All 11 Sub-Stats and Crit Targets
What this page helps you decide: how many of each sub-stat to keep on a piece of gear, and whether you should be chasing crit chance yet at all.
Sub-stats are rolled when an item is forged or dropped and they come from gear, pets and whichever scroll you have equipped. The ore you forge with does not influence which sub-stats appear, although item level appears to affect the ceiling on their percentages, and a single item can roll the same sub-stat twice. There are eleven of them and the wiki attaches a recommended cap to most, which is more concrete guidance than any competing page carries. Two of the eleven are named in a way that will mislead you if you take them at face value. Attack Bonus sounds like it should only affect basic attacks and in fact raises all damage. Base Attack Bonus is the one that only raises basic melee damage, and it does not appear anywhere in the character panel, so the only way to see it working is to hit a training dummy. Getting those two the wrong way round is the most expensive mistake available in this system.

The three comfort lines that are worse than they look
Movement Speed, Dash Distance and Dash Charge Rate all roll commonly on light armour and occasionally on heavy helmets, and none of the three is a damage or survival line. The wiki is direct about Dash Distance in particular: it does not extend the invulnerability window on a dash, so a longer dash is essentially a worse movement speed line. Dash Charge Rate is a survivability comfort stat that the same page rates below simply stacking health. Movement Speed it describes as fun rather than core. If you are optimising, these three are the lines you accept as the price of a good roll elsewhere rather than the lines you re-forge to obtain. Ultimate Charge Rate gets a similar caution for a different reason: the ultimate already charges quickly, so heavy investment there produces little.
What the character panel will and will not show you
Four sub-stats have their own visible readouts. Health Bonus shows as a green plus figure on the health line. Attack Bonus shows in yellow. Skill Damage, Critical Damage and Critical Chance each get their own labelled entries. Base Attack Bonus has no readout at all, which is why the wiki tells you to test it on a training dummy. That asymmetry matters when you are comparing two forged items: one of them can be carrying a line that never appears in any comparison screen. It also explains a common complaint that two apparently identical weapons hit differently. Rarity is the other half of the picture, because rarity governs how many sub-stat lines an item carries, with the second wiki stating four lines for the top rarity.
The main attribute list is not a primary source
Neither wiki has a page for main attributes as distinct from sub-stats. The only list in circulation comes from a third-party database, which names five: Health Bonus, Attack, Move Speed, Cooldown Reduction and Range. That page admits it cannot verify the per-point scaling or the caps and publishes no numbers. One of those five, Range, does not exist among the eleven sub-stats at all, so either the list is mixing skill tree nodes with sub-stats or Range is a skill tree exclusive. We have no way to tell from the sources available, and neither does anybody else publishing on this game, so it stays on the unresolved pile rather than being written up as fact.
Step-by-Step
- Read Attack Bonus as a global damage line and Base Attack Bonus as a basic-attack-only line. The wiki caps the first at four lines and advises keeping none of the second unless you genuinely spend your time on basic attacks.
- Take at least one Cooldown Reduction line. It is division rather than subtraction, so at 100 percent a thirty second skill becomes a fifteen second skill, and a single item can reach 24 percent late in the game.
- Cap Health Bonus at two lines and Skill Damage at four. Both are additive multipliers on their own tracks, and stacking beyond the cap crowds out the lines that scale better.
- Do not chase crit until Tier 3. Crit Damage does nothing without crit chance behind it, and the wiki calls early crit investment too expensive to be worth it.
- Aim your crit chance at your weapon class, not at a universal target. Heavy weapons and bows want 90 to 100 percent, staves want 80 to 90, and light weapons and gauntlets are fine at 65 to 90.
Data Tables
| Sub-stat | What it does | Where it rolls | Recommended cap |
|---|---|---|---|
| Health Bonus | Additive multiplier on health, shown green in the panel | Common; heavy weapons, staves and heavy armour | No more than 2 lines |
| Attack Bonus | Additive multiplier on all damage, not only basic attacks | Uncommon; all weapon classes, rare on armour | No more than 4 lines |
| Base Attack Bonus | Raises basic melee damage only, and is invisible in the panel | Uncommon; weapons, almost never armour | Keep none unless you live on basic attacks |
| Skill Damage | Raises skill damage only, with its own panel entry | Uncommon; all weapons, rare on armour | No more than 4 lines |
| Critical Damage | Raises crit damage, worthless without crit chance | Rare; every slot, weapons most often | No more than 3 lines |
| Critical Chance | Raises crit rate, with its own panel label | Uncommon; weapons most often | Target depends on weapon class |
| CD Reduction | Divides cooldowns: at 100 percent a 30s skill becomes 15s | Rare; more common on weapons | At least 1 line; up to 24 percent on one item late |
| Movement Speed | Raises movement speed | Common on light armour, sometimes heavy helmets | Optional, described as fun but not core |
| Dash Distance | Longer dash, with no extra invulnerability window | Same slots as movement speed | Not recommended |
| Dash Charge Rate | Faster dash recharge, a survivability comfort line | Same slots as movement speed | Rated below simply stacking health |
| Ultimate Charge Rate | Faster ultimate charge from dealing damage | Common on both weapons and armour | Do not stack; the ultimate charges fast anyway |
Read from the sub-stats page on the official-branded wiki, last edited 2026-07-19, which states it is current as of game version 10.4. The two highlighted rows are the pair whose names invite the wrong reading.
| Weapon class | Target crit chance | Note |
|---|---|---|
| Light Weapon | 65 to 90 percent | Fast attacks reach the target with fewer lines |
| Staff | 80 to 90 percent | Middle of the range |
| Heavy Weapon | 90 to 100 percent | Slow, heavy hits want near-certain crits |
| Gauntlet | 65 to 90 percent | Same band as light weapons |
| Bow | 90 to 100 percent | Same band as heavy weapons |
From the same sub-stats page. This table is one of two independent places on that wiki where Gauntlet and Bow appear as classes, the other being the forge cost table, which is why we treat both as real classes despite the weapon template having no gauntlet tag.
FAQ
What is the difference between Attack Bonus and Base Attack Bonus?
Attack Bonus raises all of your damage despite the name suggesting otherwise, and the wiki caps it at four lines. Base Attack Bonus raises only basic melee damage, has no readout in the character panel, and the wiki advises keeping none of it unless basic attacks are your main damage source.
How much cooldown reduction should I aim for?
At least one line, according to the wiki, and it is worth more than it looks because the reduction is a division. At 100 percent reduction a thirty second skill comes back in fifteen seconds. A single late-game item can carry up to 24 percent.
When should I start building crit?
Not before Tier 3. The wiki calls early crit investment too expensive to be worth it, and Critical Damage in particular does nothing until you have the crit chance to trigger it.
Can one item roll the same sub-stat twice?
Yes. The wiki states that duplicate sub-stats on a single item are possible, which is one more reason to compare rolled items line by line rather than by rarity.
Sources
- Official Official Iron Soul Roblox Wiki - Sub-stats — All eleven sub-stat descriptions, drop tendencies and caps, and the crit chance table by weapon class. Last edited 2026-07-19, stated current as of version 10.4.
- Official Official Iron Soul Roblox Wiki - Forging — The rule that rarity governs sub-stat count rather than base stats, and that a Mythic result requires at least half Mythic ore.