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Kevin

Kevin

Epic
Kevin hates you. +25% chance that Kevin will punch you whenever you hit an enemy. Kevin cannot kill you, but he really wants to.
Scaling Type:
Linear scaling (additive) for expected self-damage per hit (+0.25 per copy)

Detailed Explanation

+25% chance to take damage every time you hit an enemy. Kevin only ever hits if you are above 1 HP.
 
 
The internal “punch strength” per hit is:
 
 
$$ \text{DamageChance}(n) = 0.25 \cdot n $$
 
 
Where
- $n$ = number of Kevin copies
 
For small numbers of Kevins (up to 4 copies), this effectively acts like:
 
- 1 Kevin → ~25% chance to take 1 damage per enemy hit
- 2 Kevins → ~50% chance to take 1 damage per enemy hit
- 3 Kevins → ~75% chance to take 1 damage per enemy hit
- 4 Kevins → ~100% chance to take 1 damage per enemy hit
 
With more than 4 Kevins, he can hit you for 2 or more damage from a single hit. This stacks linearly so with
5 Kevins → ~75% chance to take 1 damage per enemy hit & 25% chance to take 2 damage damage per enemy hit
 
 

How it Stacks

Kevin scales linearly with the number of copies.
 
Per enemy hit:
 
 
$$ \text{ExpectedSelfDamagePerHit}(n) = 0.25 \cdot n $$
 
 
This is implemented as a randomized “rounding” around that value:
 
- If $0.25 \cdot n < 1$:
- You either take 0 or 1 damage per hit
- The chance to take 1 damage is approximately $0.25 \cdot n$ 
 
Examples:
 
- $n = 1$:
- 25% chance → 1 damage, 75% → 0 damage
- $n = 2$:
- 50% chance → 1 damage, 50% → 0 damage
- $n = 3$:
- 75% chance → 1 damage, 25% → 0 damage
- $n = 4$:
- 100% chance → 1 damage every hit
 
For $n > 4$, Kevin’s “expected damage per hit” is higher than 1, so he sometimes deals 2+ damage in a single batch, but:
 
- The average still follows $0.25 \cdot n$ damage per enemy hit
- He never reduces you below 1 HP excess damage is clamped so you can’t die to Kevin.