These are the current combat mechanics and stats in Valheim.


Damage is calculated with the following formula:

Damage range

A weapon's damage range is calculated by multiplying the listed damage value with the minimum and maximum value of the related skill factor.

For players, the skill factor is increased by skill levels. Each skill level increases average damage by 1.5%.The skill factor caps at 1.0 so the max damage doesn't increase after level 75. This causes last 25 levels to increase average damage by 0.75%. At maximum skill level, the average damage equals 92.5% of the listed damage value.

These values are shown on the weapon tooltip. The orange number shows the listed damage. The yellow parenthesis shows the damage range.

Damage range for bows is the sum of bow and ammo damage.

When attacking, a random value is chosen within the damage range.

Backstab bonus

Backstab bonus is applied when attacking unaware enemies. The damage multiplier is shown on the weapon tooltip (from 2x to 10x).

Backstabbing an enemy gives it a backstab immunity for 5 minutes. Players are immune to backstab.

Stagger bonus

Staggering is caused by either causing enough Staggering or successfully parrying an attack. While staggered, the enemy is unable to act and takes double damage. Players can also get staggered but they won't take extra damage.

Staggering is caused by Physical damage. Some secondary attacks cause increased Staggering.

Duration of the stagger is different for every enemy and depends on the animation speed.

Attack bonus

Weapons with an attack chain deal double damage on the third hit.

Most secondary attacks also deal increased or reduced damage (from 0.5x to 3x).

Enemies deal 4% more damage for each additional player within 200 meters of the target.

Multitarget penalty

Hitting multiple enemies reduces the damage of melee attacks (except for bosses). The damage multiplier can be calculated with

  • 2 targets: 66.7%
  • 3 targets: 44.4%
  • 4 targets: 33.3%
  • 5 targets: 26.7%

However the total damage will be 33.3% higher than when hitting a single target.

Ground also counts as a valid target, even though it can only be destroyed with Pickaxes. This often causes reduced damage when attacking enemies on a higher ground. This also explains why Pickaxes sometimes deal reduced damage when mining.

Players can take advantage of this mechanic. For example taking 100 damage with 50 armor results in 50 damage taken. If the attack hits 2 targets then it only deals 66 damage and results in 22.2 damage per target. Even if both targets were players the total damage would be lower. Trees or structures can also be used as targets.


Block Power determines how much damage is absorbed when blocking. An item’s total Block power is indicated in the yellow parenthesis and depends on its stats as well as your Blocking skill. Blocking skill increases your Block Power by 0.5% for each skill point. With maximum Blocking skill, 50% more damage can be blocked.

Blocking uses 30 Stamina multiplied by the percentage of the used Block Power. Blocking skill indirectly reduces the Stamina usage by increasing the Block power. If there is not enough Stamina available, the block uses any remaining Stamina but without any damage absorption.

If the block lets any damage through, the player gets staggered.


When you block right before an attack hits you, the attack gets parried and you stagger your opponent.

Parry Force is the amount of Knockback dealt to the opponent upon being parried.

Parry Bonus is a multiplier applied to your Block Power when you parry an attack. This indirectly reduces Stamina usage. For example, if your Block Power is 20 and you have a Parry Bonus of 2x, you can parry attacks dealing up to 40 damage. The Parry Bonus does not apply to stagger damage.

Blocking has some benefits over dodging:

  • Uses less Stamina against smaller hits.
  • Blocking doesn't require precise timing.
  • Parrying causes stagger which doubles the damage.

Damage resistance

All attacks have a damage type. Enemies have weakness, resistance or immunity against different damage types. Players may also have weaknesses or resistances depending on their status effects and gear.

See Damage types for more info.


Armor has diminishing returns, reducing damage taken from hits by a flat amount up to a point, then a shrinking percentage after that. This ensures hits can never be reduced to 0, the damage calculation is as follows:

Code depicting how the damage taken is internally calculated.

For example, with 49 armor:

- 100 damage hit, 49 < 50, so (100 - 49), 51 damage taken.

- 50 damage hit. 49 25, so ((50/(49*4)) * 50), about 12.76 damage taken.

Graphic depicting the damage taken for a 100 damage hit with variable armor, meant to illustrate the point of diminishing returns.


Dodging turns the player briefly invulnerable allowing to ignore most sources of damage.

Dodging uses 15 Stamina multiplied by gear speed penalty. For example having -20% speed penalty would increase dodging cost to 18.

Dodging has some benefits over blocking:

  • No damage limit. Uses less Stamina when the damage is higher than half of the Block power.
  • Works against multiple enemies with the same Stamina usage.
  • Allows repositioning by choosing the direction.
  • Works against attacks from any direction.
  • Dodging works against most attacks that can't be blocked.
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