Game build 16
data from 10/17/2026 19:00
page updated 18/10/2026 22:53
Glossary: what each word means here
The words that show up across the site, in plain English. When a term comes from the game, it's the game's own English name.
Stats and build
- STR, DEF, SPD, CUN, VIG
- Strength, Defense, Speed, Cunning and Vigor. The first four start at 5, Vigor at 0, and you get 5 points per level to train.
- Build
- How you split your points across the stats. “5/240/15” means 5 in STR, 240 in DEF and 15 in VIG, with SPD and CUN at the minimum (5).
- Respec (resetting your build)
- Moving the points you already trained all at once. One every 24 h, paid (except the free one everyone got when Vigor arrived), and never while your gang is at war.
- Hit strength and Defense
- The two numbers that decide who lands the hit in a fight (the game calls hit strength “attack”, but it isn't damage). They come from your stats (base + gear + drugs), your house's district bonus and PvP Power.
- PvP Power
- A percentage bonus that comes from gear. It multiplies your hit strength (you hit more), your defense (you get hit less) and your hit (it hurts more) all at the same time. It gives no HP.
- HP
- Your life in a fight. Max HP = 100 + 5 per level + Vigor (trained and from items) + the extra HP from gear. STR gives no HP.
Fights and war
- Hit chance
- Attacker's hit strength ÷ (attacker's hit strength + defender's defense), between 2% and 98%.
- Hit
- The damage: how much HP comes off when your attack lands in a war. It doesn't depend on STR: 20 × (1 + PvP Power) × weapon factor.
- Hit cap
- A hit never takes more than 45% of the max HP of whoever takes it (The Widow's crit is the exception).
- Hits you can take (lives)
- How many of your opponent's hits you take before you drop. That's why a few Vigor points more or less sometimes change everything: crossing an HP breakpoint gives you one more life.
- Counter
- Whoever attacks and misses takes the defender's hit, no roll and no weapon: 20 × (1 + his PvP Power).
- Duel
- Two players attacking each other every 30 s until one drops, no tools and no drugs, with the standard weapon sequence (My Little Friend, AK-47, then fists). On the pages, the chance to win is calculated exactly, no dice rolls; in the Calculator, from 10,000 simulated games.
- War loadout
- The 3 items you bring to the war: a firearm, a melee weapon and a tool, or The Widow with blades and fists.
- Tool
- Ballistic Shield, Field Med Kit or Flashbang. Only one fits per loadout. The shield can be raised on you or on an ally.
- Specialization
- Your role in the war, set by the tool (or by The Widow): 🛡 Tank, ✚ Medic, 💥 Support, 🎯 Sniper. Who plays which role is your gang leadership's call.
- Crit
- Every hit and counter can crit: ×1.5 after the cap. Chance = gear (up to 35%) + trained CUN (up to +5%); The Widow adds +25% on her shots.
- Focused
- When several enemies attack you at the same time in a war. Focused by 4, any build drops; what changes is how much damage you deal first.
- Megastructure
- One of the city's 5 buildings (one owner each, from level 40). While it's yours, its stats count as gear in everything: Torre Marlowe (+50 STR, +30 VIG); Estaleiro Corvo (+50 DEF, +30 VIG); Hangar 9 (+60 SPD); Hotel Valença (+30 SPD, +50 CUN); Farol Velho (+16 STR, +16 DEF, +16 SPD, +16 CUN, +16 VIG). It doesn't replace your house: both add up.
Gear
- Rarities
- From most common to rarest: Street (gray), Hustler (green), Syndicate (purple), Kingpin (yellow) and Godfather (red).
- BIS (best in slot)
- The best possible item for each body slot, picked by the math, not by eye: the first in each slot of the Items. It's the same set for any build.
- No-red
- A kit or build put together without any Godfather item, for those who don't have the reds yet.
- Street kit / green kit
- The cheap starting gear: the gray comes from the Starter Shop and the green from the Market.
Drugs and hospital
- Rotation
- One drug session to get more energy than your bar gives. You take a Soda Drink (it cuts overdose risk in half), then take the drugs one by one, in ladder order, and between doses you spend the energy on crimes. Each dose makes the next one riskier, so you stop when the risk gets too high. After 1 hour without taking anything, the risk resets and you can do another rotation. The recipe for each level is on the Drugs page.
- Ladder
- The order of the drugs in a rotation, strongest to weakest, so each dose goes in with the lowest possible risk.
- Streak (tolerance)
- How many doses you took in the last hour. Each dose raises the risk of the next one; after 1 hour without taking any, it resets.
- Soda Drink
- Cuts overdose risk in half for 20 minutes. Drops from crimes, can't be bought.
- Overdose
- You lose the dose, don't get its energy and go to the hospital. You don't die, and you don't lose levels or items.
- Hospital bill / bail
- The price to get out right away: 5 × the highest reward among the crimes you've already unlocked, lower the less time is left.
- Paying out of the day's profit
- The break-even rule: only pay the hospital if what you've made that day so far covers the bill. That way the day never closes in the red.
- Effect doesn't stack
- Taking the same drug again only refreshes the effect's timer; the bonus doesn't add up.
House, turf and business
- District tier
- The neighborhood's level (1, 2 or 3). A house in tier 2 gives +5% and in tier 3 gives +10% to all stats, and the tier also multiplies business income.
- Protection cut
- The share of business income that goes to the gang that runs the district (from 10% to 28%, depending on the district).
- Raid
- A hit on a business. When it works, it takes 50% of the cash that hasn't been collected.
- Detective Barone
- The crooked cop who sometimes shows up when you collect from a business and takes a cut of the envelope.
Numbers in the math
- Median
- The middle result: half the time it comes out better, half worse. It's the “normal”.
- Bad luck
- The worst case in every 10. It tells you whether the plan holds up on a bad day.
- Practical tie
- When two options are so close that the difference disappears in the game's luck. In that case the site shows the whole range.
Where the numbers come from
- From the game itself. Each item's stats, each drug's risk, each crime's weights and the Wiki text are read from the same pages you open when logged in. No password, token or cookie, and no action is taken in the game.
- The rules come from the Wiki. 51 formulas and constants are read from its text. If the game changes a formula, the math stops and flags it before recalculating anything.
- Checked against the server. The combat model reproduces the defense power the game shows for real players down to the third decimal place. The drug rotations were tested on a real account, recorded and checked dose by dose.
How the math is done
- Duel: exact win chance, adding up every sequence of hits and misses (no dice rolls, no noise), with the counter and the standard weapon sequence.
- BIS: the Items page measures each item on a grid of STR/DEF/VIG builds against a field of builds; the first in each slot is the BIS.
- Build tournament: every STR/DEF/VIG split against every other, to the KO, with the same luck for all builds.
- War (focused by 4): you against 4 real level 50 opponents from the server, with their real gear, 1,000 wars per build and the best ones again with 20,000.
- Checked against a real duel: the hit-by-hit log of a street corner duel matches the damage the model predicts.
- Drugs and progression: rotations and game days simulated dose by dose, with the overdose luck rolled: hundreds of paths from level 1 to 16 to get the median and the bad luck.
What the game changed in each build is in the patch notes.