Five BladesWiki

Reference

Ability weight

Every ability in the game fits into a single number. This page shows where that number comes from, and lets you weigh an ability against passives on a scale — so you can tell whether that hero is worth more than a Momentum or a Cleave.

Four numbers multiplied

An ability's weight is the product of four factors. None of them cancels out: a cheap ability is cheap on all of them, and the most expensive one in the game is expensive on all of them at once.

weight = trigger × effect × magnitude × target

and magnitude = the ability's number × scaler

triggerwhen the ability fires, and how often
effectwhat it does — hit, heal, poison…
targethow many bodies it reaches, and which ones
scalerthe “per ally”, “per Elf”…
The yardstick is a body: 108

It's the damage an average hero deals in one battle just by attacking, with no ability at all. An ability of 30 is worth a bit more than a quarter of that; one of 108 doubles the hero.

The scale

Build an ability on the left, pick passives on the right. The scale tells you which side weighs more.

Ability

24.0weight

=

Passives

0weight

no passive chosen

Pick passives to compare.

Typical abilities, and what they're worth in passives

Real abilities from the game, from cheapest to most expensive, with the basket of passives that weighs the same.

Abilityweightroughly worthbasket weight
Crit → Hit → RandomEnemy
flat value · number 6
6.0less than the cheapest passive—
Spawn → Hit → RandomEnemy
flat value · number 6
6.0less than the cheapest passive—
Atk → Hit → RandomEnemy
flat value · number 3
9.0Focus9
Spawn → GainArmor → Self
flat value · number 2
12.0Ruthless10
Death → SummonAlly → Self
flat value · number 0
12.0Ruthless10
ArmorBreaks → Sap → FrontEnemy
flat value · number 2
15.8Deadeye15
AllyDeath → BuffAtkTemporary → Self
flat value · number 2
16.0Deadeye15
Spawn → Heal → LowestHPAlly
flat value · number 10
17.6Bladesmith18
Atk → Burn → RandomEnemy
flat value · number 1
18.0Bladesmith18
Spawn → GiveTemporaryPassiveAbility → RandomSameSpecies
grants Lifesteal
24.0Taunt24
Spawn → Stun → RandomEnemy
flat value · number 0
30.0Bloodlust30
Spawn → Burn → ThreeRandomEnemy
flat value · number 2
33.6Taunt + Ruthless34
Spawn → BuffAtkAndHPTemporary → AllOtherAllies
flat value · number 1
40.0Evasion + Fortify40
Atk → GainArmor → Self
flat value · number 3
54.0Bloodlust + Taunt54
ReceiveDamage → GainSpike → Self
flat value · number 2
60.0Double Tap60
GainRage → BuffStamina → Self
flat value · number 1
60.0Double Tap60
Atk → Poison → AllEnemies
flat value · number 1
69.0Double Tap + Focus69
Atk → GainRage → Self
PerSameSpecies · number 1
84.0Double Tap + Taunt84
ReceiveDamage → GainRage → Self
flat value · number 4
120.0Double Tap + Stun120
GainArmor → GainSpike → Self
flat value · number 4
160.0Double Tap + Stun + Resurrect170
EnemyBurn → BuffStamina → Self
flat value · number 2
240.0Double Tap + Stun + Resurrect170
The quick read

A trigger that fires all the time + an effect on every enemy is the most expensive combination in the game. EnemyBurn → BuffStamina → Self weighs 240.0 — Double Tap plus a Stun plus a Resurrect, in a single slot.

Table 1 — trigger

The more often a trigger fires — and the more fight is left after it — the more expensive it is. Spawn = 2 is the reference point: it fires once, at the start.

During battle

Triggerweight
AllyHeal30
EnemySap24
EnemyBurn20
EnemyPoison20
EnemySlow20
EnemySilence16
GainRage10
GainArmor8
Hurt8
GainSpike8
GainHealing8
FrontAllyAtk7
Atk6
ApplyBurn6
ApplyPoison6
ApplySap6
ApplySlow6
ApplySilence6
ReceiveDamage6
AllyCrit5
HealSelf5
EnemyDeath4
GainSlow3
GainBurn3
GainPoison3
GainSap3
Spawn2
KillCharacter2
AllyDeath2
Crit2
ArmorBreaks1.50
LowHP1.50
SpeciesAllyDeath1
Death1
Summon0.80

Outside battle — permanent bonus

They weigh more because the bonus stays for the rest of the run and doesn't depend on the enemy.

Triggerweight
BuyOthers36
Roll36
SellOthers27
UseFood18
BuyOthersOfSameSpecies15
Merge15
GainKey12
BuySelf10
SellOthersOfSameSpecies9
SellSelf9

While — always on

Conditionweight
whileWieldingMelee1.60
whileAdjacentToSameSpecies1.50
whileWieldingHeal1.40
whileWieldingRanged1.30

Table 2 — effect

The weight is what one unit of the effect is worth, measured in damage from a Hit. The ability's number is the real amount — it does not grow with the hero's attack — so one Burn (which keeps ticking every 2 s until the fight ends) is worth three Hits, and one Heal is worth less than one Hit because overhealing is lost. Six effects ignore the ability's number — their weight is fixed. GiveTemporaryPassiveAbility is priced by the passive it grants: (trigger ÷ Spawn) × the passive's weight × target.

Effectweightuses the number?
SummonAlly12no
Stun15no
Dispel4no
BuffAtkAndHP5yes
BuffAtkAndHPTemporary5yes
BuffAtk4yes
BuffAtkTemporary4yes
BuffStamina6yes
Burn3yes
Poison2.50yes
GainSpike5yes
GainHealing2yes
GainRage5yes
Sap5yes
Silence10yes
Slow5yes
BuffMaxHP2yes
BuffMaxHPTemporary2yes
Hit0.50yes
GainArmor3yes
Heal0.80yes
GivePassiveAbility1no
GiveTemporaryPassiveAbilitypassivepicks the passive
GainGold0.70yes
BuffSellValue0.01yes
GainCritChance0.16yes
GainCritChanceTemporary0.16yes
SummonAllyDouble24no

Tables 3 and 4 — target and scaler

The target table is a count of effective bodies. Self = 1 body = 1.00; a half-team subgroup reaches ~2.8 bodies, the whole team minus yourself reaches 4.00 and the full enemy team, 4.60. Excluding yourself costs −0.6 rather than −1.0, because you aren't always inside the group — which is why only the group family went up in the last pass: single-body targets didn't change.

The scaler is how many units the count yields on average: PerAlly is 4.0 because a full team has five bodies, most of them alive. None (and its old synonym AbsoluteValue) is the number with no count, worth 1.0 — the anchor. Until Sep 26, 2026 the table had a second column because every scaler also multiplied by a share of the hero's attack; that is gone, and the number on the card is the number the ability delivers.

Target

Targetweight
AllAllies4.80
AllEnemies4.60
AllAlliesOfSpecies4.20
AllSameSpecies4.20
AllMeleeAllies4.20
AllRangedAllies4.20
AllOtherAllies4.00
Everyone3.80
AllOthersSameSpecies3.60
AllOtherRangedAllies3.60
AllHealerAllies3.60
ThreeRandomAlly2.80
ThreeRandomEnemy2.80
ThreeRandomSameSpecies2.60
SelfAndAdjacents2.60
AllHurtAllies2.50
OtherThreeRandomSameSpecies2.50
FrontBack2.00
TwoRandomEnemy1.90
SelfAndFront1.80
SelfAndBack1.80
TwoRandomAlly1.80
TwoRandomHurtAlly1.80
TwoRandomAllyOfSpecies1.80
TwoRandomMelee1.80
TwoRandomRange1.80
TwoRandomBurnedEnemy1.60
TwoRandomPoisonedEnemy1.60
TwoRandomSappedEnemy1.60
TwoRandomHealer1.60
TwoRandomSameSpecies1.60
OtherTwoRandomSameSpecies1.60
TwoRandomSilencedEnemy1.60
HighestAtkEnemy1.15
LowestHPAlly1.10
FrontEnemy1.05
Self1.00
Front1.00
CharacterBought1.00
RandomEnemy1.00
TriggeringCharacter0.95
HighestHPAlly0.95
Back0.95
RandomAlly0.90
RandomMelee0.90
RandomRange0.90
RandomHurtAlly0.90
OtherRandomSameSpecies0.90
RandomBurnedEnemy0.90
RandomPoisonedEnemy0.90
RandomSappedEnemy0.90
RandomHealer0.90
RandomSilencedEnemy0.90
RandomTauntAlly0.85
RandomRagedAlly0.80
RandomArmoredAlly0.80
RandomShieldAlly0.80
RandomSameSpecies0.80
RandomAllyOfSpecies0.80

Scaler

Scalerweight
PerAlly4.0
PerSameSpecies2.8
PerMeleeWielder2.4
PerAdjacentAlly2.4
PerAdjacentSameSpecies1.6
PerRagedAlly1.6
PerArmoredAlly1.6
PerSlowedEnemy1.2
PerDiffSpeciesOnField2.0
PerHurtAlly2.0
PerRangedWielder1.6
PerBurningEnemy1.4
PerPoisonedEnemy1.4
PerCharacterWithFireproof1.3
PerSappedEnemy1.2
PerCharacterWithBlademastery1.2
PerCharacterWithFortify1.2
PerCharacterWithRangeMastery1.0
None1.0
AbsoluteValue1.0
PerCharacterWithFocus0.9
PerHealingWielder0.9
PerSilencedEnemy1.1
PerTreasure2.5

Table 5 — passives

A passive has no trigger and no target: it's a fixed number, on the same scale as abilities. Racial passives (Fireproof on Lizard, Antidote on Undead) don't count — everyone of that race has them. Each name links to the full rule in the glossary.

Passiveweight% of a bodyWhat it does
Double Tap6056%attacks twice
Stun6056%hits reset the target's attack bar
Resurrect5046%revives once with half HP
Bloodlust3028%converts damage into Rage
Scorch3028%hits also Burn
Venomous3028%hits also Poison
Cleave3028%hits splash onto the enemy behind
Reflect3028%returns part of the melee damage taken
Momentum3028%gains more attack bar from Stamina
Lifesteal3028%converts damage into HP
Wither3028%hits also drain attack
Haste3028%opens the battle with an attack
Aegis2422%overhealing becomes armor
Taunt2422%draws single-target attacks
Second Wind2019%+50% attack at half HP
Evasion2019%chance to dodge
Fortify2019%converts damage into armor
Knockback1817%hits push back the target's attack bar
Bladesmith1817%critical hit chance with swords
Bodyguard1817%takes the damage aimed at the ally behind
Amplify1817%receives more healing
Ranger1514%critical hit chance with bows
Freeze1514%hits slow the target
Deadeye1514%shots aim at the weakest enemy
Last Stand1514%survives a lethal hit once
Ruthless109%critical hits deal more damage
Focus98%immune to attack bar delays
Fireproof98%immune to fire
Antidote98%immune to poison
Barbed98%spikes deal double damage
Soulbound98%passes its counters on when it dies
Silencer3028%hits silence before dealing damage
Scurry3028%at half health swaps with the stash
Prospector2019%winning grants a Treasure
Scapegoat2019%takes the negative counters of adjacent allies
Blazescale3028%burns melee attackers back