Angels

Flock of the Seraphim Passives and Stats

The numbers on an angel card, plus the one named passive we can quote.

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Passives and Stats

The first big demo update did the important thing: every owned angel received a passive, and the flock screen learned to sort by ability. 1.0 still runs on that idea. If you only read portraits, you will recruit three cute holes. This page is the card-text page. The pocket version is the stat glossary.

The printed five

Official copy lists fire rate, reload, damage, pierce, and health recovery as the stats angels improve. That is the whole public block. There is no leaked spreadsheet on Steam.

  • Damage is the obvious number and the worst one to stack alone. A hard-hitting rifle that never fires is a stick.
  • Fire rate is how often the holy toy cycles. Fast families (pistols, some shotguns) scale like candy. Slow families (RPG) need it before you add a second launcher.
  • Reload is the empty time. Dual pistols and shotguns feel it first. A reload angel can carry a greedy flock through the last two minutes of the first boss.
  • Pierce is how many demons a projectile can pass. Bows and rifles drink it. Shotguns already spray a cone; pierce is a bonus, not a personality.
  • Health recovery is sustain between hits. It buys a graze. It does not buy a stand-still in a spawn pocket. Pair it with feet, not with hope.

Split Shot, the one we can quote

The sword demo update said Split Shot now fires the second projectile behind the angel except on shotgun. That is a stance rule. Face the densest clump and let the back shot tax the trail. If you stand with a wall behind you, you donated the extra bullet to masonry. Shotgun users should not plan a rear tax at all.

Other passives exist. The update said angels can be sorted by ability, which means the roster has more than one name. This wiki will print those names when they are visible and stable. Until then, sort in-game and pick the text that covers a hole: extra projectile, extra sustain, extra reload. Do not pick a mystery line because it glows.

Crit, Move Speed, and life steal

Steam trainer achievements now print three extra in-run words the store page skipped: Crit Rate, Crit Damage, and Move Speed. Each trainer asks you to raise that stat five times in one crusade. Life Stealer asks you to heal from life steal 250 times. Those are overlay facts, not a leaked spreadsheet. Treat Crit Rate as how often a hit rolls a crit, Crit Damage as how hard those crits land, and Move Speed as feet. None of them replace fire rate when the wave is already wrapping you. Life steal is a sustain counter. It is not a license to tank a demon lord. The pocket versions live on the stat glossary.

Luck, elements, and other hub words

Luck has its own Steam thread. Treat it as a roll weight for drops and club boxes, not as a damage stat. If a card says Luck and you are dying to stomps, you picked the wrong card.

A launch review mentioned a “solid build system with angel passives, elements and stuff” and grinding to synergize with classes. That is a player reading, not a store table. If you see an element tag on a card, pair it with a matching family only after the two-range rule from Getting Started is already true. Theme after survival.

How to read a card in five seconds

  1. What range is this family? If you do not know, open Weapon Types.
  2. Which of the printed five is high? Stack that, do not fight it.
  3. Does the passive cover a hole you already feel? If not, skip it.
  4. Will this recruit duplicate your weakest range? If yes, skip it even if the art is better.

Endless makes the last question louder. Late items thin out; passives that keep you firing matter more than novelty auras. The item tier list names the auras people already regret. This page is the reason those regrets happen: they stacked glow instead of reload.

When a future patch prints a full ability manual, update this page and the glossary together. Until then, the sort-by-ability toggle is the manual. Use it. The flock is a card game that also runs.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What stats do angels have?

Official copy lists fire rate, reload, damage, pierce, and health recovery. Passives sit on top of that block.

What does Split Shot do now?

Demo notes say the second projectile fires behind the angel except on shotgun. Stand so the back shot still hits a demon.

Is Luck a damage stat?

There is no official formula. Treat it as a drop-weight guess, not as a replacement for pierce or fire rate.

Where can I sort angels by ability?

The first big demo update added an ability sort. 1.0 still expects you to use the flock screen that way.