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Clair Obscur: Expedition 33 Attribute & Damage Calculator

Plan attribute points (Might, Agility, Defense, Vitality, Luck) and estimate skill damage for any Clair Obscur: Expedition 33 build. Compare two builds side by side using the game's relative-multiplier damage model.

Pick a character. The same character is shared between Attribute Planner and Damage Estimator.

Split your attribute points across Might, Agility, Defense, Vitality and Luck, track your budget, and see soft-cap guidance.

Each level past 1 grants 3 attribute points. Level 99 gives 294 points.
Points remaining
147
Below soft cap
Below soft cap
Below soft cap
Below soft cap
Below soft cap
Optional. Shows which attributes your weapon scales with. Does not change the point math.
Results

Points remaining

147

0 spent / 147 available

Points available

147

Points spent

0

Which attributes each weapon scales with. Grades are guidance only — they are not multiplied into the damage math.
WeaponScaling 1Scaling 2
LanceramVitality (S)Agility (A)
AbysseramVitality (S)Defense (A)
CruleramDefense (S)Luck (B)
CultamDefense (S)Agility (A)
GaulteramAgility (S)Luck (A)
EsquisoLuck (S)Agility (A)
What each attribute does
AttributeWhat it doesSoft-cap bandBuild tip
MightRaises Attack Power, so it scales all your damage. The most direct damage stat.Soft cap around 100–130.Best single stat for raw damage on most builds.
AgilityRaises Speed (turn frequency) and contributes to Defense.Soft cap around 160–200.Invest if your weapon scales on Agility or you want more turns.
DefenseReduces incoming damage and adds a little Critical Rate.Soft cap around 120–150.Survivability stat — useful on a front-line character.
VitalityIncreases your Health pool and adds a small amount of Attack Power.HP region around 850–1000.Add enough to survive a boss's big hit, then stop.
LuckIncreases Critical Rate (and Speed slightly).Soft cap around 60–70 Luck (≈40–50% crit).Crit Rate is wasted above 100% — don't over-invest.
Per-point stat values are not published by the game, so this table gives directions and soft-cap bands rather than exact numbers.
About these numbersDamage figures are relative estimates based on the community damage model, not exact in-game predictions. Set Attack Power from your in-game character screen. The attribute-point budget is exact.Data updated June 15, 2026

Expedition 33 calculator. Plan attributes and estimate skill damage.

This Clair Obscur: Expedition 33 calculator tracks your attribute-point budget and estimates skill damage from your Attack Power. It splits Might, Agility, Defense, Vitality and Luck, flags the 100% Critical Rate cap, and compares two builds side by side.

What is the Expedition 33 Attribute & Damage Calculator?

The Expedition 33 Attribute & Damage Calculator is a free tool that plans where your attribute points go and estimates how hard a build hits in Clair Obscur: Expedition 33. Every level-up in the game hands you exactly 3 attribute points to split across Might, Agility, Defense, Vitality and Luck, so at level 50 you have 3 × (50 − 1) = 147 points to place and at level 99 you have 294. The Attribute Planner mode does that arithmetic live: enter your level and how many points you put in each attribute, and it tells you how many you have left, whether you are over budget, and which soft-cap band each attribute sits in. This is the most reliable part of the tool because the point budget needs no datamined numbers — 3 points per level and a hard cap of 99 per attribute are fixed rules that have not changed since the April 2025 launch.
The Damage Estimator mode answers the other big question — "how much does this skill actually hit for?" — using the model the community reverse-engineered. The game never prints skill damage as a percentage in its tooltips (it only shows vague tiers like High or Extreme), but players measured it by comparing each skill to a plain basic attack: a basic attack deals damage equal to your Attack Power, so that is the 100% baseline, and a skill that hits for 1,500 when your Attack Power is 1,000 is a 150% skill. You read your Attack Power off the in-game character screen and type it in; the calculator multiplies it by the skill's measured percentage, the hit count, any buffs you toggle, and the crit factor. The result is a relative estimate marked with a leading "≈", never a digit-exact damage prediction.
The Build Comparison mode is the differentiator no other Expedition 33 tool offers: it runs two complete builds — different characters, weapons, skills, Pictos and crit settings — and reports which one hits harder and by how much, as a clean ratio like "Build A does ≈327% of Build B." That is the question Steam and Reddit threads argue about endlessly (is Lune's Hell or Maelle's Stendhal the bigger nuke on my numbers?), and the comparison settles it on your own Attack Power instead of someone else's screenshot. All three modes recalculate instantly as you type, and the page bundles an attribute reference table and a per-character skill table so you never have to leave to look up a multiplier.
One honesty note worth stating up front: the Damage Estimator can model Lune, Maelle and Monoco, because those are the only three characters whose skill percentages have been community-measured and published. Gustave, Sciel and Verso have no published per-skill percentages anywhere, so inventing numbers for them would be dishonest — the Attribute Planner still works for all six characters, but the damage side covers the three with real data.

How to use the Expedition 33 calculator (all three modes)

The tool opens on the Attribute Planner because that is the most-searched question; switch modes with the tabs at the top, and each mode remembers its own inputs.
Attribute Planner
1. Pick your character and type your current character level. The calculator instantly shows points available — for example, level 50 gives 147.
2. Type how many points you have placed in each of Might, Agility, Defense, Vitality and Luck. The hero card updates "points remaining" on every keystroke and turns red with an "over budget" message if your five numbers add up to more than the level allows.
3. Read the soft-cap chip beside each attribute. "Past soft cap" means extra points there give diminishing returns — a cue to move them elsewhere.
4. Optionally pick your weapon. The panel shows which two attributes that weapon scales (its S/A/B/C/D grades) so you can match your highest attribute to the weapon's S-grade. This is text guidance only; weapon grades never change the point math.
Damage Estimator
1. Choose a character with measured skill data (Lune, Maelle or Monoco) and open your in-game character screen to read your Attack Power, then type that number in. This is the 100% baseline — the calculator does not guess it from your attributes.
2. Pick a skill. Its measured percentage, hit count, damage type and AP cost auto-fill from the skill table.
3. Set QTE performance (minimum, automatic midpoint, or maximum) and how you want crits handled (none, expected at your crit rate, or always). Add any Pictos, Luminas or stance buffs that apply, plus an optional custom multiplier for anything not in the curated list.
4. Read the result: average cast damage as the headline (prefixed "≈"), with per-hit, minimum-QTE and maximum-QTE figures and the total multiplier below it.
Build Comparison
1. Fill in Build A and Build B independently — each can be a different character, skill, Attack Power, buff set and crit setting.
2. Choose whether to compare per cast or per hit.
3. The summary bar names the winner and the ratio ("Build A does ≈327% of Build B") so you can settle a weapon or skill swap on your own numbers instead of a stranger's screenshot.

How attributes, damage and crit actually work in Expedition 33

There are three independent systems bundled here because three different questions recur in every build thread. The calculator runs all three live; this is what each one is doing under the hood.
Attribute points — exact arithmetic. You gain 3 attribute points and 1 skill point on every level-up, to a maximum character level of 99, and no single attribute can exceed 99. Points available at any level is 3 × (level − 1): 0 at level 1, 147 at level 50, 294 at level 99. (You will see "297" quoted in some guides, which counts 3 × 99; the points are actually granted on the 98 level-ups from level 2 to 99, so 294 is the figure the calculator uses and the one that matches how many points you can spend.) Respeccing is unlimited in practice — you reset all points at an Expedition Flag by consuming a Recoat, which drops from enemies and is sold by Gestral merchants — so you can re-plan freely as your weapon changes.
What each attribute increases (direction is known, exact per-point values are not). Might increases Attack Power and is the most direct damage stat. Vitality increases Health and also adds a little Attack Power. Agility increases Speed (turn frequency) and some Defense. Defense reduces incoming damage and adds a little Critical Rate. Luck increases Critical Rate (and a little Speed). The game does not publish how much HP one Vitality point gives or how much crit one Luck point gives, so the planner reports a qualitative soft-cap band per attribute — Below soft cap, Approaching, or Past soft cap — instead of a fabricated per-point number. The community soft-cap regions it uses are roughly Might ≈100–130, Agility ≈160–200, Defense ≈120–150, Vitality tapering around 60–80 points, and Luck reaching the ≈40–50% crit region around 60–70 raw Luck.
The relative damage model. A character's plain basic attack, in neutral conditions, deals damage approximately equal to their Attack Power — that is the 100% baseline. Every skill is a percentage of Attack Power (Stendhal is 1,500–2,100%, Percée is 220–264%), usually given as a min~max range because Quick Time Events scale the hit: fail the first QTE and you land near the minimum, nail every input and you land near the maximum. Multi-hit skills apply that percentage per hit. Buffs — Maelle's Virtuose Stance (+200%, a ×3 multiplier), Pictos like Glass Cannon (+25%), the Mark status (+50% on the next hit) — stack multiplicatively. Critical hits multiply by 1.5 (they deal 50% more damage). Putting it together, the per-hit damage is:
D_hit = Attack Power × skill% × (product of buff multipliers) × crit factor × enemy mitigation
The crit factor is 1.0 with no crit and 1.5 on a crit; for an expected average across many hits it is 1 + 0.5 × (crit rate, capped at 100%). Enemy mitigation defaults to 1.0 (no reduction) because exact enemy defense values are not published — you can lower it if you know a boss roughly halves your damage.
The 100% Critical Rate cap — the mechanic the game never explains. Critical Rate is hard-capped at 100%. You can stack Pictos and Luck to display 114% or even close to 300%, but every point above 100% does literally nothing — there is no "crit damage per excess percent" bonus. This is the single most confusing stat in the game (ScreenRant ran a whole article on it), and the calculator surfaces it directly: enter 120% crit and it computes the same damage as 100% and warns you the surplus is wasted. The smart play is to push Critical Rate to exactly 100% and then move every remaining point into Might or Vitality.

Worked examples on real Expedition 33 numbers

Level-50 attribute budget — "how many points do I have?"

You are level 50 and want a balanced Maelle. Points available = 3 × (50 − 1) = 147. You put 40 Might, 30 Agility, 30 Defense, 27 Vitality and 20 Luck. That sums to 147, so points remaining = 0 and you are exactly on budget. Bump Might to 45 and the planner shows points remaining = −5 with an "over budget by 5" warning, because 152 spent exceeds the 147 available — you would need to be level 52 (153 points) to afford that split. None of these five attributes is near its soft cap at level 50, so every point is still pulling its weight.

Maelle Stendhal at Attack Power 1,000 — base, no stance

Maelle's Stendhal is a 1,500–2,100% single-hit Void skill. With Attack Power 1,000, automatic QTE (the midpoint, so 1,800%), no buffs and an expected Critical Rate of 40%, the average cast is 1,000 × 18.0 × 1.20 = ≈21,600, where 1.20 is the expected crit factor (1 + 0.5 × 0.40). The no-crit floor is 1,000 × 15.0 = 15,000 and the best case (max QTE, always crit) is 1,000 × 21.0 × 1.5 = 31,500. Those are base numbers — Stendhal's reputation comes from stacking the Virtuose stance on top, shown next.

Maelle Stendhal in Virtuose Stance — why it breaks 9,999

Same Stendhal, but now Attack Power 2,500, Virtuose Stance active (+200%, a ×3 multiplier), always-crit and a perfect QTE (2,100%): 1 × 2,500 × 21.0 × 3.0 × 1.5 = ≈236,250. That single hit is far above the game's default 9,999 damage display cap — which is exactly why the Painted Power Picto (awarded after the Act 2 Paintress fight) exists: it lets numbers above 9,999 actually show and apply. The calculator never caps its output, so it reflects the post-Painted-Power reality theorycrafters care about.

Build Comparison — Lune's Hell vs Maelle's Phantom Strike

Build A: Lune's Hell (500–600% × 2 hits, Fire) at Attack Power 1,500, automatic QTE, always crit → 2 × 1,500 × 5.5 × 1.5 = ≈24,750. Build B: Maelle's Phantom Strike (70–98% × 4 hits, Void) at the same Attack Power 1,500, automatic QTE, always crit → 4 × 1,500 × 0.84 × 1.5 = ≈7,560. The comparison reports Build A as the winner doing ≈327% of Build B's damage. This is the per-cast story; on a long boss fight Phantom Strike's lower AP cost and Gradient charge can change the practical verdict, which is why the tool also offers a per-hit basis.

The 100% crit cap in numbers — stop at 100%

Take any skill at Attack Power 1,000 with a 1,800% multiplier. At an entered Critical Rate of 100% the expected crit factor is 1 + 0.5 × 1.0 = 1.5, giving ≈27,000 average. Raise the entered Critical Rate to 120% and the calculator clamps it to 100%, so the expected crit factor is still 1.5 and the damage is still ≈27,000 — the extra 20% added nothing. The amber warning fires to tell you those crit points are wasted; move them to Might for a real damage gain instead.

Build and planning tips for Expedition 33

  • Push Critical Rate to exactly 100%, then stop. The cap is hard — anything above 100% is dead weight because there is no bonus for excess crit. Once Luck and Pictos get you to 100%, every further point belongs in Might (more Attack Power, which multiplies into every skill) or Vitality (survival). The calculator's crit warning is there precisely to stop you over-investing.
  • Follow your weapon's scaling, not a generic stat priority. Each weapon scales one or two attributes on a D→C→B→A→S grade, and matching your highest attribute to its S-grade attribute is the single biggest Attack Power gain. A Luck-S weapon wants Luck points; a Vitality-S weapon wants Vitality. Early on (D/C grades, weapon level under ~20) scaling barely matters and Might is fine; once you find B/A weapons, scaling overtakes Might.
  • Respec freely while you experiment. A Recoat resets every attribute point at an Expedition Flag, and Recoats are common (enemy drops, Gestral merchants). There is no penalty for re-planning when you swap weapons, so use the planner to test a split before you commit the Recoat in-game.
  • Read skill percentages as ranges, not flat numbers. A skill listed at 220–264% lands near 220% if you fluff the QTE and near 264% if you nail it. Set the QTE input to "minimum" to see your worst case before you rely on a skill to one-shot a target — the gap between a failed and perfect QTE is often 20–40% of the hit.
  • Stack buffs multiplicatively and watch them compound. Virtuose Stance (×3), Glass Cannon (×1.25) and a Marked target (×1.5) together multiply to ×5.625 before crit — that is how Stendhal builds reach millions of damage per hit. Toggle them one at a time in the Damage Estimator to see which buff is actually carrying your damage before you build your whole Picto loadout around it.
  • Use Build Comparison to settle weapon and character swaps on your own Attack Power. Forum damage screenshots use someone else's Attack Power, weapon level and Pictos, so they rarely transfer. Plug your two candidate setups into Build A and Build B with your real Attack Power and let the ratio decide — a skill that looks bigger on paper can lose once your hit counts and buffs are accounted for.
  • Vitality is undervalued as a damage stat. It adds Health and a little Attack Power, so on a fragile burst character a few Vitality points buy survival without throwing away offense. The planner's soft-cap band helps you find the point where extra Vitality stops mattering (around 60–80) and should go elsewhere.

Expedition 33 calculator — frequently asked questions

How many attribute points do you get in Expedition 33?

You gain 3 attribute points every level-up, plus 1 skill point. Points available equals 3 × (level − 1), so a level-50 character has 147 points and a level-99 character has 294. No single attribute can go above 99.

What do the five attributes do in Expedition 33?

Might raises Attack Power; Vitality raises Health and a little Attack Power; Agility raises Speed and some Defense; Defense reduces incoming damage and adds a little Critical Rate; Luck raises Critical Rate. Might and Luck are the main damage stats; Luck is how you reach the 100% crit cap.

Why is Critical Rate above 100% wasted in Expedition 33?

Critical Rate is hard-capped at 100%, meaning every hit crits. There is no bonus for going higher, so a displayed 114% or 200% does nothing extra. The game never explains this, so push crit to 100% and move the rest into Might or Vitality.

How is damage calculated in Expedition 33?

A basic attack deals roughly your Attack Power, treated as 100%. Each skill is a percentage of Attack Power, buffs multiply on top, and crits multiply by 1.5. The full per-hit estimate is Attack Power × skill% × buffs × crit factor × enemy mitigation.

Can I use this calculator for every character?

The Attribute Planner works for all six characters (Gustave, Lune, Maelle, Sciel, Verso, Monoco), since the point budget is the same for everyone. The Damage Estimator covers Lune, Maelle and Monoco — the only three whose skill percentages have been community-measured. Gustave, Sciel and Verso have no published per-skill percentages, so the tool does not fabricate them.

How accurate is the damage estimate?

It is a relative estimate, not an exact in-game number. The game does not publish skill damage as a percentage of Attack Power, so the percentages are community measurements and you supply your own Attack Power. The structure (percent of Attack Power, multiplicative buffs, ×1.5 crit, QTE range) is reliable; treat the absolute figure as approximate and marked with a leading "≈".

Why does the calculator show damage above 9,999?

Expedition 33 caps the on-screen damage display at 9,999 until you equip the Painted Power Picto, unlocked after the Act 2 Paintress fight, which lets numbers exceed the cap. Endgame builds routinely deal hundreds of thousands or millions, so the calculator never caps its output.

Is this Expedition 33 calculator free?

Yes. All three modes — Attribute Planner, Damage Estimator and Build Comparison — run in your browser with no sign-up, no download and no account. Inputs recalculate instantly as you type.

Does the calculator compute Attack Power from my attributes and weapon?

No, and on purpose. The exact Attack-Power-per-point coefficients for each weapon scaling grade are not published, so deriving Attack Power would mean inventing numbers. Instead you read your Attack Power off the in-game character screen and type it in — that keeps every damage estimate honest.

How many total attribute points are there at max level?

294. Points are granted on the 98 level-ups from level 2 to 99, at 3 each (3 × 98 = 294). Some guides quote 297 by computing 3 × 99, but you cannot spend points you were never granted, so the calculator uses 294 to match what you can actually place.

Does Maelle's Virtuose Stance double or triple my damage?

Virtuose Stance deals +200% damage, which is a ×3 multiplier (you keep the original 100% and add 200% more). The calculator models it as a separate ×3 buff on top of the skill's base percentage, which is why a Virtuose Stendhal reaches such extreme numbers.

Can I compare two builds to see which hits harder?

Yes — that is the Build Comparison mode. Enter two complete builds (different characters, skills, Attack Power, buffs and crit settings) and the tool names the winner and the ratio, such as "Build A does ≈327% of Build B." No other Expedition 33 tool offers a side-by-side damage comparison.


Expedition 33 attribute and damage glossary

Attack Power

The character stat that all damage scales from; a basic attack deals roughly your Attack Power, treated as the 100% baseline. You read it off the in-game character screen and enter it into the Damage Estimator — the calculator does not derive it from attributes or weapon grades.

Attribute points

The 3 points granted each level-up to spend across Might, Agility, Defense, Vitality and Luck. Points available = 3 × (level − 1); the per-attribute hard cap is 99; respec by consuming a Recoat at an Expedition Flag.

Critical Rate cap

The 100% ceiling on Critical Rate. At 100% every hit crits for ×1.5 damage; any displayed value above 100% provides no benefit. The game does not explain this, so it is a common point of wasted investment.

Skill multiplier (%)

A skill's damage expressed as a percentage of Attack Power — Stendhal is 1,500–2,100%, Percée is 220–264%. Usually a min~max range set by Quick Time Event performance. These percentages are community-measured, not printed in-game.

QTE range

The minimum-to-maximum window a skill's damage falls in based on Quick Time Event execution. Failing the first prompt lands near the minimum; a perfect sequence lands near the maximum. The calculator lets you pick minimum, midpoint or maximum.

Virtuose Stance

Maelle's offensive stance, granting +200% damage — a ×3 multiplier applied on top of a skill's base percentage. The headline enabler of Maelle's record-breaking Stendhal damage.

Pictos and Luminas

Equippable modifiers; many grant flat multiplicative damage bonuses (Glass Cannon +25%, Solo Fighter +50%, Confident Fighter +30%). Painted Power is the Picto that lets damage exceed the 9,999 display cap. The calculator toggles the high-impact damage ones and offers a custom multiplier for the rest.

Weapon scaling grade

A letter (D→C→B→A→S, S highest) on each of a weapon's one or two scaling attributes, showing how strongly that weapon converts those attribute points into Attack Power. The calculator shows the grades as investment guidance; it does not multiply them into damage because the exact coefficients are unpublished.

Recoat

The consumable that resets all attribute and skill points at an Expedition Flag. Common as enemy drops and Gestral-merchant stock, so respeccing to test a new build is effectively unlimited.


Contenuto verificato dal team di Smart Calculators