## FANDOM

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Scatter is a rare Talent / Crest reduces the Energy of a target by 5 ~ 80 (Talent) and 5 ~ 25 (Crest set) each time you attack.

A Scatter Crest Set set provides the 4th largest ATK boost and is placed 10th for HP boost of all the Crest Set types.

#### Summary of Key Points for Scatter:

• Only works when you attack (and not from being attacked).
• Your attacks still increase the targets Energy (typically by 15).
• Does NOT operate with proc / skill DMG, but, scatter stills operates through ATK's that are buffed by skills / procs. This means that:

#### Special Notes on Scatter:

• Is disabled by Aries skill Calamity.
• Aries is a slow Energiser only Energising by 12 from attacks and when attacking.
• Harpy Queen and Dread Drake are rapid Energisers.

## Scatter Level Details

Icon/Name Level Effect Typical[1]
Change
Crest Set
+HP
Crest Set
+ATK

Scatter
1/8 Reduces target's Energy by 5 when attacking. +10  /  +25 +3,100 +256
2/8 Reduces target's Energy by 10 when attacking.  +5  /  +20 +5,200 +459
3/8 Reduces target's Energy by 15 when attacking.   0  /  +15 +9,300 +825
4/8 Reduces target's Energy by 20 when attacking.  -5  /  +10 +16,800 +1,484
5/8 Reduces target's Energy by 25 when attacking. -10  /  +5  +30,000 +2,671
6/8 Reduces target's Energy by 40 when attacking. -25  /  -10 n/a
7/8 Reduces target's Energy by 60 when attacking. -45  /  -30 n/a
8/8 Reduces target's Energy by 80 when attacking. -65  /  -40 n/a
Note:

Only applies when attacking and does not apply to skills.
Any attack and skill also increase target's energy by 15.

1. Typical Change is the final resulting Energy movement in the target from a typical attack that is the result of the increase in energy from your attack (typically 15 for most heroes, 12 for Aries) minus the Scatter. The second number after the / is the targets Energy increase with a head to head.
• This color represents a resulting decrease in Energy (where the final energy goes down).
• This color represents a resulting increase in Energy (where the final Energy still increases).
• To correct the values shown for Aries simply increase reduction by 3 or 6 (head-head) to each one.

## Introduction to the Use of Scatter and Scatter Teams

For scatter to be effective you need to reduce the targets energy (such as Demon's) at a greater rate than it increases.

The objective of using a scatter team with a Demon is to have the Demon's energy level under 100% when it is ready to proc, or, to slow it down enough to cause long gaps between proc's.

There are a number of critical points that need be understood about a hero using Scatter:

• Scatter only works when the hero attacks (and not when attacked), so:
1. A heroes ATK SPD plays a major role in how effective / ineffective the scatter will be.
2. In generally, Scatter is much more effective on heroes with high ATK SPD's and / or an ATK SPD that are increased by Berserk.
3. In general, Scatter is not as effective on heroes with low (slow) ATK SPD's.
4. Scatter is more effective where your hero has a higher ATK SPD than its target and less effective when the target has a higher ATK SPD than your hero.
5. Buffing (increasing) a heroes ATK SPD's from something like a Pumpkin Dukes skill / proc which increases ATK SPD's of all friendly heroes will drastically improve the effectiveness of a Scatter.
6. Slowing down a targets ATK SPD also increases the effectiveness of the use of scatter.
7. Hero's like Pixie who have a slow ATK SPD (operating 1,600ms) will result in a slower energy reduction, ie, 5/8 Scatter = 25% every 1.6 secs = average 15.625% / sec (25% / 1.6) without attack and 6.25% / sec with attack ( 25%-15% / 1.6 ).
• Increasing the ATK SPD of a hero with Scatter will increase how much it reduces a targets energy every second for a Scatter level 3/8 or higher.
• A scatter level 2/8 or lower will not reduce the targets energy but it will reduce how much it energies by from each of your hero's ATK's and 3/8 will only result in increase in targets energy from each of your ATK's.
• Scatter only works on the hero you are attacking. So if a HBD (Here Be Demon) has Mobs, and you will typically be engaging the mobs first, then the scatter will not be operating on the demon will you are fighting an mobs and will only come into operating on the demon once you are actually attacking it.
• Scatter does NOT operate with proc / skill DMG, but, scatter stills operates through ATK's that are buffed by skills / procs. This means that:
1. DMG from a skill / proc will increase each target(s) energy by 15% and scatter will not not be applied for this energy increase / proc event.
2. The increase in a targets energy does not occur because the skill proc'd (activated / occured). The increase in energy will only occur if the target receives DMG / stun from the skill / proc. This means that skills / proc's that debuffs, debuff, and other non-DMG'ing things, will not increase a targets energy because of these unless the skill / proc issues DMG /stun to a target.
3. With the exception of Minotaur Chieftain, stuns are counted as DMG and so increase targets energy by 15%.
4. DoT and Rapid Dot (Damage over Time) skills / proc's such as with Santa Boom, Immortep, Snowzilla, Ghoulem and Vlad Dracula will severely undermine and comprise the effectiveness of scatters as DoT results in a rapid increase in the targets energy without scatter being applied.
5. Scatter works with skills / proc that buff (increase) ATK's / ATK SPD, such as Cupid, Pumpkin Duke, Skull Knight and Druid etc. When a skill / proc increases ATK's / ATK SPD, that part of the skill / proc is considered as part of the standard ATK's and not a proc / skill DMG because it is operating as part of the standard ATK's and not as DMG done separately from the Hero's ATK's.
6. Scatter is very ineffective against heroes with have rapid energising such as Harpy Queen, Dread Drake.

### Common Terms

Version 2.0

 E Energy often used to represent final energy amount. AE (Attack Energy) would be the total of Scatter etc, EPS (Energy Per Second) would be after attacks, skills, scatter. y or fi you / self identifies the source/destination as being You / selF / I as opposed to target (y / f / i).Typically added in front of a definition / acronym to identify source (ie yE).By default is added to the end of a definition / acronym which can also represent the destination.Can be found in with such things as Ey / Ef / Ei for Energy of Self / You. t target identifies the source/destination as being the target as opposed to self (y / f / i). Typically added to the end of a definition / acronym. Can be found in with such things as Et for Energy of Target.Same placing representation as y / f. g ornq Hero specific set Quantity or Gain that a hero energises by, typically 15 for most heroes and 12 for Aries. Can be commonly represented by Eg / En.Egt / Ent for Target Energisation Quantity or Egy / Egf / Eny / Enf for Your Energisation Quantity G orNQ Hero specific set Energy Quantity / Gain that a hero energises by, typically 15 for most heroes and 12 for Aries and represents Eg / En /Eq.Gt / Nt for Target Energisation Quantity or Gy / Gf / Gi / Ny / Nf for Your Energisation Quantity D Damage. Short for DMG (Damage) when combined with other attributes such as Skill Damage (KD).Dt : Damage to Target, tD : Damage from Target, yD / fD : Damage from SelfyDt / fDt : Damage from Self to Target, tDy / tDf : Damage from Target to Self A Attack. Short for ATK (Attack) when combined with other attributes such as Attacks Per Second (APS).At Attack to Target, tA : Attack from Target, yA / fA : Attack from SelfyAt / fAt : Attack from Self to Target, tAy / tAf : Attack from Target to Self PS Per Second. Represents a quantity / rate over / for a 1 second duration. aPS orPSa Pa aS Averaged per Second / Per Second Average. The quantity / rate averaged as as an overall 1 second duration. Used to present periodic events as a Per Second Average such as Skill Damage (KD + aPS / PSa -> KDaPS / KDPSa). V orVSVPSAvaV AVerage (Per Second). The quantity / rate averaged as as an overall 1 second duration. Used to present periodic events as a Per Second Average and could be used in place of aPS / PSa / Pa / aS K Skill. Often used to represent damage from skill (KD / KDMG), skill damage average per second (KDaPS / KDPSa) or skill damage per second (KDPS). S% orCSc Scatter amount (%)

Version 2.1

 E Energy often used to represent final energy amount. AE (Attack Energy) would be the total of Scatter etc, EPS (Energy Per Second) would be after attacks, skills, scatter. yY you / self identifies the source/destination as being You (self) as opposed to target (t ). Attributes are typically assumed as self making the need to identify this reduntant and so y should only be used where clarifaction is needed.Typically added in front of a definition / acronym to identify source, ie your Energy (yE), your Attack (yA / yATK) .By default is added to the end of a definition / acronym which can also represent the destination.Can be found in with such things as Ey for Energy of Self / You. Only use uppercase Y when indentifying that everything belongs / relates to you / self. tT target identifies the source/destination as being the target as opposed to self (y). Typically added to the end of a definition / acronym. Can be found in with such things as Et for Energy of Target. Same placing representation as y. Only use uppercase T when indentifying that everything belongs / relates to target. gb Hero specific set Base Gain (Quantity) that a hero energises by, typically 15 for most heroes and 12 for Aries. Can be commonly represented by Eg / Eb. g cannot be used by itself, it must be used with E, whereas G can be used by itself as it represents the Eg / Eb combination.Egt / Ebt for Target Energisation Quantity or Egy / Eby for Your Energisation Quantity GB Hero specific set Base Energy Quantity / Gain that a hero energises by, typically 15 for most heroes and 12 for Aries and represents Eg.Gt for Target Energisation Quantity or Gy / By for Your Energisation Quantity D Damage. Short for DMG (Damage) when combined with other attributes such as Skill Damage (KD).Damage to Target (Dt), Damage from Target (tD), Damage from Self (yD)Damage from Self to Target (yDt), Damage from Target to Self (tDy). AATK Attack. A is short for ATK (Attack) when combined with other attributes such as Attacks Per Second (APS).Attack to Target (At), Attack from Target (tA), Attack from Self (yA) Attack from Self to Target (yAt), Attack from Target to Self (tAy) PS Per Second. Represents a quantity / rate over / for a 1 second duration such as with Attacks Per Second (APS) and Skill Attacks Per Second (SkAPS). PSV Averaged per Second / Per Second Average. The quantity / rate averaged as an overall 1 second duration for an overall / total duration and not just an event / function duration. Used to present periodic events as a Per Second Average such as Skill Damage (ie, the PSV of SkD results in -> SkDPSV or SkDV). V AVerage (Per Second). The quantity / rate averaged as as an overall 1 second duration. Used to present periodic events as a Per Second Average and could be used in place of PSV SkK Skill. Often used to represent damage from skill (SkD / KD / SkDMG / KDMG), skill damage average per second (SkPS / KPS / SkDPS / KDPS) or skill damage per second (SkV / KV / SkDV / KDV / SkDPSV / KPSV). Combined with A to represent Skill Attacks (typically in rate or action) (SkA), Skill Attacks Per Seond (SkAPS / KAPS) and Averaged Skill Attacks Per Second (SkAV / KAV / SkAPSV / KAPSV / VSkA / VKA) Sc Scatter amount (%).

From these we can derive the following:

 Targets self Energisation tAGPS or tAEgPSAEgPSt or AGPStAEPSt or tAEPSEgAPSt or APSGt TAPSE = (TAPS or APST or APSt) * (tEg or TEg or Egt or TG or GT or Gt or tG)TAPSE or TE.APSt = TEg or TG * TAPS Targets energisartion from ATK's AGPS or tAEgPSAEgPSt or AGPStAEPSt or tAEPStEgAPSt or APSyGttGyAPS or GtAPSytEgyAPS or EgtAPSytEgAPSy or tEgAPSyAPSyGt or yAPSGtAPSyEgt or yAPSEgtyAPStEg or yAPStG = APS * (tEg or Egt or Gt or tG)TE(Y'APS) = TEg or TG * APSy or yAPS Targert energisation from skill ATK's TE(Y'SkAV) = TEg or TG * Y'SkAV

Version 1.1b

 - S%V   / ScVS%PS / ScPSCV / CPS ScPS Average Scatter per Second KEV   / KEPSKEPSa / KEaPS KEPS Average Skill Energisation KEVt   / KEPStyKEVt / yKEPStyKEPSat / yKEaPSt KEPSt Average Skill Energisation for Target G   / NGy / NyyG / yN G self / you Energisation amount AG   /  ANyAG / yANAGy / ANy AG Amount of Energy from when you/self Attacks AGPS   /  AGaPSAGPSa / AGVAGaV / AGVyAGPSy / AGAvAGaV / AGaVAEPSa / ANPSa AEPS Average (Per Second) Energy from when self Attacks DEqftDEqftAEqf Your energisation from when you are Attacked / Damaged AEqt Energy from when target Attacks DEqt Amount target is Energised by when damaged AEaPSqtAEPSaqt Average Per Second Energy from when self Attacks AEPSt / AEAPt Energy from when target Attacks
 E Energy f / i self identifies the source/destination as being self as opposed to target (f). Typically added to the end of a definition / acronym. Can be found in with such things as Ef for Energy of Self. q / a Hero specific set Quantity that a hero energises by. Can be commonly represented by Eqt for Target Energisation Quantity or Eqi for Self Energisation Quantity t target identifies the source/destination as being the target as opposed to self (f). Typically added to the end of a definition / acronym. Can be found in with such things as Et for Energy of Target. APS : Attacks Per Second refers to the average number of times per second a hero attacks.APS = 1,000 / Attack Speed (Attack Speed is in ms) eAPS Energisation from Attacks Per Second: The average Per/Second amount a Hero Energises itself by from each of its standard attacks.eAPS  = APS * Energising Rate (Energising Rate is typically 15) eSPS Average Energy Scattered Per Second from a Scatter Talent / Crest seteSPS  = APS * Scatter% eTAPS Energisation of Target from Attacks Per Second: The average Per/Second amount a Hero Energises a Target by (before Scatter) from each of its standard attacks.eAPS  = APS * Targets Energising Rate (Energising Rate is typically 15) eTTPS Energy To Target Per Second: The average Per/Second amount of Energy that is Transferred to the Target from the Attack.eTTPS  = eTAPS  - eSPS TTePS Total Target Energisation Per Second: The total average Per Second amount the target is Energised from attacks and attacking. TAPSe Targets Attacks Per Second Energisation: The average Per/Second amount the Target Energises itself from each its standard attacks.TAPSe  = Targets APS * Targets Energising Rate (Energising Rate is typically 15) eSTAPS Energisation from Skill of Target Averaged Per Second

### Scatter Effectiveness

Scatter effectiveness represents how well scatter reduces a targets energy and is best measured as a Per Second (p/s) average with each element calculated as a p/s average. The average Energy Scattered Per Second from a Scatter Talent / Crest is referred to as the eSPS

Because a Heroes Energy increases every time it attacks and every time it is attacked or receives any DMG from a proc (skill), these will all need to be taken into account.

To calculate the targets p/s Energy increase, we start with these simplified p/s elements (here we are assuming that the target's Energy increase is the typical 15 but for Aries use 12):

1. eSPS (Scatter p/s) = Scatter% * Your APS (Attacks Per Second)
2. Your eAPS (APS) = 15 * Your APS (Attacks Per Second)
3. Your eSkill = 15 / CD[1] duration * Number of times DMG occurs from single proc
4. Targets eATK = 15 * Your APS (Attacks Per Second)
5. Other = eATK's and eSkill's on target from other heroes
TARGET ENERGY increase = Your eATK + Your eSkill + Targets eATK +Other
1. CD: if a hero does not have a CD, use this formula for an approx guide:
100 / 15 * APS (for Aries use 12 in place of 15)

Note: A targets energy does not increase when it procs. These elements will be refined later and here only serve as a crude approximate.

#### Step 1a. APS

First we need to take your hero's ATK SPD (Attack Speed) and turn this into its APS (Attacks Per Second):

 1a. Hero's APS = 1,000 / Hero's ATK SPD in ms

For example, a Skull Knight's ATK SPD is 600ms, Santa Boom's is 1,200ms, Cupid's and Pxie's is 1,500ms which we will round up to the nearest 200ms making it 1,600ms, Atlanticore's is 2,000ms and Druid's is 1,000ms, so:

 Skull Knight's APS = 1,000 /    600ms =  1.6667  APS Santa Boom's APS = 1,000 /    1,200ms =  0.8333  APS Cupid's / Pixie's APS = 1,000 /    1,600ms =  0.625  APS Atlanticore's APS = 1,000 /    2,000ms =  0.5  APS Druid's APS = 1,000 /    1,000ms =  1  APS

#### Step 1b. APS to eSPS

eSPS is the amount of Energy per / second that the Scatter will reduce by. So we now to work out how much your hero Scatters per second. To do this we take your hero's APS and the Scatter % of the talent or crest set:

 1b. Hero's eScatter = Hero's APS * Scatter %

For example, a Skull Knight's APS is   1.6667   and has a level 4/8 Scatter = 20%, Santa Boom's is   0.8333   and it has a 8/8 Scatter = 80%, Pxie's is   0.625   and has a built in level 5/8 Scatter = 25%, Atlanticore's is   0.5   and has a level 7/8 Scatter = 60% and finally Druid's is   1   and has a level 3/8 Scatter = 15%, so:

 Skull Knight's eScatter = 1.6667   * 20% (4/8) =  33.3333 Santa Boom's eScatter = 0.8333   * 80% (8/8) =  66.6667 Cupid's / Pixie's eScatter = 0.625   * 25% (5/8) =  15.625 Atlanticore's eScatter = 0.5   * 60% (7/8) =  30 Druid's eScatter = 1   * 15% (3/8) =  15

#### Step 2. eAPS

eAPS refers to the average per/second amount your hero will energise the target by We now need to work out, before Scatter is applied, the average your Hero is going to Energise the target per second fromeach of its standard attacks APS and the Scatter % of the talent or crest set:

 1b. Hero's eScatter = Hero's APS * Scatter %

For example, a Skull Knight's APS is   1.6667   and has a level 4/8 Scatter = 20%, Santa Boom's is   0.8333   and it has a 8/8 Scatter = 80%, Pxie's is   0.625   and has a built in level 5/8 Scatter = 25%, Atlanticore's is   1   and has a level 7/8 Scatter = 60% and finally Druid's is   1   and has a level 3/8 Scatter = 15%, so:

 Skull Knight's eScatter = 1.6667   * 20% (4/8) =  33.3333 Santa Boom's eScatter = 0.8333   * 80% (8/8) =  66.6667 Cupid's / Pixie's eScatter = 0.625   * 25% (5/8) =  15.625 Atlanticore's eScatter = 0.5   * 60% (7/8) =  30 Druid's eScatter = 1   * 15% (3/8) =  15

ATK
SPD
Operating
ATK SPD
APS   Scatter Per / Second Energy Reduction (eSPS)
1/8 2/8 3/8 4/8 5/8 6/8 7/8 8/8
200ms 200ms 5.0000 APS 25.0 50.0 75.0 100.0 125.0 200.0 300.0 400.0
400ms 400ms 2.5000 APS 12.5 25.0 37.5 50.0 62.5 100.0 150.0 200.0
600ms 600ms 1.6667 APS 8.3 16.7 25.0 33.3 41.7 66.7 100.0 133.3
750ms
800ms
800ms 1.2500 APS 6.3 12.5 18.8 25.0 31.3 50.0 75.0 100.0
900ms
1,000ms
1,000ms 1.0000 APS 5.0 10.0 15.0 20.0 25.0 40.0 60.0 80.0
1,200ms 1,200ms 0.8333 APS 4.2 8.3 12.5 16.7 20.8 33.3 50.0 66.7
1,400ms 1,400ms 0.7143 APS 3.6 7.1 10.7 14.3 17.9 28.6 42.9 57.1
1,500ms
1,600ms
1,600ms 0.6250 APS 3.1 6.3 9.4 12.5 15.6 25.0 37.5 50.0
1,800ms 1,800ms 0.5556 APS 2.8 5.6 8.3 11.1 13.9 22.2 33.3 44.4
2,000ms 2,000ms 0.5000 APS 2.5 5.0 7.5 10.0 12.5 20.0 30.0 40.0
2,200ms 2,200ms 0.4545 APS 2.3 4.5 6.8 9.1 11.4 18.2 27.3 36.4
2,400ms 2,400ms 0.4167 APS 2.1 4.2 6.3 8.3 10.4 16.7 25.0 33.3
2,600ms 2,600ms 0.3846 APS 1.9 3.8 5.8 7.7 9.6 15.4 23.1 30.8
2,800ms 2,800ms 0.3571 APS 1.8 3.6 5.4 7.1 8.9 14.3 21.4 28.6
3,000ms 3,000ms 0.3333 APS 1.7 3.3 5.0 6.7 8.3 13.3 20.0 26.7

#### Examples:

Pixie (Scatter 5/8 = 25%) has an APS of 0.625 (1500ms Attack Speed) attacking a Cupid with an APS of 0.8333 (1200ms Attack Speed):

 1. eScatter = -25% * 0.652 APS = -15.63 2. Your eATK = +15% * 0.652 APS =  +9.38 3. Your eSkill = +15% / 7sec CD * 0 =   0.00 4. Targets eATK = +15% * 0.8333 APS = +12.50 Total Target p/s Energy increase = =   +6.25

In this first example the Cupid's Energy increases by an average of +6.253 p/s.

Grizzly Reaper (Scatter 6/8 = 40%) has an APS of 1.25 (750ms Attack Speed) attacking a Cupid with an APS of 0.8333 (1200ms Attack Speed):

 1. eScatter = -40% * 1.250 APS = -50.00 2. Your eATK = +15% * 1.25 APS =  +18.75 3. Your eSkill = +15% / 5.33sec CD * 1 =  +2.81 4. Targets eATK = +15% * 0.8333 APS = +12.50 Total Target p/s Energy increase = =   -18.75

In this second example the Cupid's energy goes down by an average of 18.75 p/s (per/second).

### Calculating the your Teams Scatter effectiveness

The per second Scatter efficiency for each hero can be simplified as Scatter% - 15% * APS (Attacks Per Second).

But for a more accurate figure you need to round up ATK SPD to the nearest 200ms and take into account any ATK SPD buffs (increases) that typically come from a Berserk Talents/Crest and Pumpkin Duke proc's.

This can be calculated with the following formula:
= ( Scatter Level % - 15% ) * 500 / RoundUp( ATK SPD / 200 / (1+ Berserk ) / (1 + ATK SPD Buffs ) )  or:

\mathrm{ \text{Per Sec Scatter Effeciency} = \begin{align} \qquad \frac{(\ \color{blue} \mathrm{Scatter\ Level\ \%} \color{Black} - 15\%\ ) * 500} {RoundUp \Biggl( \begin{align} \dfrac{ \color{Violet} \mathrm{ATK\ SPD} \color{Black} \ /\ 200}{\dfrac{1+ \color{Plum} \mathrm{Berserk\%} \color{Black} \ }{\ 1 + \color{Magenta} \mathrm{ATK\ SPD\ Buffs \color{Black} \ } }} \end{align} \Biggr) } \end{align} }

The work out how efficient your base scatter will be (just for the attack part of your heroes before any DMG'ing skill / procs), you need to work this out for ALL friendly heroes in the battle, that is yours and whoever you are teaming up with.

• Having some high Scatter talent / crests on some heroes and not on others can undermine the effectiveness of using scatter.
• Use of DoT / rapid DoT (Damage over Time) heroes can severely undermine / compromise the use of scatter even when high level ATK SPD / Berserks are in use.
Hero Scatter ATK SPD Berserk PD /
Buffs
Calc Per/Sec
Pixie 5/8 (25%) 1,500ms 3/8 (20%) PD (0%) ( 25% -15% )*500 /
RoundUp( 1,500 / 200 / (1+ 20% ) )
8
Skull Knight 4/8 (20%) 600ms - PD (0%) ( 25% -15% )*500 /
RoundUp( 600 / 200 )
8.33
Druid 2/8 (10%) 1,000ms 5/8 (30%) PD (0%) ( 25% -15% )*500 /
RoundUp( 1,000 / 200 / (1+ 30% ) )
-6.5
Team Average Per / Second Target Energy Reduction 9.83

#### Understanding Energy and Demons

A Demon's energy increase by 15:

• this means that slowing down a Domon's ATK SPD will reduce the speed it energises from its own ATK's.
• every time it is attacked
• every time it receives DMG from a proc (skill)
• attack buffs do not count as attacks and proc [Attributes#Damagek|DMG]]
• proc [Attributes#Damagek|DMG]] from Aries and MC do not increase energy

A Demon does not increase energy from:

• Debuffs such as slow downs and ATK reductions
• Aries and MC proc's (skill)
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