Dead Cells HP calculator

Brutality:

Tactics:

Survival:

Difficulty:

Level: <choose> Prisoner's Quarters Promenade of the Condemnded Prison Depths Toxic Sewers Ramparts Ossuary Ancient Sewers Black Bridge Insufferable Crypt Stilt Village Slumbering Sanctuary Graveyard Forgotten Sepulchre Clock Tower Clock Room High Peak Castle Throne Room

Mob: <choose> Zombie Running Zombie Purulent Zombie (Graveyard) Corpse Fly Purulent Zombie (Sewers) Corpse Worm Weaver Worm Elite Lieutenant Scorpion Hammer Grenadier Bombardier Undead Archer Dark Tracker Runner Cannibal Shieldbearer Thorny Disgusting Worm Bat Kamikaze Buzzcutter Protector Slasher Catcher Axe Thrower Spawner Corpse Juice Lacerator Pirate Captain Spiker (Mushroom) Shocker Inquisitor360 Caster Golem Masker Guardian Knight Lancer The Concierge Conjunctivius Conjunctivius' Tentacle The Time Keeper The Hand of the King

Reset

HP: —

Damage cap: -

What am I looking at?

A calculator for hidden HP scaling of Dead Cells mobs. You can see how many hitpoints a Running Zombie would theoretically have in the Clock Room et cetera.

How accurate is this?

No idea. This game's scaling is ugly dark magic. This thingy uses the following formula deduced from the truelle gamefiles which may or may not be incomplete/incorrect:

[base mob hp]*(1+.12*[mobtier])*1.08^[stats]

We do not have access to the source code; deepnight does, and he is known for writing weird shit. In-game Cheat Engine tests give contradicting results so... whoops. Guess it's at least SORTA accurate.

Why is HP a range?

Mob HP/damage values are calculated according to your stats once you enter a level. When you collect new scrolls in the level, mob values aren't updated but the player's getting stronger. To counteract this, the game strengthens the mobs relatively to the room's distance from the level entrance. Longer levels are more affected (Ancient Sewers the most), while boss rooms aren't.

v1.03