Stats

Stats are a mechanic in Dead Cells which modifies the player's damage output and health pool based on their performance during a run.

There are three different stats: Health, Strength, and Skills. All stats are set to 1 at the start of every new run and can be increased through specific actions.

Health
The Health stat is the sole factor which determines the size of the player's health pool. Since healing with a flask is based on 60% of max health, the Health stat also determines how much health a flask charge recovers when used.

Health can be increased during a run by using +Health scrolls, selecting the +Health option while using a Scroll of Power, or equipping a Weapon or Skill with a +1 Health mod.

Each time Health is increased by 1, the current max health is multiplicatively increased by ~41% to produce the new max health. Exact values are given in the table below:

Strength
The Strength stat multiplies damage with weapons, jump attacks and some mod-based damage values as well as shield toughness based on its quantity.

Strength can be increased during a run by using +Strength scrolls, selecting the +Strength option while using a Scroll of Power, or equipping a Weapon or Skill with a +1 Strength mod.

Each time Strength is increased by 1, weapon DPS, jump attack damage, relevant mod-based damage and shield toughness are multiplicatively increased by ~43% to produce new damage and shield toughness values. Exact multipliers differ based on the weapon type; however, the table below for the Balanced Blade shows the general trend that occurs as Strength increases:

Skills
The Skills stat multiplies damage with active skills and decreases skill cooldown time based on its quantity.

Skills can be increased during a run by using +Skills scrolls, selecting the +Skills option while using a Scroll of Power, or equipping a Weapon or Skill with a +1 Skills mod.

Each time Skills is increased by 1, skill damage and relevant mod-based damages are multiplicatively increased by ~43% to produce new skill damage values. Exact multipliers differ based on the skill type; however, the table below for the Damage Buffer (an old skill which has since been reworked into Corrupted Power) shows the general trend that occurs as Skills increases: When Skills is raised from 1 to 2, skill cooldowns are decreased by 10%. On subsequent Skills increases, skill cooldown times are multiplicatively decreased by ~5.1% (approx. 100*(1 - sqrt(0.9))%) to produce new cooldown times. Exact reductions differ based on the skill's base cooldown time; however, the table below for the Damage Buffer (an old skill which has since been reworked into Corrupted Power) shows the general trend that occurs as Skills increases beyond 2: