Country stats
From the Polandball Go Wiki
Every ball has five country stats: Military, Population, Economy, Diplomacy and Soft Power. Each runs from 1 to 100 and belongs to the character, so every copy and every form of a ball shares the same five. In PvP and war duels, each stat sets one figure, and the game publishes the rules for all of them.
Some real stat lines, in the order Military, Population, Economy, Diplomacy, Soft Power:
- British Empire: 98, 95, 95, 92, 90
- NAFTA: 100, 80, 100, 85, 85
- United Nations: 60, 100, 100, 100, 100
- Russia: 95, 75, 65, 70, 75
- Switzerland: 40, 15, 95, 95, 75
- Berlin: 20, 50, 80, 60, 85
1 The stat factor#
Population, Military and part of Economy work through the same scale. A stat of 0 gives a factor of 0.70, a stat of 50 gives 1.00, and a stat of 100 gives 1.30, rising evenly in between. A stat of 100 is worth almost twice a stat of 0.
2 Population: max HP#
A ball's max HP is its CP times its Population factor. At 5,000 CP, Population 0 would give 3,500 HP, Population 50 gives 5,000 and Population 100 gives 6,500.
HP never regenerates during a duel. When it hits 0, the ball is KO'd.
3 Military: Attack#
A ball's normal hit, the Attack move, is 40% of its CP times its Military factor. At 5,000 CP that's 1,400 at Military 0, 2,000 at 50 and 2,600 at 100. The type chart then raises or lowers it.
Military also sets the size of the Weapon hit, which is built on top of Attack. That makes it the main damage stat for every move that does damage.
4 Economy: Protection#
Economy gives Protection, a shield that soaks damage before HP. It's set at the start of the duel, and once spent it never comes back:
- From the ball itself: 20% of CP times Economy out of 100. This one isn't on the 0.70 to 1.30 scale: Economy 0 gives no shield at all. At 5,000 CP, Economy 50 gives 500 and Economy 100 gives 1,000.
- From its item: half the item's defense, times the Economy factor.
- Cap: Protection can't exceed 60% of max HP. Only big-defense items ever reach it.
Protection also counts at the round cap. When a duel runs out of rounds, the winner is the side with the larger share of HP plus Protection left, so Economy keeps counting to the very end.
5 Diplomacy: Speed#
Diplomacy sets Speed, which only decides order. When both balls Attack in the same round, the faster one hits first. Speed is Diplomacy, then raised 2% for each level above 1, 5% for each rank above 1 (rank is stars plus prestige), and by the Ultimate orb track's bonus, up to 20%.
In one recorded duel, the United Nations at level 21, rank 9 and Ultimate 10 had a Speed of 235. A Global Dominion British Empire at level 22, rank 9 and Ultimate 7 had 205, so the UN swung first.
Going first adds no damage. Speed only matters in a race where both balls would land a KO the same round, and then it's worth exactly one hit.
6 Soft Power: Weapon power#
Soft Power does nothing on a ball without an item. With one, it raises the Weapon hit, which is the ball's Attack multiplied by 1 plus its weapon power.
Weapon power depends mostly on the item's attack, which counts heavily up to 4,000 and very little beyond, and only partly on Soft Power. With Staff of Incandescence ✦✦✦, which has 5,000 attack, the Weapon hit runs from 1.62 times Attack at Soft Power 0 to 1.90 times at Soft Power 100. That's the whole range Soft Power covers, on a move that has only two charges a duel. See Items, tiers and resonance.
7 What they're worth#
- Military and Population are worth about the same. Both run from 0.70 to 1.30, one on the hit and the other on the HP that takes hits.
- Economy is worth much less without an item. At 5,000 CP it moves the shield from 0 to 1,000, while Population moves HP from 3,500 to 6,500.
- Diplomacy is a tiebreaker worth at most one hit.
- Soft Power is a small bonus on two Weapon hits, and nothing without an item.
8 A worked duel#
Switzerland and Russia, both at 5,000 CP, no items. Switzerland is Balance and Russia is Ice and Energy, so the chart is neutral both ways.
- Switzerland (Military 40, Population 15, Economy 95): 3,950 HP, 950 Protection, Attack 1,880. It's faster, thanks to Diplomacy 95 against 70.
- Russia (Military 95, Population 75, Economy 65): 5,750 HP, 650 Protection, Attack 2,540.
Switzerland needs four hits to get through Russia's 6,400 HP and Protection. Russia needs two to get through Switzerland's 4,900. If both just Attack, Switzerland hits first every round, and Russia still KOs it in round 2.
A real ladder duel shows the same thing. A Global Dominion British Empire at 6,759 CP met a United Nations at 6,840 CP. The UN had more CP, more Speed and better orbs, yet the UN was KO'd and the Empire survived. The Empire's Military of 98 against the UN's 60 gave it an Attack of 3,482 against 2,900, and its Light weapon hit the Cosmic UN for extra damage.
9 Outside duels#
Stats are a duel system. The raid damage formula isn't published, so whether stats count in raids isn't known.
Two parts of the duel rules are switched off today: a damage bonus for holding Momentum, which would scale with Soft Power, and a first-strike bonus, which would reward Speed. Both are set to zero in the game's published rules. If the game ever turned them on, Soft Power and Diplomacy would start adding damage.
10 On polbielytics#
Each ball's page shows its five stats, how each ranks against every other ball, and what each one comes to in a duel at the same CP, so two balls' figures compare directly.


