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Repentance stats guide

Stats and combat explained

A stronger tear, a faster shot and a faster character solve different problems. Learn what each stat changes before judging your next upgrade.

Learn the tradeoff

Compare damage, firing rate and hits.

This simple comparison assumes one ordinary tear per shot and one hit per tear. Enter the final HUD damage and firing rate, then estimate how many shots land. The result is an illustration of normal-tear output, rather than a boss-damage prediction.

Hypothetical values: a stronger individual tear does not automatically mean more output per second.

Build A

Use current HUD values, rather than an item's advertised stat bonus.

Build B

Use current HUD values, rather than an item's advertised stat bonus.

Normal-tear illustration

Build A has higher output in this model.

Displayed damage × tears per second × estimated hit fraction.

Build A9 damage units / second

Build B8 damage units / second

Build B is 11.11% lower than A under these assumptions.

The model leaves out damage scaling, enemy defenses, overkill, piercing, status effects, extra hits, firing downtime and other weapons. More output here does not measure survivability.

A recognition key with practical examples

Six stats, six different jobs.

Damage

The strength of an ordinary tear before enemy-specific rules and other effects.

Compare damage with firing rate. A large hit can remove a small enemy immediately, but slow firing and missed shots still cost time.

An item's advertised damage bonus is an input to the stat calculation. It is not always the exact increase you will see in the HUD.

Tears

The Found HUD shows tears per second: a higher number means more frequent ordinary shots.

Use the final HUD number when comparing builds. Regular tears bonuses, direct fire-rate bonuses and weapon changes use different rules.

The usual regular-tears soft cap is 5 tears per second for an otherwise unmodified normal attack. Direct rate effects and multipliers can exceed it.

Range

How far ordinary tears travel, displayed in tiles in Repentance.

Enough reach lets you keep a safe firing position. Watch whether your shots disappear before reaching the target.

Melee and some special weapons use their own reach rules. Do not assume the normal tear distance describes every attack.

Shot speed

How fast a projectile travels, rather than how often you shoot.

Faster tears can reach moving targets sooner. Some homing or laser-ring builds benefit from slower travel, so more is not always better.

Repentance compensates normal tear travel to preserve range. Do not use the older rule that higher shot speed automatically gives more range.

Speed

How quickly your character moves through the room.

Use it to dodge, reposition and keep firing. Pick a movement pace you can control around spikes and narrow gaps.

Ordinary movement speed is bounded from 0.10 to 2.00. It changes movement, not the firing rate or the speed of a tear.

Luck

A modifier for room-clear drops and particular item effects that explicitly use luck.

Check the effect you actually have. Tough Love reaches guaranteed tooth shots at 9 luck, while another effect can have a different threshold or ignore luck.

There is no universal one-luck-equals-one-percent rule. Lucky Foot's extra pill and machine benefits are separate from its +1 luck stat.

Luck, Hard mode and ordinary room awards

Read the final firing rate

A tears bonus and a fire-rate bonus are different.

Regular tears up

The Sad Onion adds +0.7 to the internal tears stat. The game converts that through its firing-delay calculation, so it does not promise exactly +0.7 on the tears-per-second HUD.

The ordinary soft cap

Regular tears bonuses reach a standard 5 tears-per-second soft cap on an otherwise unmodified normal attack. Item and character multipliers can change the effective ceiling; 5 is not a universal maximum.

Direct rate changes

The Cancer trinket adds a direct fire-rate bonus that can go beyond the usual soft cap. Weapon conversions and multipliers such as Soy Milk use additional rules. Check the actual resulting HUD value.

Older guides can describe tear delay, where a smaller value means faster firing. Repentance's Found HUD shows tears per second, where a larger value means faster firing. Keep the unit with the number.

Layers and conditions

Read the resulting build, not just the bonus text.

Damage multipliers have stacking rules.

Cricket's Head and Magic Mushroom share a 1.5× damage multiplier. Owning both does not turn that shared multiplier into 2.25×, although their other bonuses still apply. Character base values and other multiplier layers also affect the final number.

Some power is conditional.

Whore of Babylon depends on your red-heart state, with a different activation threshold for Eve. Check whether the effect is active before comparing its damage or movement bonus. Room effects and temporary buffs can also make a displayed profile short-lived.

Eve's starting setup and special rules

A powerful hit has a firing tradeoff.

Polyphemus strongly increases damage while slowing firing. Soy Milk makes the opposite tradeoff, firing quickly with much weaker tears. Their extra effects and synergies matter too, so the hypothetical helper examples do not predict either item's full result.

D8 changes a stat profile.

D8 rerolls damage, tears, range and speed multipliers. It does not replace the passive items you hold. Compare the resulting profile with what the run needs before deciding to keep rolling.

D8 and the reroll comparison

When the simple model stops helping

Check what your weapon actually does.

Chocolate Milk: charged tears

Holding the fire button changes the strength of the shot. Charging and releasing means the ordinary one-hit firing model does not describe the whole attack cycle.

Brimstone: charged laser

A charge produces a beam with its own damage ticks and hit behavior. The HUD damage number is not simply the total damage of one completed beam.

Tech X: travelling rings

Laser rings can damage an enemy repeatedly as they pass. Charge amount, contact time and travel speed matter, so treat its item rules as part of the build.

Melee, extra shots and familiars

The Forgotten's club, multi-projectile attacks and familiar shots have their own mechanics. Counting one ordinary tear for every attack would miss important hits or attribute damage to the wrong source.

The Forgotten's two forms

Before taking the next upgrade

What is making the room difficult?

  1. Shots miss: change your angle and lead moving targets. Higher paper output helps only while attacks land.
  2. Shots fall short: inspect range and position. Shot speed changes travel time, not the firing interval.
  3. You cannot dodge: weigh movement, health and protection alongside damage. A fragile build can lose its advantage to one bad hit.
  4. The numbers suddenly change: check current health, temporary buffs and weapon rules before comparing against a starting stat table.
Damage and protection guide
Item interactions, pickup order and risky combinationsEnemy attacks, variants and vulnerable windows
Repentance version and references

Reviewed October 7, 2026 for Repentance. Repentance+ and mods can differ. The helper illustrates ordinary single-hit tears using entered final values. It does not calculate an item stack, read a save or model actual enemy damage. Combat suggestions are practical guidance; icons and item sprites are original extracted game art.