Agents: Descriptions.

HP:
Agents Health. The health of your Agent and how much damage it can take. Obviously. Skills that target highest/lowest HP units depending this.

Armor:
Armor reduces damage taken (basic/active/DoT (damage over time) /passive).

1 - (armor / (lvl * 20 + 180))`. And the resulting number will be multiplied by the oncoming damage.

Speed:
Basically this determines who will attack first. If 2 heroes on opposing teams have equal speed, the attacker goes first. If 2 heroes on same team have equal speed, hero closer to slot 1 goes first.

Skill Damage:
This Affect skills and DoT (damage over time) - actives that skill with attacks and DoT (burn/poison/bleed). The Skill Damage stat is additional to a hero's active %. e.g.: 100% ATK active + 40% skill damage = 140% active damage.

Precision:
Reduces Block 1:1, precision is also a damage multiplier: 1 + precision x 0.3.

Block:
The chances of blocking a basic/active attack damage or reduce its damage (need to have higher block than enemy precision).

Successful block multiplies the damage by 0.7. If the attack was a crit, the damage will receive an additional 0.8 multiplier. No cap for Block.

Criticals:
Criticals give enemy 20 energy instead of 10. Affects active/basic damage, but not DoT. Base crit multiplier is 1.5

Crit Damage:
Enhances your crits (base 1.5), formula: 1.5 + 2 x crit dmg. Caps out at 150% Crit Damage.

Armor Break:
Is a part of armor multiplier and helps your hero offset the enemy's armor multiplier. Formula: 1 - (armor / (lvl x 20 + 180)) * (1 - armor break)

Holy Damage:
It helps basic/active/DoT/passive to deal additional damage.

Formula:  CC chance% x (1 - CC Immune%)

Damage Reduce:
It significantly reduces the damage a hero takes. Formula: 1 - damage reduce (+ 0.3.)

Energy:
Heroes start with 50 energy and at 100 energy can use their active ability. Basic attacks give them 50 energy points. Receiving a hit will give them 10 energy points, receiving a crit - 20 energy. After 100 energy, every energy point will be converted into extra Skill Damage (1:1 ratio) to be added to the next active ability.

* Disclaimer: The formulas provided may NOT be the most accurate, and are only a way of helping professional gamers like you (possibly) to get a better gauge and judgement over battles. Most idle games use the same concepts, and content found on other idle gaming Wikis are arguably not very different from the content here in terms of game concepts. We (or YOU) will try our best to update the descriptions if possible.