- Sengoku Rance stats determine damage, defense, healing, speed, troop limits, and recruitment cost.
- Class bases matter because identical character stats perform differently across troop types.
- Battlefield Adjustment increases damage for one side while reducing incoming damage.
- Troop size scales unevenly, so adding soldiers gives diminishing returns after key thresholds.
- Best practice: prioritize speed, useful skills, battlefield control, and class synergy over raw troop count.
Sengoku Rance stats: What Each Value Does
Sengoku Rance stats are divided into battle stats and non-combat stats. Battle values affect performance during army or commander battles, while Search, Negotiation, and Construction shape the strategic layer. The most important point is that a character’s displayed attributes do not work in isolation: class base values, troop size, skills, buffs, and battlefield conditions all modify the final result.
Video Highlights:
- Commander usefulness depends on class, availability, skills, and dungeon value.
- Ninja, tactician, and special-skill commanders can outperform units with higher raw attack.
- Some characters are valuable outside combat because of Search, Negotiation, or Construction.
| Stat | Main effect | Practical priority |
|---|---|---|
| Troop size | Determines combat durability and contributes to damage or healing formulas | High, but diminishing returns apply |
| Moves | Sets how many actions a commander can perform in battle | Extremely high for key units |
| Attack | Raises physical damage through the attack formula | High for physical attackers |
| Defense | Reduces physical damage received | High for front-line units |
| Intelligence | Affects magic damage, magic defense, tactician buffs, and some support effects | High for tacticians and magic users |
| Speed | Reduces action delay and influences turn order | High for fast attackers and assassins |
| Search | Supports scouting, dungeon discovery, treasures, and special locations | Strategic utility |
| Negotiation | Supports diplomacy, prisoner persuasion, and recruitment | Strategic utility |
| Construction | Supports National Power and battle preparation | Useful between battles |
| Cost | National Power required to employ a commander | Lower is generally better |
The core formulas listed in the Sengoku Rance Parameters & Formulae reference use class bases alongside individual attributes:
- Attack Power = class base attack + ATK × 10
- Defense = class base defense + DEF × 8
- Magic Attack = base intelligence + INT × 10, adjusted by Onmyou Defense
- Magic Defense = INT × 7
- Speed changes delay rather than producing a simple displayed damage bonus.
Compare a commander’s stats with the class base before judging them. A high-INT tactician and a high-INT attacker may convert that Intelligence into very different results.
Class Comparison and Base Modifiers
Class bases explain why two commanders with similar displayed attributes can fill completely different roles. Musketeers have exceptional base attack and low delay, while Ninjas act quickly and bring utility. Ashigaru and Knights provide efficient protection, whereas Onmyouji and Mages specialize in Intelligence-based effects.
| Unit class | Base ATK | Base DEF | Base INT | Delay | Troop ratio |
|---|---|---|---|---|---|
| Samurai | 60 | 30 | 5 | 12 | 1.0 |
| Ashigaru | 45 | 20 | 5 | 11 | 1.5 |
| Tactician | 38 | 10 | 5 | 20 | 1.0 |
| Archer | 40 | 15 | 5 | 15 | 1.5 |
| Ninja | 38 | 15 | 5 | 6 | 0.7 |
| Musketeer | 130 | 0 | 5 | 8 | 0.7 |
| Onmyouji | 35 | 10 | 40 | 14* | 0.7 |
| Mage | 35 | 10 | 45 | 17 | 1.0 |
| Sohei | 50 | 30 | 20* | 20 | 1.0 |
| Cavalry | 80 | 30 | 5 | 10 | 1.0 |
| Knight | 60 | 30 | 5 | 14 | 1.0 |
| Cannoneer | 110 | 0 | 5 | 15 | 1.0 |
*The reference notes special behavior or uncertainty for certain Miko and Sohei Intelligence interactions, and Onmyouji delay can often function closer to 8 in practice.
Front-Line Defense
Ashigaru and Knights are strong defensive choices. Their Guard effects can reduce incoming non-magic damage, and both have low healing costs.
Fast Utility
Ninjas have the lowest listed class delay and can provide scouting, assassination, dungeon utility, or action manipulation.
Physical Burst
Musketeers and Cannoneers have powerful class attack bases, but their positioning, troop ratios, and lack of defensive flexibility require care.
Magic and Support
Mages, Onmyouji, Tacticians, and Sohei gain value from Intelligence, buffs, healing, or battlefield control rather than basic attacks alone.
The troop ratio affects maximum troop scaling. A class with a ratio of 1.5 can reach a larger troop count than a class with a ratio of 0.7 under the same underlying limit. That does not automatically make the higher-ratio class better because skills, damage conversion, delay, and survivability remain important.
Do not rank classes by base attack alone. A high-attack class with poor positioning or limited actions may contribute less than a lower-attack commander with speed, buffs, assassination, or battlefield utility.
Damage, Troop Size, and Battlefield Adjustment
Damage depends on adjusted troop size, the difference between attack and defense, skill modifiers, and Battlefield Adjustment. Troop additions become less efficient as a unit grows, which makes skills and favorable combat conditions increasingly important during large battles.
| Troop range | Unit value | Adjusted troop size |
|---|---|---|
| 0–500 | 1 | Troop size |
| 500–1,999 | 1/2 | Troop size ÷ 2 + 250 |
| 2,000–9,999 | 1/4 | Troop size ÷ 4 + 750 |
A simplified physical damage model is:
Damage = adjusted troop size × (Attack − Defense)% × skill modifier × (1 + Battlefield Adjustment)
The game applies a minimum difference of 10 for physical and magic calculations. The damage value inside the formula is also limited by actual troop size in ordinary situations, although high-multiplier skills can exceed that practical limit.
| Battlefield | Defender’s starting advantage rating | Battlefield Adjustment |
|---|---|---|
| Field | +10 rating | +0% |
| Town | +20 rating | +10% |
| Castle | +40 rating | +20% |
| Successful scouting | Adds the scout difficulty | Adds the same percentage to the scouting side |
| Encampment Construction | Skill-based | +4%, +6%, or +8% per level |
| Battle preparation | Province-based | Increases the next battle’s starting adjustment |
Battlefield Adjustment benefits the side favored by the modifier. That side generally deals more damage and takes less damage. The final adjustment is capped at 50% in favor of either side, even if preparation or scouting would push the underlying value higher.
Before spending actions on extra attacks, look for ways to improve Battlefield Adjustment through scouting, preparation, terrain, or Encampment Construction. A favorable battlefield can amplify the entire army.
How troop scaling changes strategy
Large troop counts still improve endurance, but each additional block of soldiers contributes less effective value than the previous block. This creates several practical priorities:
- Avoid treating 2,000 troops as four times as effective as 500 troops.
- Use high-multiplier skills after improving battlefield conditions.
- Protect units with valuable actions instead of exposing them for marginal damage.
- Remember that troop size also affects cost and may increase National Power pressure.
Speed, Actions, and Battle Preparation
Speed is governed by delay rather than a simple initiative score. Class delay, personal Speed, speed buffs, and skill recovery time all affect when a unit can act again. Lower delay is faster, so a quick Ninja or Musketeer can often act before a slower support unit even when the support unit has strong abilities.
Check Class Delay
Start with the class value. Ninjas have a listed delay of 6, Musketeers 8, Cavalry 10, Ashigaru 11, and Samurai 12. Higher values generally delay the next action.
Apply Personal Speed
A Speed value of 0 adds delay, while each additional Speed point reduces delay. The reference describes 9 Speed as equivalent to a substantial delay reduction compared with 0 Speed.
Account for Buffs
Speed buffs are treated as a delay reduction. Tactician buffs and other support effects can change the order of later actions.
Consider Skill Recovery
Every active skill has recovery time. A powerful attack may produce more damage but delay the commander longer than a low-recovery utility action.
Use Action Transfer Carefully
Action Transfer adds delay to the target once per battle. It can still be valuable when moving an important commander forward, but the timing affects the entire turn sequence.
| Skill or action | Recovery time | Tactical implication |
|---|---|---|
| Wait | 25 | Delays the next action significantly |
| Store Power | 5 | Efficient setup for a later attack |
| Samurai Attack | 15 | Standard physical action |
| Rance Attack | 15 | Reliable commander attack timing |
| Advantage Up 1 | 15 | Improves battlefield position |
| Advantage Down 1 | 20 | Slower control option |
| Miko Storm 2 | 5 | Fast area damage option |
| Sonic Shuriken | 2 | Very short recovery and strong tempo value |
| Battle Tactics I–II | 15 | Buff setup with moderate recovery |
| Battle Tactics III | 15 | Stronger buffing with similar listed recovery |
Use the following sequence when preparing a difficult battle:
- Improve the province’s battle preparation before the attack.
- Scout when the expected Battlefield Adjustment is worth the action.
- Place defensive units where they can absorb or redirect physical attacks.
- Use fast commanders to disrupt enemy actions or remove high-value targets.
- Preserve recovery-efficient skills for battles that require repeated actions.
Initial turn order includes random elements, so speed improves consistency rather than guaranteeing a fixed sequence. Plan around likely timing and keep a backup action for unfavorable rolls.
Stat Checklist and Practical Priorities
Use this checklist when recruiting, equipping, or assigning a commander. It focuses on the interaction between displayed stats and actual battlefield value.
Commander Review Checklist:
- Compare the commander’s class base values with displayed ATK, DEF, INT, and Speed
- Check Moves, skill recovery, and whether the commander can influence battlefield control
- Review Search, Negotiation, and Construction before dismissing a weak combat unit
- Estimate troop scaling and National Power cost instead of judging troop count alone
- Reserve high-value commanders for battles where their unique skills matter most
| Evaluation area | Strong signal | Common mistake |
|---|---|---|
| Attack role | High class base, useful damage skill, enough actions | Ignoring recovery time |
| Defensive role | Guard effect, solid Defense, favorable position | Using a fragile unit in the front row |
| Support role | Battle Tactics, healing, action control, or battlefield skills | Ranking support by attack only |
| Strategic role | High Search, Negotiation, or Construction | Dismissing the unit after one poor battle |
| Economy | Low Cost or strong non-combat utility | Overbuilding expensive commanders |
| Dungeon value | Dungeon-related skills or safe repeated actions | Evaluating only army battles |
For a first playthrough, prioritize dependable utility:
- Recruit fast Ninjas for scouting, dungeon support, and assassination opportunities.
- Keep Tacticians with useful Intelligence and reliable buff skills.
- Use Ashigaru or Knights to protect vulnerable attackers.
- Treat powerful area attacks as action-management tools, not only damage buttons.
- Build battle preparation in provinces where the next fight is likely to be difficult.
- Track National Power cost as your roster expands.
Judge each commander in three contexts: army battle, commander battle, and strategic management. A unit that is average in one context may be excellent in another.
Q: Which Sengoku Rance stats matter most in battle?
Moves, Speed, class bases, useful skills, and troop size are usually the most important combat factors. Attack, Defense, and Intelligence matter according to the unit’s role, while Battlefield Adjustment can amplify the whole army.
Q: Does a larger troop count always make a commander better?
No. Troop scaling becomes less efficient after 500 and 2,000 troops. Skills, actions, class modifiers, recovery time, and battlefield conditions can matter more than raw troop count.
Q: Why can two commanders with similar stats perform differently?
Class base values change attack, defense, Intelligence, delay, troop ratio, healing cost, and recruitment cost. Their skills and action economy may also convert the same displayed stat into different results.
Q: How should I improve Battlefield Adjustment?
Use scouting, province battle preparation, terrain advantages, and Encampment Construction. Towns and castles favor defenders at the start, while successful scouting adds its difficulty value for the scouting side.