Attacking and Battle Stats
How the four battle stats resolve fights, Leave/Mug/Hosp/Arrest outcomes, wiki matchup curves, approximate damage math, and how Fair Fight ties into chaining.
By Weav3r
Overview
Every attack costs 25 energy (or 15 under Love Juice Valentines). You get 25 turns or five minutes. Miss both clocks and you stalemate (25 turns, no respect) or time out (attacker loss / hosp). Rules: Attack and Battle Stats.
Related guides
Matchups, damage, and outcomes live here. Gym growth: Gym training. Drug effects: Rehab. Chain / war score: Chaining and Ranked wars. Exact coded hit formulas are unpublished; when forum numbers disagree with the wiki, trust the wiki.
Read the four stats
| Stat | What it does in combat |
|---|---|
| Strength | Increases the damage you deal each hit |
| Defense | Reduces the damage you take per hit |
| Speed | Increases hit chance; decreases opponent escape chance |
| Dexterity | Increases dodge, stealth, and your escape chance; reduces opponent stealth / escape |
Each turn asks can you land the hit? (Speed vs their Dexterity, plus weapon Accuracy) and how much damage gets through? (Strength vs their Defense, then armor). Grow stats in the gym. The old 50 million per-stat soft cap was removed August 2022 (Patch #250). Permanent % also comes from education passives and merits (Brawn / Protection / Sharpness / Evasion: 3% per pip, max +30% each).
Check matchup curves
The wiki publishes battle-stat weights vs a 10,000,000 baseline. Equal Speed vs Dexterity ≈ 50% hit baseline before Accuracy. Equal Defense vs Strength ≈ 50% mitigation. Diminishing returns kick hard above parity.
Speed vs 10M Dexterity (wiki hit %)
Selected points from the Torn wiki Battle Stats table. Speed vs Dexterity is an approximation on the wiki.
Defense vs 10M Strength (wiki mitigation %)
Selected points from the Torn wiki Battle Stats table. 100% mitigation at 140M Defense vs 10M Strength on the published table.
Try your ratio on the wiki tables
Est. hit chance
50.00%
Wiki equivalent
10,000,000
Speed vs 10M Dexterity baseline
Interpolates Torn wiki Battle Stats weight tables (vs 10M baseline). Speed vs Dexterity is marked approximate on the wiki. Not a full fight simulator - ignores accuracy, passives, temps, armor, and variance.
Proxima summary (approximate)
Proxima - Battle Stats Interplay: 1:1 Def:Str → ~50% mitigation; every doubling of opponent Strength beyond parity → about −10% mitigation → ~0% at 32:1; ~14:1 Def:Str → ~100%. Hit chance starts ~50% at 1:1 Speed:Dex. Use wiki tables / TornStats tools, not as gospel code.
Estimate damage
Strength sets how hard hits hurt before Defense and armor. Community curve (Vladar / Proxima, approximate): headshot damage ≈ `7·(log10(STR/10))² + 27·log10(STR/10) + 30`.
- Body parts (Attack wiki, large datasets): Head / Throat / Heart ×3.5, Chest / Stomach / Groin ×2, Arm / Leg ×1, Hand / Foot ×0.7.
- Crit - base 12% (Patch #179). Anatomy education, Critical Hit Rate merits (+0.5% per pip, +5% max), lasers, Expose, Sylo Tooth add more.
- Armor - `D(A) = D(I) × (1 − A/100)` (e.g. armor 40 turns 1000 into 600).
- Weapon pipeline (approximate, Proxima): `TOT ≈ STR_DMG × (1−DEF_MIT) × (1−ARMOR) × passives × (WEAPON_DMG/10)`. Mastery ticks tested at +2.5% each (path +25%).
Approximate damage sandbox
STR part damage
444.0
Before mit / armor
After DEF mit
222.0
After armor
133.2
D×(1−A/100)
Est. hit damage
666.0
Incl. weapon ÷10
STR headshot curve ≈ Proxima/Vladar (forum). Body multipliers and armor formula from Attack wiki (community-confirmed body parts). Weapon pipeline ≈ Proxima Attacking: Weapon Damage. Approximate - not game code.
Pick an outcome
After you win, the outcome button decides XP, respect, and lockout. Prefer the wiki over older hosp-minute quotes.
Outcome picker
XP
Most XP
Respect
Full (tied with Hosp)
Lockout
15-30 min base
Best for: Leveling targets, chaining, most war hits
Numbers from Torn wiki Attack / Leave / Mug / Hospitalize / Arrest. Older forum guides sometimes quote longer hosp times - prefer the wiki.
| Outcome | XP | Respect | Typical lockout (wiki base) |
|---|---|---|---|
| Leave | Most | Full (tied with Hosp) | 15-30 minutes |
| Mug | Less than Leave | ~75% of Leave/Hosp | ~30-45 minutes |
| Hospitalize | Least | Full (tied with Leave) | 3-3.5 hours |
| Arrest | Same as Leave | Same as Leave/Hosp | Jail (duration varies) |
- Leveling targets: almost always Leave (Leveling).
- Retaliation: Hospitalize the attacker of a factionmate within five minutes for 1.5× respect.
- Arrest: Detective Agency ≥3★ and Deputised ≥3 days (Arrest).
- Mug cash: base steal starts ~5% wallet, RNG toward 10%; Masterful Looting can push toward 7.5-15%.
- War / chain: prefer Leave; Mug only if leadership says so (Chaining).
Run the fight clock
- Spend 25e to open (confirm gear / temps / meds first).
- Each turn: Primary, Secondary, Melee, Fists/Kick, Temporary, or Escape after a defender miss.
- 1 second cooldown between turns (Patch #191).
- Finish with an outcome before 25 turns or five minutes.
- Stalemate (25 turns): no respect; does not reset kill streak.
- Timeout (5 minutes unfinished): attacker loses / hosp.
- Escape: after a defender miss; chance from your Dex vs their Speed.
- Stealth vs anonymous: stealth is preference + fight factors; anonymous costs points and hides your name on the victim’s log. Neither raises damage. Details on the Attack wiki.
- NPC loot: wait for NPC UP via YATA / Discord bots; join packed fights; watch both clocks (Curio).
Buff for combat
Full drug roster (combat + energy + addiction): Rehab. Fight-relevant deltas:
| Buff | Combat delta |
|---|---|
| Vicodin | +25% all battle stats |
| Xanax | −35% all battle stats (energy tool, not a fight buff) |
| Love Juice | +50% Speed, +25% Dex (also cheaper attacks in event) |
| LSD | +30% Str, +50% Def, −30% Speed & Dex |
| Ketamine | −20% Str & Speed, +50% Def |
| PCP | +20% Str & Dex |
| Opium | +30% Def |
Common war stack: Xanax for energy, then Vicodin ~1-2 hours pre-fight on leadership’s clock (Ranked wars). Companies / armor / weapon bonuses: wiki + Ranked gear.
Tie into chains
Fair Fight (FF) is mainly a respect multiplier on successful hits (especially faction chains). Certain tools can estimate FF before you spend 25e. Full 1×-3× rules, timers, and bonus hits: Chaining.
- Prefer Leave on chain/war targets.
- Inside hits (war opponent) score war points; outside hits feed chain only (Ranked wars).
- Retal window: 5 minutes, must Hospitalize.
Do this
- Gear + temps + meds ready; stealth preference set if you want it.
- Know the outcome you need (Leave vs Hosp vs Mug) before the last hit.
- Watch turn count and the five-minute clock.
- For leveling targets: Leave only. For retals: Hosp within 5 minutes.
- Check FF / loadout before spending 25e on serious targets.
- After fights: heal, bank mug-prone cash, review what failed.
Sources
Frequently asked questions
How much energy does a Torn attack cost?
Every attack costs 25 energy (or 15 under the Love Juice Valentines event). You get 25 turns or five minutes to finish.
What do the four battle stats do?
Strength drives damage, Defense mitigates damage taken, Speed helps you hit and go first, and Dexterity helps you evade. Official weight tables are on the Torn wiki Battle Stats page; exact coded formulas are unpublished.
Where does Fair Fight fit into attacking?
Fair Fight is mainly a respect multiplier on successful hits (especially chaining), not your hit-chance formula. See the chaining guide for 1× to 3× Fair Fight rules.
Related guides
Leveling · Travel
Leveling Guide (to 15 and Beyond)
Prep stats and gear, dump energy into Leave attacks on weak high-level targets, hit 15 for travel, then stop forcing levels.
Gym · Leveling · Education
Gym Training and Battle Stats
Vladar gym gains, happy drain, happy vs energy eras, whoring ratios, Xanax baselines, and interactive calculators - without treating the old 50m soft cap as current.
Education · Medical · Points
Education Courses and Paths
How Torn education works, how to cut course time, a safe early path (Intravenous Therapy then Sports Science), playstyle branches, and degree lookups.
Points · Stocks · Crimes
Merits and Awards
How merits work, one default spend ladder, playstyle deltas, easy awards to farm, and an appendix catalog of upgrades.
Medical · Travel · Education
Drugs, Addiction, and Rehab
One drug table with combat and energy effects, Xanax / Vicodin / Ecstasy playbooks, addiction cues, and when to rehab in Switzerland.
Medical · Safety
Blood Bags and Blood Types
Learn your blood type by filling an empty bag, read the compatibility chart, stock heal vs hosp bags, and link out for trading self-hosp.
Faction · Ranked Wars
Faction Chaining
Chain timer and cooldown, bonus hits, unlock costs, respect multipliers (FF, war, retal, mug), stacking, and ranked-war chain rules.
Ranked Wars
Ranked Wars for Beginners
Enlistment, Lead Target scoring, decay, Xanax stacking, termed vs untermed fighting, and cache rewards for ranked wars.
Ranked Wars · Trading
Ranked Weapons and Armor Basics
Buyer path for Yellow / Orange / Red gear: identify, tooltip, scrap floor, comps, verify. Cache BB costs and armor piece % rolls.