Angel Race: Odds and Star Stats
What this page helps you decide: Whether the most reachable mythical is worth a dedicated hunt, and which of its seven lines the official guidance rates lowest.
Angel is published at 0.30%, tenth of 13 by draw rate and the most common of the four mythical races by half again. It is one of two races on the table with seven bonus lines, the widest spread available: Attack Bonus 10%, Critical Rate 5%, Critical Damage 10%, Ultimate Charge Rate 10%, Movement Speed 20%, Dash Distance 30% and Health Bonus 15%, all at one star, and all exactly doubled at three. At 0.30% the average hunt is 333 rerolls, even odds arrive at 231, 90% confidence needs 767, and three stars averages 1,000 rerolls. That makes Angel 50% cheaper to hunt than the three 0.20% mythicals, which is the largest gap inside the mythical band.

All seven Angel lines, star by star
Attack Bonus 10, 15, 20. Critical Rate 5, 7, 10. Critical Damage 10, 15, 20. Ultimate Charge Rate 10, 15, 20. Movement Speed 20, 30, 40. Dash Distance 30, 45, 60. Health Bonus 15, 22, 30. Two of those seven are rounding cases: critical rate at 7.5 prints as 7, and health at 22.5 prints as 22. Angel is the only race that covers damage, critical, ultimate, movement, dash and health at the same time, which is genuinely rare on this table. The price of that breadth is that no individual line is large. Its biggest damage figure at three stars is 20% Attack Bonus, which is the same as a three star Human plus ten more percentage points, and less than half of Lucifer's 40%.
Two of the seven lines are ones the official guidance downplays
The official sub-stats page advises against stacking Ultimate Charge Rate because the ultimate already fills easily during normal play, and it describes Dash Distance as effectively a worse movement speed because it does not extend the dash invulnerability window. Angel carries both, at 20% and 60% respectively at three stars, and its Dash Distance line is the largest single number it provides. The same page also warns that critical rate is expensive early and that characters below Tier 3 should not chase critical bonuses, which puts Angel's 5% critical rate line in the same low-value bucket for most of a run. That leaves attack, movement and health as the lines doing the real work.
Where Angel sits among the 13 races
Tenth by draw rate and alone in the gap between Archdruid at 1.00% and the three-way 0.20% tie at the bottom. It is 85 times rarer than a common and 3.3 times rarer than Archdruid, but a full 50% easier to find than Night Elf, Demon or Lucifer. A full Battle Pass season of 28 rerolls gives an 8.1% chance of at least one Angel, against 5.5% for a named 0.20% race and 22.4% for any mythical at all. Some third-party tables publish 0.4% for Angel rather than the official 0.30%, and the same tables publish 0.3% for Demon where the official figure is 0.20%. Those are the only two races where the third-party set is generous rather than stingy.
Step-by-Step
- Understand what 0.30% buys you. Angel needs 231 rerolls for even odds against 347 for a 0.20% race, so it is meaningfully the cheapest mythical hunt.
- Count the lines, then weigh them. Seven bonus lines is the widest spread on the table, but two of them are stats the official sub-stats page rates as low priority.
- Note the low critical rate. At 5% one star and 10% at three, Angel has the smallest critical rate line of any mythical, well below the official per-weapon bands.
- Plan the star climb separately. Two further copies average 667 more rerolls on top of the first, so three stars is a long-term project rather than a season goal.
Data Tables
| Bonus | One star | Two stars | Three stars |
|---|---|---|---|
| Attack Bonus | 10% | 15% | 20% |
| Critical Rate | 5% | 7% | 10% |
| Critical Damage | 10% | 15% | 20% |
| Ultimate Charge Rate | 10% | 15% | 20% |
| Movement Speed | 20% | 30% | 40% |
| Dash Distance | 30% | 45% | 60% |
| Health Bonus | 15% | 22% | 30% |
Values from the official Template:Races. Critical rate and health are rounding cases at two stars, from 7.5 and 22.5 respectively.
| Race | Draw rate | Even odds at | Bonus lines | Biggest three star line |
|---|---|---|---|---|
| Angel | 0.30% | 231 rerolls | 7 | Dash Distance 60% |
| Night Elf | 0.20% | 347 rerolls | 6 | Luck 200% |
| Demon | 0.20% | 347 rerolls | 7 | Dash Distance 60% |
| Lucifer | 0.20% | 347 rerolls | 6 | Luck 100% |
Rates and lines from the official Template:Races. Even-odds figures are our arithmetic. Angel is the only mythical you can expect to see in under 300 rerolls.
Tips & Notes
- Angel is the mythical to take if one lands in your slot, but it is the wrong one to hunt for if you specifically want damage.
- Its 60% Dash Distance at three stars is the largest single number on the race, and the official guidance rates that stat least useful.
FAQ
How rare is the Angel race in Iron Soul: Dungeon?
0.30% per reroll, the most common of the four mythicals. That averages 333 rerolls, with even odds at 231 and 90% confidence at 767.
Does Angel have the most bonus lines?
It is tied for the most, with seven lines alongside Demon. Night Elf and Lucifer have six, and every other race has four or fewer.
Is Angel worth hunting over Demon or Lucifer?
It is 50% cheaper to reach at 231 rerolls for even odds against 347, but its largest damage line at three stars is 20% Attack Bonus against Demon's 24% and Lucifer's 40%.
Sources
- Official Official Iron Soul Roblox Wiki - Template:Races — Source of the 0.30% rate, all seven Angel lines, and the comparison figures for the other three mythicals.
- Official Official Iron Soul Roblox Wiki - Sub-stats — Source of the advice against stacking ultimate charge, the Dash Distance invulnerability note, and the early-game critical rate warning.