Main Stats
Main stats are where vague build language becomes something you can actually reason about.
Public community references are especially useful here because they define the numbers that keep showing up everywhere else. If players do not understand what a stat actually controls, then genetics, affinities, evolutions, and build advice all become harder to read.
Quick Facts
Fast read before the full guide
Tracked Stats
8 public core stats currently documented in community reference layers.
Best Use
Clarifying what a combat or survivability stat actually changes before deeper build reading.
Current Source
Community-documented stat definitions and related evolution links.
Current Format
Text-first index entries because this stat set does not currently expose a matching icon set.
How To Use This Page
- Start here when a guide mentions a stat but does not stop to explain what it really governs.
- Use stat pages to translate short evolution summaries into system meaning.
- Treat this as the shared language layer under
Genetics,Affinities, andBuilds.
Stat Route Finder
Turn stat confusion into the next useful guide branch
Achievement Breakpoints
Use stat achievements when Size, Dodge, or Speed becomes the target.
Chonkers, Dechonked, Dodgy, and You Show Speed are easier to plan once the stat language is clear.
Evolution Sources
Use Evolutions when you need to know which growth pieces push a stat.
Stat pages explain what the number means; Evolutions explains which names may change it.
Build Stability
Use build stability when a high stat still does not make the run safe.
A big number is only useful if the rest of the build can survive the pressure around it.
Index Layer
Main Stat Entries
Use this first-pass roster to understand the public definitions of the core stats and the clearest evolution links already attached to them.
8 entriesPhysical
The core stat used by attacks that scale from Physical Damage.
CrabCodex currently links this stat to evolutions such as Antlers, Arms, Body Slam, Claws, Jaws, Muscular Tissue, Pistol Pincer, and Stinger.
Ability
The core stat used by attacks that scale from Ability Damage.
CrabCodex currently links this stat to evolutions such as Beak, Cortex, Dexterous, Leech, Pincer, Poisonous Saliva, Spit, Tail, and Tentacles.
Damage
A broad modifier that affects all types of damage rather than one specific damage family.
CrabCodex currently describes this as a modifier of all damage types, which makes it more global than Physical or Ability.
Max HP
The maximum amount of Health Points your current form can hold.
A foundational survivability stat that helps explain why some size, plating, or sustain evolutions feel stronger than their one-line text suggests.
Regeneration
The amount of Health recovered every ten seconds.
CrabCodex currently links this stat to Regenerative Tissue and Saliva.
Plating
A buffer that absorbs damage before Max HP, but does not block Poison or Environmental Damage.
CrabCodex also notes that Plating recharges to full on every level up and currently links it to Carapace, Overwhelm, and Plated.
Damage Resistance
A stat that reduces damage received from any source.
Useful as a cleaner reference term than repeatedly paraphrasing mitigation across multiple build pages.
Speed
The character's movement speed before any modifiers are applied.
A core route-reading stat because so many biome and survival questions eventually reduce to how fast you can reposition.
What The Current Stat Set Covers
Physical
Physical covers attacks that scale from the Physical stat. Community references currently link this stat to
evolutions such as Antlers, Arms, Body Slam, Claws, Jaws, Muscular Tissue,
Pistol Pincer, and Stinger.
Ability
Ability covers attacks that scale from the Ability stat. Community references currently link this stat to
Beak, Cortex, Dexterous, Leech, Pincer, Poisonous Saliva, Spit, Tail, and
Tentacles.
Damage
Damage is currently described in community references as a modifier of all damage types, which makes it a broader term than either Physical or Ability alone.
Max HP
Max HP defines the maximum amount of Health Points. This is one of the simplest but most important survivability anchors in the whole system.
Regeneration
Regeneration is the amount of Health recovered every ten seconds. Community references currently link it to
Regenerative Tissue and Saliva.
Plating
Plating absorbs damage before Max HP, but current references note that it does not block Poison or
Environmental Damage. It also recharges to full on every level up and is currently linked to
Carapace, Overwhelm, and Plated.
Damage Resistance
Damage Resistance reduces damage received from any source. It is a cleaner term than repeatedly paraphrasing mitigation in separate build pages.
Speed
Speed is the character’s base movement speed before modifiers. It matters far beyond mobility fantasy, because so many biome, escape, and survival questions eventually reduce to repositioning.
