The stat upgrade window.

Stats, also called Skills, are a core game mechanic in Arras.io. Along with customizing the class of the Tank, players can also modify their Tank’s Stats to master their own play style.

In Arras.io, the players will have 42 upgrade points at Level 45, unlike Diep.io, wherein their Stats can only be upgraded 33 times.

Stats and their Effects

Default

Body Damage

Almost all Tanks, Ammunition, and Polygons (except for like the Healer's bullet) in Arras.io inflict damage to each other in collisions till one is destroyed or the colliders separate. Body Damage determines the DPS a tank inflicts upon such collision. By having a higher Body Damage, a tank can destroy the other object more quickly, shorten collision time, and thereby also lessen damage received.

Body Damage is useful for:

  • Ramming
  • Improving defence
  • Moving through Polygons

Max Health

Objects are destroyed when their Health is depleted. Max Health determines the maximum health pool of a tank. Investment allows a tank to take more damage, like the counter-Stat of Body Damage, but increases the time it takes to regenerate to full health.

Max Health is a separate Stat from Shield Capacity - changing one will not affect the other. Max Health provides greater durability but is generated more slowly (and there is no Health Regeneration Stat as in Diep.io), so Health is better against one large hit and Shield against multiple small hits.

Max Health is useful for:

  • Ramming
  • Improving defence, particularly preventing one-shot

Bullet Speed

Bullet Speed determines the movement speed of the ammunition of a tank, making them harder to dodge. Since most bullets have a set time as their lifespan, upgrading this stat also increases how far they travel, i.e. their range. Additionally, Bullet Speed slightly increases the damage bullets do by deeper penetration into enemy tank bodies, somewhat similar to the Bullet Penetration Stat.

Its name changes in accordance with the tank's weapon: It turns into Drone Speed if you upgrade to a Director, Swarm Speed when upgrading to the Cruiser, Placement Speed when upgrading to the Trapper, and Weapon Speed for tanks with multiple types of weapons.

Bullet Speed is useful for:

  • Preventing evasion
  • Preventing parrying
  • Increasing attack range

Bullet Health

Bullet Health determines the health of the Bullets; it is the bullet version of Body Health. Higher Bullet Health allows bullets to take more damage before dissipating and thereby also increases the damage they may inflict.

The distinction between Bullet Health and Bullet Penetration is not fully explained and subject to change. The common understanding is that Bullet Health is more effective against ammunition and Bullet Penetration is more effective against tanks. This means that for Healer, they will not need to upgrade this stat much.

Similar to Bullet Speed, it turns into Drone Health if you upgrade to a Director, Swarm Health when upgrading to the Cruiser, Trap Health when upgrading to the Trapper, and Weapon Health for tanks with multiple types of weapon.

Bullet Health is useful for:

  • Improving attack, particularly bullets vs bullets
    • Example: Machine Gun branch, Twin branch
    • However, it will also affect bullet vs tanks

Bullet Penetration

Bullet Penetration determines the penetration level of your bullets through objects. Supposedly it keeps the bullets from being deflected (most notably on the Builder branch) and from destruction during a collision.

The distinction between Bullet Health and Bullet Penetration is not fully explained and subject to change. The common understanding is that Bullet Health is more effective against ammunition and Bullet Penetration is more effective against tanks. This stat is similar to bullet health.

Similar to Bullet Speed, it turns into Drone Penetration if you upgrade to a Director, Swarm Penetration when upgrading to the Cruiser, Trap Penetration when upgrading to the Trapper, and Weapon Penetration for tanks with multiple types of weapon.

Bullet Penetration is useful for:

  • Improving attack, particularly bullets vs tanks
    • Example: Sniper branch
    • However, it will also affect bullet vs bullet

Bullet Damage

Bullet Damage determines bullets' DPS during collisions.

Similar to Bullet Speed, it turns into Drone Damage if you upgrade to a Director, Swarm Damage when upgrading to the Cruiser, Trap Damage when upgrading to the Trapper, and Weapon Damage for tanks with multiple types of weapon.

Bullet Damage is useful for:

  • Improving attack

Reload

Reload determines the rate of fire of a tank. Apart from damage output, this stat also has significant impact on the total recoil rate of any tank, particularly one's with large base recoil such as the Booster or the Penta Shot. Minions benefit from the reload buff as do their tank.

Smasher branch's Reload stat is replaced by the Engine Acceleration Stat. This includes the shooting Auto-Smasher.

Reload is useful for:

  • Improving attack
  • Increasing recoil

Movement Speed

Movement Speed determines the top speed of a tank. It also amplifies recoil.

Movement Speed is useful for:

  • Contesting strategic locations
  • Dodging and fleeing
  • Ramming

Note: The values below are measured using level 45 Tanks with no recoil from bullets.

Points spent on Movement Speed Maximum Speed (game units/second)
Normal Flank Guard, Smasher, Landmine, Auto -Smasher Mega-Smasher
0 3.94 4.33 4.53
1 4.66 5.12 5.36
2 5.18 5.7 5.96
3 5.6 6.16 6.44
4 5.94 6.53 6.83
5 6.23 6.85 7.16
6 6.48 7.13 7.45
7 6.7 7.37 7.71
8 6.91 7.6 7.94
9 7.09 7.8 8.15
10 N/A 7.98 8.34
11 N/A 8.15 8.52
12 N/A 8.31 8.68

Shield Regeneration

Shields share the damage that will otherwise be inflicted on the tank. It acts like a small fast-regenerating pool of extra health. A tank's shield regenerates more slowly the closer it is to being destroyed. If it is destroyed, it becomes inert and takes a while to start to regenerate. Players can switch on the "Separate Shield Bar" option to display Shield separately from Health.

Shield Regeneration determines how fast the tank's shield regenerates. It is very effective at absorbing sporadic light damages such as those from a Battleship or a Streamliner. Players should note that, however, since a Shield regenerates more slowly when it is low, one is advised to spare points on Shield Capacity as well for optimal performance.

Shield Regeneration is useful for:

  • Improving defence, particularly against weak but regular attacks

Shield Capacity

Shield Capacity stat determines the max "health" of a tank's shield. The higher it is upgraded, the harder it is for enemies to break the shield down.A tank with high Shield Capacity, Shield Regeneration, Body Damage, and Max Health can become a challenge to defeat.

Shield Capacity is useful for:

  • Improving defence, particularly against weak but regular attacks

Exclusive

Acceleration

Engine Acceleration replaces the Reload stat when upgrading to the Smasher. It is a stat found exclusively in the Smasher class and its upgrades. This stat determines how quickly the tank reaches its max speed after moving. Acceleration is also one of the Stats that can be seen in the code of the game, although it can't be upgraded or accessed normally.

Other

Field of Vision (FoV)

FoV determines the area of the arena visible to the tank. This Stat cannot be changed through the investment of upgrade points but instead is solely determined by the level and class of the player's tank. A larger FoV facilitates the surveying of nearby tanks and environment, granting the player combat and strategic advantages.

FoV is shown and represented in terms of "horizontal grids" in some articles on this Wiki. It is the distance from the centre of the tank body to the left or right edge of the FoV, in the unit of the grids drawn on the game background. As reference, the diameter of a level 45 Basic is about 2 grids, and its FoV is about 23 grids. In Sandbox, the tank with the highest FoV is believed to be the Undercover Cop. Predator can "zoom", extending its FoV

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