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 (simplified):
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 (HP only).||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 which tier of Items can be equipped, and how far Skills can be upgraded. It can be increased by Powering-Up using MSP, and doing so improves HP and Attack Damage for the unit in concern.
Some units are capable of increasing the health of their allies (either through Skills or Team Bonuses), capping at 70.0%. There is also a flat 10% health increase if the player's deck contains units of only one faction. Attribute Resistances may furthermore increase or decrease the amount of damage a unit can withstand from certain sources.
Determines how soon a new instance of a unit becomes available after a previous one has been deployed in combat. This stat is displayed as a negative number and the closer it is to zero, the faster it is to deploy the unit again. Production speed can be increased by equipping specific 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 - whenever it's reduced to zero, the unit is knocked back and regains its initial resistance value again. Resistance can be improved by equipping certain Items.
A unit is immune to damage while staggering. Depending on the function of the unit, this may be desirable (blockers live longer) or undesirable (attackers are interrupted). Some units cannot be knocked back (eg W.Soldier), and some units perform a counter attack instead of staggering (eg Leona).
Some units have access to counter via skills or as a built-in mechanic, which can be triggered either by evasion or their Resistance is lowered to 0. Units performing a counterattack are temporarily invulnerable, these attacks are typically within melee range, though a few units possess ranged counterattacks.
Some units activate their counter upon being stunned. These effects have a short delay upon being stunned to balance out their usefulness. Various effects can occur, such as recovering all lost health, projectile deleting and/or performing a counterattack.
Some units have access to evasion via skills, which when triggered prompts the unit to avoid the incoming attack. Evasion is considered as pseudo-invulnerability like those using a counter or stagger. Some units may also have a counter ability when their evasion is triggered. Evasion is overridden by critical and stun attacks.
To balance out evasion, there are several frames where it will not trigger. A prime example of this is the Mirage Pirate's evasion and special attacks, where his somersault has a one second frame where attacks will ignore his evasion capability.
Evasion normally starts with a 10.0% base, capping at 34.5%. There are a few exceptions to this - Sally who has a 20.0% base (capping at 69.0%), Bersek, who has a 15.0% base (capping at 51.8%), and both Ghost Shiee and Mirage Shiee, which has a 5% base. (capping at 17.25%).
How fast a unit moves across the screen. This stat is displayed as a multiplier of the base value (assumed to be shared by all units). Movement can be improved by equipping certain Items. Some units are also capable of increasing the movement speed of fellow faction units of their kind.
Determines how good a unit is at resisting damage of different natures:
- Kinetic (melee, firearms, energy weapons, etc.).
- Incendiary (fire-based).
The game uses symbols to represent the modifiers:
- ◎ - Increased (-20% damage taken)
- ◯ - Normal
- △ - Reduced (+20% damage taken)
- × - No resistance (+50% damage taken)
The lone exception to the resistance table is Kelly, Romy, Clario and Hathol, who can temporarily lower the attribute to × via special attack. Hathol can also lower attributes with her standard attack.
There are at most three types of attack displayed for any given unit:
- Short (close range)
- Long (long range)
Extra Attacks, not shown within their stats, may also consist of:
- Suicide Attacks (e.g. SV-001, Mars Mecha, etc).
- Additional Attacks (e.g. Black Hound's mortar, Iron Sentinel's battery, etc).
- Appearance Attacks (e.g. Assy Nero, Paratrooper, etc).
- Counter Attacks (Leona, Augensterm Ver(P.M), etc).
Represents raw offensive strength that can be improved upon by Powering-Up using MSP, Evolving with unit parts, and by equipping certain Items. Actual damage dealt may be modified by the Attribute Resistances of enemy units and any attack buffing units in the player's deck.
Units that buff the attack of fellow units of their faction cap at 70.0%.
Influences how far an attack can reach, and can be increased by equipping certain Items or skills.
Counters the Resistance stat of the target. When the unit's resistance is completely drained, they are knocked back, making them temporarily immune to attacks. Some units specialize in this, though there are a few exceptions such as Special Eri and Blaze Armor (both of which are notorious for knockback specialty despite not possessing such a skill).
However, some units also possess counter skills where they immediately perform a counterattack should their resistance is completely drained.
Influences how long a unit must wait after executing an attack before performing another action. This stat is counted in frames and is displayed as a negative number - the closer to zero, the shorter the delay. Speed can be increased by equipping certain Items.
Absent by default, critical attacks can only be unlocked via Skills (except in rare cases such as Expert Units, who have a 100% critical rate on all attacks at all times). These affect either close range, long range, special, or all attacks, adding a chance of a more powerful strike. When a critical triggers, attack damage is increased by 50% and targeted enemies may not activate any evasion abilities.
Critical damage during attacks is indicated by a yellow numbers against enemies, and purple numbers against allies.
Like critical attacks, stuns are only unlocked via Skills, and may affect either close range, long range, special or all attacks. Stuns do not add any extra damage, but instead stop the enemy from performing any action if stunned. This also bypasses any evasion capabilities the unit may possess, but will not affect any unit in a Super Armor or Stun Immunity (see point below) state. All stuns lasts 90 frames.
Several units possess stun immunity traits which prevents them from being affected by stuns.
There are two categories for this trait: stun counter, and stun immunity.
Stun counter units are technically not immune to stuns (as the stun "sparks" still appear when they are struck by such attacks), but if the said unit is stunned, then they perform a counterattack one second after being stunned. Stun counter units cannot be stunlocked at all as this mechanics provide them with a short period of invulnerability. An example of this trait is Growth & Cline, where they perform a variant of their special attack if they are stunned.
Stun immune units are units that are completely immune to stuns; such attacks are treated as normal attacks (with critical rates still applying if applicable). An example of this trait is Maria with her helmet still on, as it provides her with stun immunity. Another example is the Anti Air-Craft which is fully immune to stun upon being built by miners.
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 improved by equipping certain Items or skills.
Determines how good an attack is at dealing with crowds. Even though attacks can be extravagant and work differently, they are broken down in two 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 within the area of effect will take damage, even behind ranks.
Attack type cannot be altered.
The nature of an attack's damage, determining its effectiveness against the Attribute Resistances of a given target. Additionally, the attribute of a killing blow may affect death animations (if multiple choices are available). Attributes cannot be altered.
- Kinetic (melee, firearms, energy weapons, etc.).
- Incendiary (fire-based).
- Healing (negative damage, only affects allies).
Some units are capable of inflicting a buff to themselves as well as to the allies, while some can be picked up by allied units. These status each last a few seconds:
- Attack Damage: Increases the attack power of affected allies by 30%. Can be a buff or Heavy Machine Gun supply that can be picked up on the ground.
- Medicine: Heals a unit upon picking up a Medicine supply on the ground.
- Reload: Instantly readies the special attack of a unit that picks up a Bomb crate on the ground.
- Super Armor: Gives temporary immunity against stuns or knock backs.
- "Death" Armor: Allows the unit to continue finishing its attacks, even if they run out of health.
Some unit attacks are capable of debuffing enemies. These status each last a few seconds:
- Attack Damage: Lowers the Attack Damage of afflicted enemies
- Attack Speed: Decreases the Attack Speed of afflicted
- Armor Break: Sets the afflicted enemies' Attribute Resistance to ×. Introduced in 3.13.0.
- Silence: Prevents afflicted units from activating special attacks
- Poison: Poisoned enemies a fraction of their max health (2% of max health per seconds) as damage for a brief period of time. If the enemy is poisoned again while it is under the effects of poison, the poison resets and deals poison damage immediately on the spot. Poison can damage invulnerable enemies, and ignores attribute resistance effects such as those generated by Teleko and Geweih Metzelei. Introduced in 2.4.0.
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