← All guides

Attributes Explained

Health, Reiatsu, Posture, and Shunpo Stamina — what they do and how to invest.

VV Ultimatum has four attributes that govern every build's raw numbers: Health, Reiatsu, Posture, and Shunpo Stamina. They're shown at the bottom of the planner under "Attributes." Understanding what each one actually affects — and where the breakpoints are — is one of the biggest jumps a new player can make in build quality.

Health

Health is your HP pool. The display shows it as a base value plus your investment percentage (for example, "Health: 200" at 0% investment, scaling to 600+ at high allocation).

Health affects how many hits you can take before dying. It also affects every system that scales off max HP: percentage-based damage reduction, regen-per-second, lifesteal, and any "below X% HP" procs. Investing in Health doesn't just give you more HP — it makes all your other survival systems more effective.

Diminishing returns: Health scaling is roughly linear up to about 60% investment, then begins to taper. Going from 60% to 90% gives noticeably less HP per Build Point than going from 0% to 30%.

Faction priorities:

Reiatsu

Reiatsu is your spiritual power. It's the primary damage-scaling attribute for skill-based offense, and it also affects how much spiritual energy you have available for skills that cost resources.

Almost every offensive skill in the game scales off Reiatsu, but the scaling formula varies. Some skills are heavily Reiatsu-dependent (a 1% increase in Reiatsu adds nearly 1% to that skill's damage). Others are weakly dependent (a 1% Reiatsu increase adds 0.3% damage). Read your specific skills' descriptions in-game to see how Reiatsu scales for them.

Diminishing returns: Reiatsu has the most aggressive diminishing returns of any attribute. The curve flattens noticeably above 55–60% investment. This is the main reason "max Reiatsu" builds underperform — you're paying full Build Point cost for fractional returns at high allocation.

Faction priorities:

Posture

Posture is your stagger resistance. It governs how easily incoming attacks interrupt your animations, push you off-balance, or stun you.

Posture is the most under-invested attribute among new players because its effects aren't visible on the build screen — there's no big number that goes up. But its in-game impact is massive. A build with low posture gets cancelled mid-animation constantly, which means you don't get to use the skills you've invested in. A build with high posture eats hits while continuing its combo.

Posture works as a threshold system. Each incoming attack has a "posture damage" value. If your current posture pool is higher than the incoming damage, you tank through the attack with no interrupt. If it's lower, you get staggered. This means there are breakpoints — investing enough to tank specific enemies' standard attacks is a meaningful goal, and the difference between "just under" and "just over" the breakpoint is huge.

Diminishing returns: Posture scales close to linearly with investment, with less aggressive diminishing returns than the other attributes. This is one reason high-posture builds work — the points keep paying off.

Faction priorities:

Shunpo Stamina

Shunpo Stamina is your mobility resource. It governs how often you can use dash skills, blink/teleport abilities, and any movement skills tied to the stamina system.

Most factions have a basic dash that costs stamina, and stamina regenerates over a few seconds when not being used. Higher Shunpo Stamina means a larger pool to draw from in a single burst — you can chain more dashes back-to-back before having to wait for regen.

This attribute is the most situational. If you play a kiting build where you're constantly repositioning, Shunpo Stamina matters a lot. If you play a stand-and-deliver build where you barely move, it matters very little.

Diminishing returns: Roughly linear within the useful range. Beyond about 40% investment, the additional stamina rarely matters in practice because regen catches up fast enough.

Faction priorities:

Allocation theory

The big principle for all four attributes: two stats at 50% beat one stat at 100%, almost always. This is because of how diminishing returns work — the marginal value of the 90th percent of a single stat is much lower than the marginal value of the 40th percent of a different stat you've barely touched.

Most strong builds look like this: one stat at 50–60%, one stat at 25–35%, two stats at 5–15%. The primary and secondary do the heavy lifting; the other two are baseline insurance.

The 25% rule

If a stat is below about 25% investment, it's contributing close to nothing to your build's actual performance. Investing 5% in Posture as a Quincy isn't being economical — it's wasted points that could have gone into your primary. Either commit to a meaningful investment (~25% minimum to feel the effect) or skip the stat entirely.

This sounds obvious but it's a common mistake: "I'll just put 8% into everything to be safe." That spreads your points so thin that none of them help.

When to break the rules

Some specific build archetypes deliberately violate the normal allocation rules:

These are advanced builds and they work because the player understands why the normal rules are being broken. Don't push past 60% in a stat unless you have a specific reason that overrides the diminishing returns penalty.

Attribute allocation is where most "almost good" builds become "actually good" builds. The same skill tree with smarter attributes will out-perform a better skill tree with dumber attributes nine times out of ten.

Related guides

Build Points Explained · Essences and Charms Explained · Beginner's Guide