at level 1. Gear and Ascension bonuses apply multiplicatively after the level scaling.
HP is the most efficient defensive stat for Shades with high base HP, because gear bonuses are percentage-based. A Shade with 2000 base HP gains 600 HP from a +30% HP gear bonus; a Shade with 4000 base HP gains 1200 HP from the same bonus. This is why tank Shades (like Yomotsu-Shikome) benefit disproportionately from HP gear.
Attack
Section titled “Attack”Attack is the primary damage stat. It appears as the first term in the damage formula: damage = (attack * skillMultiplier - defence * 0.6) * .... Attack scales linearly with level, with the same 2% per level as HP. Gear and Ascension bonuses apply multiplicatively after the level scaling.
Attack is the most efficient offensive stat for Shades with high skill multipliers, because the skill multiplier amplifies the Attack stat directly. A Shade with a 3.5x skill multiplier gains 3.5 effective Attack per point of Attack stat; a Shade with a 1.0x basic attack gains only 1.0. This is why damage dealers like Tengu benefit disproportionately from Attack gear.
Defence
Section titled “Defence”Defence is the primary defensive stat. It appears as a subtraction in the damage formula: damage = (attack * skillMultiplier - defence * 0.6) * .... Defence scales linearly with level, with the same 2% per level as HP and Attack. Gear and Ascension bonuses apply multiplicatively after the level scaling.
Defence is the least efficient defensive stat, because the formula subtracts defence * 0.6 before the multiplicative modifiers. A 100-Defence increase reduces incoming damage by 60 points, regardless of the damage’s magnitude — which is a 60% reduction against a 100-damage attack but only a 6% reduction against a 1000-damage attack. Defence is most valuable against weak, fast attacks and nearly useless against strong, slow attacks.
Speed determines Action Point generation. Each tick, a combatant gains AP equal to their Speed stat. When AP reaches 100, the combatant takes a turn. Speed does not scale with level — it is a fixed stat that can only be increased through gear and Ascension bonuses.
Speed is the most important secondary stat in the game, because it determines turn frequency. A 10% Speed advantage translates to roughly 10% more turns over the course of a fight, which compounds with damage. Speed is also the only stat that interacts with the slow debuff, which makes slows disproportionately powerful.
Crit Rate
Section titled “Crit Rate”Crit Rate is the probability that an attack deals critical damage. A critical hit multiplies the damage by the Crit Damage stat. Crit Rate does not scale with level; it is a fixed stat that can only be increased through gear and Ascension bonuses. The base Crit Rate for most Shades is 5–15%, with damage-oriented Shades having higher base rates.
Crit Rate is most efficient in the 30–70% range. Below 30%, crits are too infrequent to plan around; above 70%, the marginal value of additional Crit Rate diminishes because the diminishing-returns curve of expected damage approaches the Crit Damage cap.
Crit Damage
Section titled “Crit Damage”Crit Damage is the multiplier applied to critical hits. The base Crit Damage for all Shades is 150%. Crit Damage does not scale with level; it is a fixed stat that can only be increased through gear and Ascension bonuses.
Crit Damage is the most efficient offensive stat for Shades with high Crit Rate, because the expected damage increase is (Crit Rate * (Crit Damage - 1)). A Shade with 50% Crit Rate and 150% Crit Damage has an expected damage multiplier of 1.25x; increasing Crit Damage to 200% increases the multiplier to 1.50x, a 20% damage increase.
Affinity
Section titled “Affinity”Affinity is the elemental aspect of a Shade’s attacks. There are six affinities: Fire, Water, Wood, Metal, Earth, and Void. Each Shade has a single fixed affinity that does not change. Affinity determines the elemental matchups in the damage formula.
Affinity is not a “stat” in the traditional sense — it cannot be increased or changed. It is a fixed property of each Shade, like their name or rarity. The only way to interact with affinity is through the affinity wheel, which determines the damage modifiers for elemental matchups.
Resistance
Section titled “Resistance”Resistance is the defensive counterpart to Affinity. Each Shade has a Resistance value for each of the six affinities, ranging from 0 to 0.8 (0% to 80%). Resistance is applied as a final multiplier in the damage formula: damage = ... * (1 - resistance). Resistance does not scale with level; it is a fixed stat that can only be increased through gear and Ascension bonuses.
Most Shades have 0% Resistance to all affinities by default. Tank Shades typically have 10–20% Resistance to their own affinity, which reduces incoming damage from same-aspect enemies. Boss enemies often have hidden Resistances that the wiki documents; these are the primary source of “why is my damage so low” confusion among new players.
Action Points (AP)
Section titled “Action Points (AP)”AP is the resource that governs turn-taking. Each tick, a combatant gains AP equal to their Speed stat. When AP reaches 100, the combatant takes a turn and their AP is reduced by 100. Excess AP carries over, which means a fast Shade can occasionally take two turns in a row.
AP is not a “stat” in the traditional sense — it is a derived value calculated from Speed and the tick counter. It cannot be increased directly, but it can be modified by skills that grant bonus AP (like Tengu’s Wind Walker passive) or that consume AP (like ultimates).
Bonus Damage
Section titled “Bonus Damage”Bonus Damage is a percentage modifier applied to all damage dealt by a Shade. It appears in the damage formula as (1 + bonusDamage). Bonus Damage does not scale with level; it is a fixed stat that can only be increased through gear, Ascension bonuses, and active buffs.
Bonus Damage is additive with itself but multiplicative with everything else. A Shade with +30% Bonus Damage from gear and +20% Bonus Damage from a buff has +50% total Bonus Damage, which translates to a 50% damage increase. This makes Bonus Damage buffs extremely strong when stacked.
Diminution
Section titled “Diminution”Diminution is a unique stat that applies only to Shades, not to enemies. It represents the rate at which a Shade loses coherence over time. A Shade with 0% Diminution loses no coherence; a Shade with 100% Diminution is fully Unmade and removed from the player’s roster.
Diminution is the lore-justified pacing mechanism for the game’s gacha system. The base Diminution rate for an unsummoned Shade is 1% per week; an actively-deployed Shade has a Diminution rate of 0.2% per week. The Sanzu-no-Onna blessing reduces the rate by 50% for 6 hours. Dismissed Shades have a Diminution rate of 5% per week, which is the reason dismissing a Shade is consequential.
Idle Affinity
Section titled “Idle Affinity”Idle Affinity is a hidden stat that determines a Shade’s effectiveness in the idle system. Each Shade has an Idle Affinity value from 1 to 10, with higher values generating more idle resources. Idle Affinity is fixed and cannot be increased.
Idle Affinity is documented on each Shade’s character page. The community has compiled a tier list of Shades by Idle Affinity, which is useful for players optimising their idle farming setup.
The affinity wheel
Section titled “The affinity wheel”The six affinities form a wheel with two cycles:
- The outer cycle: Fire → Wood → Earth → Water → Fire
- The Metal-Void axis: Metal ↔ Void, with both having secondary matchups against the outer cycle
The full matchup table:
| Attacker ↓ \ Defender → | Fire | Water | Wood | Metal | Earth | Void |
|---|---|---|---|---|---|---|
| Fire | 1.0 | 0.75 | 1.5 | 1.5 | 1.0 | 1.0 |
| Water | 1.5 | 1.0 | 0.75 | 1.0 | 0.75 | 1.0 |
| Wood | 0.75 | 1.5 | 1.0 | 1.0 | 1.5 | 0.75 |
| Metal | 0.75 | 1.0 | 1.0 | 1.0 | 1.0 | 1.5 |
| Earth | 1.0 | 1.5 | 0.75 | 1.0 | 1.0 | 0.75 |
| Void | 1.0 | 1.0 | 1.5 | 0.75 | 1.5 | 1.0 |
The strong matchups (1.5x) are the most important to remember. A simple mnemonic: “Fire burns Wood, Wood roots Earth, Earth dams Water, Water douses Fire. Metal severs Void, Void consumes Wood and Earth.”
Resistance vs. Affinity
Section titled “Resistance vs. Affinity”A common point of confusion is the relationship between Resistance and Affinity. They are independent mechanics:
- Affinity is the attacker’s elemental aspect. It determines which matchup modifier (1.5x, 0.75x, or 1.0x) applies to the attack.
- Resistance is the defender’s resistance to a specific affinity. It applies after the affinity modifier, as a final multiplier.
A Fire attack against a Wood defender with 20% Fire Resistance deals damage * 1.5 * (1 - 0.2) = damage * 1.2. The affinity modifier and the Resistance are multiplicative, which means a high-Resistance defender can partially negate an affinity advantage.
This is why hidden boss Resistances matter so much. A boss with 50% Resistance to Fire takes the same damage from a Fire attack as from a neutral attack, even though Fire is “strong” against the boss’s primary affinity. The wiki documents all known boss Resistances on their bestiary pages.
Further reading
Section titled “Further reading”- Combat Basics — the player-facing guide to combat, including the full damage formula.
- Skill Trees — how skills interact with these stats.
- Bestiary — enemy stats and Resistances.