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The attributes that decide a hero's job

These are the game's own attributes, defined the way the combat glossary defines them. Exact in-game formulas vary and change with updates, so treat these as how to read a hero's role, not as a combat calculator:

  • Might — the offensive attribute behind normal attacks and other Physical Damage.
  • Tactical Might — the offensive attribute behind Skill Damage. A hero can be strong in one and weak in the other.
  • Resistance — the defensive attribute against Physical Damage.
  • Tactical Resistance — the defensive attribute against Skill Damage.
  • Combat Speed — action order. Higher usually acts earlier, unless a priority effect overrides it.
  • HP and Troop Power — the squad's health capacity and its remaining battle strength. Many skills trigger off one of these falling below a stated percentage.

Every one of these terms is defined in the combat glossary, in the game's own wording.

What a hero page here shows instead

A ROCMeta hero page does not print those base attributes — the game does not publish them in the skill text this site is built from. It prints what a hero's eight skills grant: totals for Might, Damage, Damage Taken, Resistance, Attrition and the rest, split into squad-scope and legion-scope columns because the game applies those to different squads.

One difference is worth stating plainly, because it is the one that surprises people: you will not find a separate Tactical Might or Tactical Resistance total here. The game's own skill text uses the tactical and base names inside a single grant — “Might, Resistance and Tactical Resistance +40%” is one sentence, not three separate buffs — so the parser folds tactical into its base stat rather than inventing a split the text does not reliably make. Read a hero page's Might as “the offensive buffing this hero brings”, not as the game's Might attribute.

Read them as a profile, not a score

The mistake most players make is adding the numbers up into a single "good or bad" verdict. Attributes are more useful read as a shape:

  • A hero with high Damage but low HP and Resistance is a glass cannon — devastating if protected, useless if focused down first.
  • A hero with high HP and Resistance but modest Damage is a tank — their job is to soak pressure so your damage dealers survive to do their work.
  • A hero with high Combat Speed wants to act first, which is why speed is prized on control and opener heroes and far less important on a slow, durable wall.

Read the two scope columns on a hero page rather than one merged number: a legion buff reaches every squad you field, a squad buff reaches one.

Why the highest-Might hero isn't always the pick

Because Might folds investment into one number, a hero can have imposing Might and still be the wrong choice for a lineup that needs speed or control. Two heroes with similar Might can play completely differently once you look at how their HP, Damage, Resistance and Speed are distributed. Always check the shape, not just the headline.

How attributes interact inside a combo

Attributes come alive in the context of a combo. A fast, high-damage opener pairs naturally with a durable partner who can hold the line while that damage lands; a lineup stacked entirely with glass cannons folds the moment it takes a hit. When you are weighing two heroes for the same slot, ask which one's profile completes the lineup rather than which has the bigger total.

Want to see how a specific hero's numbers translate into the lineups they belong in? Browse the hero list — each page shows the attributes alongside the ranked combos that hero appears in.

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Put it into practice

Select the heroes you own and the generator returns every ranked lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

Open the Combo Generator