Updated for Episode 20 The goal of this thread is to provide up-to-date objective information about Legends PvP. The lack of info makes it very frustrating to learn Legends, especially since characters are frequently tweaked without mention in the patch notes, and in-game tooltips are often outdated or wrong. Use this to help learn characters, discuss balance, theorycraft, etc. Base Stats All characters have the same stats aside from health, which is adjusted from the baseline of 9828 HP. From there, health can be above or below by 5%, 10%, 15%, and so on. The rest of the stats are listed: 1000 Power 0 Defense and Toughness Level dependent on actual character level 35% Damage Buff 0 Might, Restoration, Vitalization 166.2 DPS 396 Precision 10% Critical Weapon Attack Chance 5% Critical Ability, Power, Heal Chance 0% Critical Weapon, Ability, Power, Heal Magnitude Characters with melee weapons gain an additional +15% critical weapon damage and +20% control resistance with a few exceptions. Bane and Atrocitus receive no melee weapon buff but instead gain Supercharge quicker and on knockouts. The power descriptions here give base numbers, so actual numbers you see in-game depend on character stats. I'll only summarize how to figure out actual numbers from stats, so see this guide for more detail and how to test for these stats. Armor Legends characters have no armor. They gain defense or toughness only by blocking, which puts them at the 75% mitigation cap (no longer depending on level). However blocking is currently bugged and actually mitigates 93-94% damage from other players. Against NPCs, blocking still mitigates 75% damage. Power Characters have 0 Vitalization, so actual power restoration = base power restoration. An ability that restores 100 base power will restore 100 power. Healing Characters have 0 Restoration, so actual healing = base healing. An ability that heals 100 base health will heal 100 health. Damage All characters start out with a 35% damage modifier that can be changed through buffs/debuffs. Then without buffs, all damage out is multiplied by 135%. Ability Damage Characters have 0 Might, so actual damage = base damage * 135%. An ability that deals 330-450 (390) base damage will deal 445-607 (526) damage to another character. Weapon Damage Characters have 166.2 DPS, so it gets a bit messy figuring out weapon damage from the base damage multipliers. For convenience, this guide already reports base damage as (Weapon Damage Multiplier * 166.2 DPS). So then actual damage = base damage * 135%. An ability that deals 420-495 (457.5) base weapon damage will deal 567-668 (617) damage to another character. Weapon combo damage is not listed here yet but stats for the standard weapons can be found here. Stats for unique weapons like Catwoman's MA or unique moves like Lex's Power Blast will be added later. Counter Damage Counter damage is explained at the bottom of this post here. Characters have 396 precision so blocks, interrupts, and block breakers deal a total of 416-436 (426) base weapon damage. With the 35% damage modifier, this becomes 561-588 (575) damage. Critical Effects Critical chance bonuses add directly to the base. A buff of +12% critical weapon chance would give the character a total of 22% critical weapon chance. Critical magnitude bonuses add directly to the base of 0%. A buff of +15% critical weapon damage would give the character a total of 15% critical weapon damage. Pets All NPCs in Legends have 15% base armor. So damage to pets will be reduced by 15%. Pets have no damage modifier and their damage (orange numbers) can't crit. So actual pet damage = base pet damage. An ability that deals 200-219 (209.5) pet damage will deal 200-219 (209.5) damage to Legends characters and 170-186 (178) damage to other NPCs. Power Descriptions Basic power descriptions can be found in tooltips in-game or more accurately in Bulthax's guide. My guide assumes familiarity with characters and only focuses on the stats. The format: Character Health ~ Innate buffs/abilities (#) Ability → Power cost → Supercharge cost → Cooldown → Usable while controlled → Vulnerable to block/interrupt/dodge → Aggressive effects→ Beneficial effects→ Targets affected, damage splitting, control effects→ Other effects/comments Base Abilities (7) Simulation Soder Cola → 60 sec CD → Usable while controlled → Heals 2184-3001 (2592.5) health and restores 300-399 (349.5) power.(8) Breakout → 45 sec CD → Usable while controlled → Breakout (8 sec). → Grants +25% control resistance (20 sec).