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Clair Obscur: Expedition 33

Best Attributes and Breakpoints

By
Nathan Garvin
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Every time you level up, you’ll gain three attributes points to distribute amongst the game’s five attributes: Vitality, Might, Agility, Defense and Luck. Investing in these attributes will increase various secondary stats, like Health, Attack Power, Speed, Defense (not to be confused with the attribute of the same name!) and Critical Rate. While these attribute point allocations aren’t strictly permanent, it’ll require a Recoat to refund any misspent attribute points, so understanding what you’ll gain for every point you spend can be quite a boon, and this page will cover the game’s five attributes, what secondary stats they influence, how weapon scaling works and what the breakpoints are for each attribute in Clair Obscur: Expedition 33!

Page Breakdown

Breakpoints and Secondary Stats

Investing attributes points into an attribute only matters inasmuch as it increases a secondary stat, and most of these are thankfully pretty straight-forward: Health determines how much damage you can withstand before being defeated, Attack Power influences the damage you deal with base attacks, free aim attacks and skills, Speed affects when a character gets a turn in combat, Defense reduces incoming damage, and Critical Rate gives you a chance to deal 50% more damage with your attacks.

All of these secondary stats are nice to have, but they are by no means equally important. Investing in Health early on is a good idea, as it can double or even triple your early game Health pool, which is a huge boon, but later in the game a few hundred points of Health isn’t a huge deal. Meanwhile Speed is essential if you don’t want enemies to get two or three turns every time you do! On top of that, spending points in an attribute won’t always yield the same results - some attributes have diminishing returns the more you invest. 15 points of Luck gets you a pretty solid 9% Critical Rate, but getting Luck up to 30 only gets your Critical Rate up to 15%, and after your Luck hits 57 points, your Critical Rate gain grows more slowly (a mere 4% Critical Rate every 15 points of Luck). Knowing when each attribute’s ROI dries up is key to getting the most out of your attribute points!

Vitality

Perhaps the simplest attribute in the game, Vitality does one thing (not counting weapon scaling - see below): it increases the character’s maximum Health. Hit zero Health and you die, and if all your party members die, you get a gameover. Health is important in most RPGs, although in Clair Obscur: Expedition 33 you really only need Health if you’re bad at dodging and parrying. Assuming you’re a mere mortal, however, you’re probably going to make a mistake at some point, and your Health increases the game’s tolerance for imperfection.

This can be a big deal early on, as you may only have a hundred or two Health and fall in surprisingly short order should you fail to dodge or parry, but 10x points into Vitality will effectively double your Health, and 20x may triple it! The rate of increase actually grows as your Vitality does, from a mere 5.5 Health/Vitality early on to an average of 16.5 Health/Vitality at Vitality 8+. This remains relatively constant (14-18 Health/Vitality) until you approach 70 Vitality, at which point your gains slow down. It might seem like 70~ is a good breakpoint, but there’s another factor that limits the attractiveness of Vitality - [Pictos]. Early on, you won’t have many of these and they won’t help you very much, but as you play through the game you’ll get more numerous Pictos that yield higher stat bonuses, until you’re getting hundreds, then thousands of Health from some Pictos. This makes the 1,389 Health from Vitality 99 seem a bit wasted, and late game, it probably is.

We recommend investing 20 points into Vitality early in the game, as it’s a solid Health boon at that point in time, then ignoring the attribute. If you want to refund those points later on, you can always use a Recoat.

Vitality boosts your Health - at first this can double or triple your Health, but Health gains from Pictos will make Vitality investment less important.

Vitality Stats per Point

Vitality Health
0 0
1 6
2 11
3 21
4 32
5 45
6 59
7 74
8 91
9 108
10 126
11 143
12 160
13 176
14 193
15 209
16 226
17 242
18 258
19 274
20 290
21 309
22 328
23 347
24 366
25 385
26 404
27 423
28 442
29 460
30 479
31 498
32 517
33 536
34 555
35 574
36 592
37 610
38 628
39 646
40 664
41 682
42 700
43 718
44 735
45 753
46 770
47 786
48 803
49 819
50 835
51 852
52 868
53 884
54 900
55 915
56 930
57 945
58 960
59 974
60 988
61 1003
62 1017
63 1031
64 1045
65 1058
66 1071
67 1084
68 1097
69 1109
70 1120
71 1133
72 1145
73 1157
74 1169
75 1181
76 1192
77 1202
78 1213
79 1222
80 1232
81 1243
82 1253
83 1263
84 1273
85 1282
86 1291
87 1299
88 1308
89 1316
90 1323
91 1332
92 1340
93 1348
94 1356
95 1363
96 1370
97 1377
98 1383
99 1389

Might

Another straight-forward stat, the higher your Might, the more your Attack Power increases, and the greater your Attack Power, the more damage you deal with every sort of attack. Your Attack Power gains at a glance are deceptive, as they seem to start out anemic, and grow even more sluggishly as you increase your Might, but there’s a hidden element - the Attack Power gains from Might actually scale with your equipped weapon’s base Power. 99 points of Might may increase your Attack Power by 600~ with a weapon that has a base power of 900~ while only increasing the Attack Power of a weapon with 70 base power by 200~ or so.

This means that Might is actually more useful than it seems, and also somewhat unimpressive during the early-game. While investing in Might isn’t a bad idea in the long term, it may not actually make a huge difference until Act 3 due to the game’s [damage cap] and the relatively low power and max level of weapons up to that point. You probably want to throw points into this attribute… but not early on.

Might will increase your Attack Power - the higher the base power of your equipped weapon, the more pronounced the effect!

Might Stats per Point

Might Attack Power
0 0
1 1
2 1
3 2
4 4
5 5
6 7
7 8
8 10
9 12
10 14
11 16
12 18
13 20
14 22
15 24
16 25
17 27
18 29
19 31
20 33
21 35
22 37
23 39
24 41
25 43
26 45
27 48
28 50
29 52
30 54
31 56
32 58
33 60
34 62
35 65
36 67
37 69
38 71
39 73
40 75
41 77
42 79
43 81
44 83
45 85
46 87
47 88
48 90
49 92
50 94
51 96
52 98
53 99
54 101
55 103
56 105
57 106
58 108
59 110
60 111
61 113
62 114
63 116
64 118
65 119
66 121
67 122
68 123
69 125
70 126
71 127
72 129
73 130
74 132
75 133
76 134
77 135
78 136
79 138
80 139
81 140
82 141
83 142
84 143
85 144
86 145
87 146
88 147
89 148
90 149
91 150
92 151
93 152
94 153
95 153
96 154
97 155
98 156
99 156

Agility

In turn-based games, Agility (or similar attributes) can trend towards overpowered. In Clair Obscur: Expedition 33 it’s more of a mandatory attribute point tax than a game-breaking investment. First, the less interesting bits - 155 Defense at 99 Agility isn’t much and while nice, it likely won’t reduce damage much. Like most stats, it’s completely made irrelevant by the Defense you’ll find on late-game Pictos. Fortunately for Agility, you’re not really investing into it for Defense anyways - it’s just a side bonus, small though it may be.

Speed is what matters when it comes to Agility, as Speed determines your turn over in battle and, depending on the disparity between the character and enemy(ies), how many turns you get. If you don’t invest in Agility (and hence, Speed), you will quickly find enemies taking two or even three turns between your own. This is not a recipe for success. Like most stats, Pictos will eventually end up giving you the lionshare of your speed, but it’s damn near mandatory to invest in Agility, and significantly so, to get enough Speed to compete with enemies before the Pictos with high Speed bonuses start dropping. After a slow start (pun intended), Agility will pick up the pace (that one, too) and start yielding 5-7 Speed per point until slowing down to 4.5 Speed/Agility at Agility 33. This decreases again to 3.5 Speed/Agility at Agility 47 and 2.5 Speed/Agility at Agility 66.

Getting your Agility up to 47 should get you enough Speed to reach Act 3, provided you equip some Speed-boosting Pictos, and by the time you reach Act 3 your Pictos should, like most stats, account for most of the stats you need.

Agility increases your Speed significantly, and your Defense marginally - dropping some points into Agility will be necessary to avoid enemies getting two or three turns on you!

Agility Stats per Point

Agility Defense Speed
0 0 0
1 1 3
2 2 6
3 3 10
4 3 15
5 4 20
6 5 26
7 6 31
8 7 37
9 8 43
10 9 50
11 10 55
12 11 61
13 12 66
14 13 71
15 15 76
16 16 81
17 18 86
18 19 91
19 21 95
20 22 99
21 24 105
22 25 110
23 27 116
24 29 121
25 30 126
26 32 132
27 34 137
28 36 142
29 37 147
30 39 152
31 41 157
32 42 162
33 43 167
34 45 171
35 46 176
36 47 181
37 49 185
38 50 190
39 51 194
40 53 198
41 55 203
42 57 207
43 59 211
44 61 216
45 63 220
46 65 224
47 67 228
48 69 231
49 71 235
50 73 239
51 76 242
52 78 246
53 80 250
54 82 253
55 85 257
56 87 260
57 89 263
58 91 266
59 93 269
60 96 272
61 97 275
62 98 278
63 100 281
64 101 284
65 102 287
66 103 290
67 104 292
68 106 295
69 107 297
70 108 299
71 110 302
72 112 304
73 114 307
74 117 309
75 119 311
76 121 313
77 123 315
78 125 317
79 128 319
80 130 321
81 132 323
82 134 324
83 136 326
84 139 328
85 141 329
86 143 331
87 145 332
88 147 334
89 149 335
90 151 336
91 155 338
92 158 339
93 162 340
94 165 342
95 169 343
96 172 344
97 176 345
98 179 346
99 182 346

Defense

Defense is both an attribute and a stat - the former increases the latter and the latter reduces the damage you take. Defense (stat) can be quite useful in large amounts, but we never found it necessary to invest before Act 3, and once you reach Act 3, Pictos should be your primary source of Defense (stat). We don’t recommend investing any points in Defense. As a side benefit, Defense (attribute) also improves Critical Rate, albeit at an amount more anemic than Luck. It’s also worth noting that Defense (attribute) doesn’t really have a breakpoint - you gain more Defense (stat) per point of Defense (attribute) all the way up to 99.

Defense will improve your… Defense, reducing the damage you take. It’ll also give you improved Critical Rate, for some reason.

Defense Stats per Point

Defense (attribute) Defense (stat) Critical Rate
0 0 0
1 3 0
2 7 1
3 9 1
4 10 1
5 12 2
6 14 2
7 17 2
8 20 2
9 23 3
10 26 3
11 30 3
12 33 4
13 37 4
14 40 4
15 44 4
16 49 5
17 53 5
18 57 5
19 62 5
20 67 5
21 71 6
22 76 6
23 81 6
24 86 6
25 91 7
26 96 7
27 101 7
28 107 7
29 112 7
30 118 8
31 122 8
32 126 8
33 130 8
34 134 9
35 138 9
36 142 9
37 146 9
38 150 9
39 154 10
40 158 10
41 164 10
42 170 10
43 176 10
44 183 11
45 189 11
46 195 11
47 201 11
48 208 11
49 214 11
50 220 12
51 227 12
52 234 12
53 240 12
54 247 12
55 254 12
56 260 13
57 267 13
58 274 13
59 280 13
60 287 13
61 291 13
62 295 14
63 299 14
64 302 14
65 306 14
66 310 14
67 313 14
68 317 14
69 320 15
70 323 15
71 330 15
72 337 15
73 343 15
74 350 15
75 357 15
76 363 15
77 370 16
78 376 16
79 383 16
80 389 16
81 396 16
82 403 16
83 409 16
84 416 16
85 423 16
86 429 17
87 436 17
88 442 17
89 448 17
90 454 17
91 465 17
92 475 17
93 486 17
94 496 17
95 506 18
96 517 18
97 527 18
98 537 18
99 547 18

Luck

Luck boosts your Critical Rate as its primary function, and Speed as a secondary bonus. As far as boosting your Speed, Luck is never really great for that - you’ll get an average of just over 2 Speed per Luck until Luck 25, when things slow down to below 2 Speed/Luck at Luck 35. Simply put, if you want more Speed, you need to invest in Agility, as Luck grants you less Speed at 99 Luck than Agility gets you by 28 Agility.

On the other hand, Luck is the stat you want if you care about your Critical Rate. Getting to a mere 15 Luck will boost your Critical Rate by a respectable 9%, after which things slow down in stages. By the time you reach Luck 35 you’ll have obtained the same amount of Critical Rate (18%) as you get from 99 points in Defense, which sounds great until you realize that maxing out Luck only gets you another 18% Critical Rate… and for the primary function of Luck, only doubling the Critical Rate of another attribute’s secondary bonus feels somewhat stingy. Investing 15 points into Luck for the 9% Critical Rate is a solid early-game move, after Vitality and Agility, and getting the extra Speed and Critical Rate by reaching 35 Luck isn’t terrible, either, but at that point it becomes hard to justify investing more points into this attribute given its anemic gains.

Luck will boost your Speed and Critical Rate.

Luck Stats per Point

Luck Speed Critical Rate
0 0 0
1 1 1
2 2 1
3 4 2
4 6 2
5 8 3
6 10 4
7 13 4
8 15 5
9 17 5
10 20 6
11 22 7
12 24 7
13 26 8
14 28 8
15 30 9
16 32 9
17 34 9
18 36 10
19 38 10
20 40 11
21 42 11
22 44 12
23 46 12
24 48 13
25 51 13
26 53 14
27 55 14
28 57 15
29 59 15
30 61 15
31 63 16
32 65 16
33 67 17
34 69 17
35 70 18
36 72 18
37 74 18
38 76 19
39 78 19
40 79 20
41 81 20
42 83 20
43 85 21
44 86 21
45 88 21
46 89 22
47 91 22
48 93 23
49 94 23
50 95 23
51 97 24
52 98 24
53 100 24
54 101 25
55 103 25
56 104 25
57 105 26
58 107 26
59 108 26
60 109 26
61 110 27
62 111 27
63 113 27
64 114 28
65 115 28
66 116 28
67 117 29
68 118 29
69 119 29
70 120 29
71 121 30
72 122 30
73 123 30
74 124 30
75 124 31
76 125 31
77 126 31
78 127 31
79 128 32
80 128 32
81 129 32
82 130 32
83 130 33
84 131 33
85 132 33
86 132 33
87 133 33
88 134 34
89 134 34
90 134 34
91 135 34
92 136 34
93 136 35
94 137 35
95 137 35
96 137 35
97 138 35
98 138 36
99 139 36

The suggested attribute allocation until you reach the end of Act 2.

Suggested Attribute Allocation

Based on the advice given above, here’s where we suggest you allocate your attribute points up to the end of Act 2 (you should be around Lv50-60):

Attribute Suggested Amount
Vitality 20
Might 0 (all the rest)
Agility 47
Defense 0
Luck 15 (35)

These stats should help you get through much of the game, but once you reach Act 3, the rules change a bit… Pictos will start granting you tremendous stat boosts, which makes your attribute allocation somewhat redundant, or at least less important. However, at this time another stat will become very important, and will dictate where you allocate (or reallocate, as the case may be) your attributes: Weapon scaling.

Attribute Weapon Scaling

As you near the end of Act 2 you’ll start finding Pictos that give substantial stat boosts - 1,000+ Health, hundreds of Defense and Speed, dozens of Critical Rate. Suffice to say, most of your attribute point allocations are dwarfed by what you’ll bet from Pictos, so the recommended investments above really only apply until they’re outpaced by Pictos late game, at which pint you can use Recoat to respec.

Another late-game development is how powerful weapons will grow. Once you start getting late-game Chroma Catalysts you’ll be able to power up your weapons to - and beyond - Lv 20, and each level up past this point massively increases your weapon damage. A Lv33 weapon could have a base power of 9,000+, and in conjunction with its rise in base power its weapon scaling will also vastly increase. Weapon Scaling is explained in greater detail on the linked page, but essentially it’s a mechanic that boosts a weapon’s power the more points you have invested in attributes that weapon has an affinity for. Throughout most of the game this is relatively small beans - a few dozen to maybe 200~ Power with a heavy attribute investment, depending on the scaling, but with a higher-level weapon this could be adding thousands of Power to a weapon, increasing damage output considerably.

As your weapons grow more powerful, weapon scaling becomes more important - endgame you want to invest in the attributes your weapon scales with the best.

This considerably dwarfs the others effects of attributes to the point that, when you get a high-powered weapon you like, you should consider just maxing out whatever attributes it scales with. These stats will vary by weapon and characters, so check out the following pages for build and weapon suggestions:

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Guide Information
  • Guide Release
    22 April 2025
  • Last Updated
    25 April 2025
    Version History
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“Tomorrow Comes” - With only one year left to live, join Gustave, Maelle, and their fellow Expeditioners as they embark upon a desperate quest to break the Paintress’ cycle of death. Follow the trail of previous expeditions and discover their fate. This guide will contain the following:

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