|COST||The cost required to sortie a given Cosmoloid. This amount changes with its grade. Weapons and certain parts may also possess their own cost values, potentially increasing the total cost of your Cosmoloid.|
|Armor||The Armor value determines how much damage a Cosmoloid can take before becoming incapacitated and withdrawn from battle. Customization plays a part in determining a given Cosmoloid's total armor. Larger parts will add a size bonus displayed as a yellow arrow, increasing Armor.|
|Stability||High stability values reduces the chance of being stunned while taking damage and lowers the effects of being blown away.|
|Main||Displays the damage potential of attacks done with an equipped Main weapon. Higher values equate to increased chances to deal the weapon's maximum potential damage. A 50% rating will mean that the equipped weapons will always deal a minimum of 50% of its maximum potential damage.|
|Sub||Displays the damage potential of attacks done with an equipped Subweapon. Higher values equate to increased chances to deal the weapon's maximum potential damage. A 50% rating will mean that the equipped weapons will always deal a minimum of 50% of its maximum potential damage.|
|Dash||Denotes dashing speed. Value represents maximum speed while dashing.|
|Flight||Denotes flight speed. Value represents maximum speed while flying.|
|Jump||Denotes jumping speed. Value represents speed of jumping.|
|Ascent||Denotes speed of ascent. Value represents how quickly one can ascend.|
|Capacity||Maximum boost capacity. Actions that require boosters such as flying will deplete this energy.|
|Recovery||Speed of boost gauge recovery. Boost gauge will recover while on the ground and not using the boosters.|
|Dash Efficiency||Boost efficiency when dashing. The greater the value, the slower the boost gauge will deplete.|
|Flight Efficiency||Boost efficiency when flying. The greater the value, the slower the boost gauge will deplete.|
|Jump Efficiency||Boost efficiency when jumping. The greater the value, the slower the boost gauge will deplete.|
The rate at which additional, elemental damage is reduced.
Elemental damage taken is reduced by the percent value displayed here.
Endurance refers to the Cosmoloid's ability to endure repeated battles.
When this value reaches 0, the Cosmoloid must undergo Maintenance and will be unusable for a period of time.
Read more about Maintenance here.
Main weapon parameters are displayed in Red, while Subweapon parameters are displayed in Blue.
|Power||The weapon's damage potential. The actual damage dealt will fall somewhere between the lowest and highest values according to the Cosmoloid's abilities.|
|Range||The weapon's maximum effective range. For ranged, this value is the maximum distance its projectile will reach. For melee weapons, this refers to the distance traveled on usage.|
|Speed||The weapon's effective speed. For ranged, this refers to its projectile velocity. For melee weapons, this refers to the speed at which the movement during an attack is carried out.|
|Interval||The weapon's attack interval. For ranged, this refers to the weapon's fire rate. For melee weapons, this refers to the amount of time required before it can be used again.|
|Capacity||The weapon's maximum ammunition capacity. For Subweapons, this value refers to the number of times it can be used.|
|Recharge||The weapon's recharge rate. The value refers to the amount of time it takes for one usage to be replenished.|