Unit Stats play a bigger role in Metal Slug Attack than they did in its predecessor, Metal Slug Defense, even though stats did not undergo much change in terms of core mechanic. Here stats can be influenced by the player in a number of ways under Customize Unit in Build Up.
Current stat values (C) are determined by the following formula:
C = ( B × T × L + I1 + ... + Im ) • ( 1 + S1 + ... + Sn + F + R1 + ... + Ro )
|B||Base value of the stat.|
|T||Unit Tier-based multiplier.||1 if not affected or if in the (I) Iron tier.|
|L||Unit Level-based multiplier.||1 if not affected or if Level 1.|
|Item-based stat increments.||0 if not equipped.|
|m||Number of items that can be equipped and affect the stat.||If there are several items that increase the same stat, their increments stack.|
|•||Either used as an addition or multiplication depending on the stat to increase.||+: Time Production, Movement, Load.
×: HP, Attack Damage, Distance.
|Unit Skill-based multipliers.||0 if not unlocked ("released").|
|n||Number of skills that can be unlocked and affect the stat.||If there are several skills that increase the same stat, their multipliers stack.|
|F||Faction multipliers.||0.10 if all units in the deck belong to the same faction, otherwise 0.|
|Support Unit Skill-based multipliers.||0 if not present in the deck.|
|o||Number of skills unlocked from Support Unit that affect the stat.||If there are several items that increase the same stat, their multipliers stack.|
Serves to indicate how far a unit has moved in terms of progression. Unit level also determines what tier of Items can be equipped by the unit, and how far Skills can be upgraded. It can be increased for MSP by Powering-Up, and doing so improves HP and Damage Attack of the unit in question.
Shows how much base damage a unit can soak up before being put out of commission, this stat is influenced by damage (attribute) resistances. Can be improved for MSP by Powering-Up, Evolving with unit parts, and by equipping items.
Determines how soon a new iteration of a unit becomes available after the previous one had been deployed in combat. This stat is displayed as a negative number and the closer to zero, the shorter its cooldown. Production can be increased by equipping items. The Production time is calculated as such:
Production (B, U) = B × U
|B||Base Production Speed Level multiplier.|
|U||Current Unit's Production value (frame).|
Influences how easily a unit is staggered by attacks and is directly countered by the Lower Resistance stat attacks have. Resistance can be improved by equipping items.
Shows how fast a unit moves across the screen. This stat is displayed as a multiplier of the base value (assumed shared by all units). Movement can be improved by equipping items.
Determines how good a unit is at resisting damage of different nature:
- Kinetic (melee, firearms, energy weapons, etc.).
- Incendiary (fire-based).
The game is using a confusing way of displaying values of each stat:
- ◎ - Increased (-20% damage)
- ◯ - Normal
- △ - Reduced (+20% damage)
- × - No resistance (+50% damage)
Attribute resistances cannot be changed.
There are 4 types of attack at most available to any given unit:
- Short (Near).
- Long (Far).
- Extra1 (not shown in the stat).
Represents raw offensive strength that can be improved for MSP by Powering-Up, Evolving with unit parts, and by equipping items. Actual damage dealt depends on attack attributes and resistances of the enemy units.
Influences how far an attack can reach and can be increased by equipping items.
Counters the resistance stat of the unit that is being attacked, making it easier to flinch them. It cannot be improved.
Influences how long a unit must wait after executing an attack and before performing the next action. This stat is counted in frames and is displayed as a negative number - the closer to zero it is, the shorter the delay is. Speed can be increased by equipping Items.
Undocumented on the unit stat sheet, this one is unlocked with some of the Skills. It is not yet determined whether units possess it in any capacity prior to acquiring corresponding skills. The critical determines how crucial the unit's attacks can be. The critical damage during attacks is indicated by a yellow damage count.
Load (Special Attack only)
Influences how quickly a unit readies their first special attack and has no relation with the following specials' recharge time. This stat is counted in frames and is displayed as a negative number - the closer to zero, the shorter the charge period is. Load can be increased by equipping Items.
Determines how good an attack is at dealing with crowds. Even though attacks can be extravagant and work differently, they are broken down in 2 types:
- Single means that the closest enemy will absorb the entirety of a fired projectile, and the latter will not go through the target.
- Spread means that all enemies in the area of effect will take damage, even behind ranks.
Attack type cannot be altered.
Determines the nature of the damage and together with attribute resistances of the target determines how good an attack is at dealing damage to specific enemies. Additionally, the attribute of the killing blow affects death animation (if available). Attributes cannot be altered.
1: Extra Attack can be either used for:
- Additional attack for a Short/Long/Special Attack (e.g. Black Hound's mortar).
- Appearance Attack (e.g. Assy Nero).
|Metal Slug Attack|
|Game Modes||Another Story • List of Story Stages | Attack! • List of Standard Missions • List of Elite Missions | Battle and Team Battle | Combat School | Extra Ops • List of Extra Ops Stages | Online | P.O.W. Rescue | Special Ops|
|Features||Level and EXP • VIP | Build Up • Units • by Icon • Teams • Stats • Items | Guild • List of Guild Raid Stages | Daily Login • Daily Quests • Events | Power-Ups | Mystery Crank • Treasure Hunt | Shops|