Current Idle Mafia Game community documentation shows Attack and Health as important combat information, while the official description confirms PvP and equipment for henchmen. Use the exact labels and values in your current Safehouse, Crew, and Fight screens. No public official source provides a complete formula, so a stat is a decision signal—not a guaranteed damage or win equation.
Currently documented stat dictionary
Community reported
Attack
Visible role: combat-strength context and equipment effects
Use: compare your own setup before and after one assignment
Unknown: exact damage, target interaction, caps, and win formula
Community reported
Health
Visible role: fight resource or survivability context
Use: check current availability and recovery before another action
Unknown: exact loss, regeneration, armor interaction, and protection rules
Other stats may appear in the live build. Add them only under the exact in-game name, with the screen where they appear and a dated observation. Do not rename a field to match another mafia game.
Measure one equipment change
Note the visible summary, assign one weapon, armor, or vehicle through Crew, and read the summary again. Record item, slot, before value, after value, bonuses, active henchman, and check date.
If a number changes, you have evidence of a visible contribution under that state. You do not yet know hidden target modifiers or how the number converts to result. If nothing changes, inspect descriptive effects and assignment confirmation rather than assuming the item is broken.
Separate base, equipment, and temporary values
Use stats for target selection
Read every visible target field rather than comparing only Attack. Check Health, crew, protection, cash, trophies, action cost, and current Family or territory context when shown. A target with a lower headline value may still differ in equipment or another live condition.
Set a loss budget before using the Fight screen. Stats help judge the attempt; they do not remove economic risk.
Connect armor and Health carefully
Armor is officially an equipment type, and Health is community reported as a fight resource. The public sources do not say whether armor adds Health, reduces damage, changes defense, or uses another effect. Read the item card and controlled visible change.
Avoid publishing a mitigation percentage from one outcome. Target state and other gear can change the result. Use repeated comparable records if the interface does not state a formula.
Connect weapons and Attack carefully
One current illustrated source reports an early weapon with an Attack bonus. That supports an Attack-related weapon workflow, but the exact value must be confirmed in the live Shop and Crew screens before it becomes a current fact.
Compare cost, slot, visible effect, and role. A larger addition can still be poor value if it consumes property capital or cannot be assigned to the intended henchman.
Health and recovery decisions
Check current Health before an attack and immediately after the result. Read any visible recovery timer, refill path, cooldown, or protection message. Stop when recovery makes the next action inefficient or when the remaining resource is needed elsewhere.
Do not assume a fixed regeneration rate from elapsed time on one server. Record start, end, time, bonuses, and account state before making a current note.
Common stat mistakes
- Treating Attack as a guaranteed damage or win formula.
- Comparing screenshots with different bonuses, equipment, or dates.
- Assigning several items at once and attributing the total to one slot.
- Assuming armor must add Health without reading the effect.
- Publishing a hidden stat or cap because another game uses it.
- Ignoring cash, target, cooldown, and recovery because one number looks favorable.
- Calling one successful defense a universal build proof.
Build a current stat record
For every visible field, store exact label, screen, base or current value, equipment, bonus state, target context, observed effect, version, and UTC date. Keep formulas blank unless the game states them or repeatable tests support them.
Use Crew for assignment, PvP for action records, and Defense to compare the same setup through offline outcomes.
Evidence note
PvP and equipment are official. Attack and Health are supported by a current illustrated community guide. The complete stat list, formulas, caps, equipment interactions, and recovery rules remain live-build data.