Battle Cards guide

How cards and combat work

These are the exact rules used by the server to build cards, save squads and resolve turn-based daily battles.

Starting point

Collection base stats

Every card begins with its collection values before approved traits and account bonuses are added.

CollectionAttackDefenceSpeedLuckHealthSpecialRating factor
AlphaPass4085354510075×1.25
Phase Blue905060408075×1.15
Phase Two857055509580×1.00
Plushie Pals454095756085×0.98
TOGA NFT553570906585×0.94

Allowlist system

Trait and generated boosts

Only the traits listed here can affect a card. Unapproved metadata never changes stats, rarity, rewards or battle results.

AlphaPass trait bonuses

Alpha Points, Epoch and 1UP are ignored completely.

Battle Score+2 to +15 Defence based on score ÷ 10, plus half that amount as HealthBlue+7 SpecialRed+6 AttackGreen+8 HealthGold / Yellow+7 LuckBlack / Dark+6 DefenceOther color+3 DefenceGuardian+10 DefenceCommander+9 SpecialWarrior+7 AttackScout+8 SpeedOther role+4 Defence
Phase Blue trait bonuses

Battle Score and Bullets are ignored completely.

Charger+9 Attack, +5 SpeedWarrior+8 AttackCommander+9 SpecialScout+9 SpeedBerserker+14 Attack, -6 DefenceOther role+4 AttackRed+8 AttackBlue+7 SpecialYellow+7 SpeedBlack+8 LuckGold+7 Attack, +6 LuckOther color+3 Attack
Phase Two trait bonuses

Only 1/1, Horns, Head, Clothing, Fur and Accessories affect game stats.

1/1+15 Attack, +12 Defence, +15 Health, +15 Special and Legendary stylingHorns+6 Attack, +3 Special before rarity bonusHelmet / cap / hat+8 DefenceCrown+8 Luck, +7 SpecialMonster / skull / demon+9 AttackOther head+5 LuckArmour+9 DefenceHoodie / cloak+7 SpeedSuit+6 LuckOther clothing+5 HealthGold fur+10 Health, +8 Luck, +5 SpecialBlack / dark fur+7 DefenceBright / white / pink fur+7 LuckOther fur+6 HealthWeapon accessory+10 AttackGlasses / goggles+5 Speed, +5 LuckChain+5 Health, +6 SpecialHat accessory+7 LuckOther accessory+6 SpecialRare trait · 2.5–5%+4 to the trait category statEpic trait · 1–2.5%+6 category stat, +3 LuckLegendary trait · 0.25–1%+9 category stat, +5 SpecialMythic trait · below 0.25%+12 category stat, +8 Special, +5 LuckNone / empty traitNo trait or rarity bonus
TOGA generated bonuses

All metadata traits are ignored. The same NFT always receives the same deterministic profile.

Base variation+4 to +11 Luck, +3 to +10 Special, +0 to +5 SpeedProfile digit 7+8 LuckProfile digit 3+8 SpecialProfile digit 0+10 Attack
Plushie Pals generated bonuses

All metadata traits are ignored. The same NFT always receives the same deterministic profile.

Base variation+4 to +11 Speed, +3 to +9 Luck, +2 to +8 SpecialProfile digit 5+8 SpeedProfile digit 8+8 SpecialProfile digit 0+8 Luck

Linked-wallet loyalty

Holder-days bonuses

Milestones stack, so a 365-day holder receives every earlier bonus as well.

30 days+2 Health90 days+3 Main Stat180 days+5 Main Stat365 days+10 Special

Main Stat: AlphaPass Defence, Phase Blue/Phase Two Attack, TOGA Luck and Plushie Pals Speed.

Collection strength

Multi-hold bonuses

The highest reached tier applies to every card from that collection.

Collection3 held5 held10 held
AlphaPass+5 Defence+10 Defence+15 Health
Phase Blue+5 Attack+10 Attack+15 Special
Phase Two+5 Attack+10 Health+15 Special
TOGA NFT+5 Luck+10 Luck+15 Special
Plushie Pals+5 Speed+10 Speed+15 Special

Optional token power

TOGA Coin card boost

0–199,999No boost200,000++5% Power1,000,000++10% Power2,500,000++15% Power

TOGA is read-only and never spent.

Collection coverage

Total deck bonus

2 collections+5% · Duo Fighter3 collections+10% · Squad Holder4 collections+15% · Elite CollectorAll 5+25% · Five Collection Warrior

This increases total deck power, not each individual card.

Final card rating

Power Level formula

(Attack × 1.2 + Defence × 1.2 + Speed + Luck + Health × 0.8 + Special × 1.3) × collection rating factor

The collection factor keeps the intended base strength order: AlphaPass, Phase Blue, Phase Two, Plushie Pals, then TOGA NFT. Trait and account bonuses can still make an exceptional card outperform another collection's standard card. The TOGA percentage is applied after this total is calculated.

Permanent card progression

Mastery levels and training

Every saved fighter earns Mastery XP when a battle finishes. Cards begin at Level 1, gain one level every 100 Mastery XP and stop at Level 10.

Every level+2 collection main stat and +1 HealthEvery 3 levels+2 additional Special PowerField Drill · 10 BP+25 Mastery XPPower Session · 25 BP+75 Mastery XPElite Camp · 50 BP+175 Mastery XP

Training spends available Battle Points. Lifetime Battle Points remain on the leaderboard and in the Game Hub power score.

Persistent deck

Your saved three-card squad

Exactly 3 cardsEach card must be held by a linked walletOrder mattersSlot one enters the arena firstOwnership recheckedTransferred cards cannot be usedSaved for tomorrowChange the squad after today's fight

A battle already in progress keeps the verified squad that entered the arena.

One rotating encounter per UTC day

Turn-based combat and difficulty rewards

InitiativeSpeed plus a server roll decides who moves first
AttackAttack and Speed deal damage against Defence
Class abilityShield, Charge, Poison, Smash or Dodge with cooldown
Rookie victory+35 XP · +6 BP · +15 Mastery XP per card
Veteran victory+50 XP · +10 BP · +25 Mastery XP per card
Elite victory+80 XP · +18 BP · +40 Mastery XP per card

Defeats still grant smaller participation rewards. Combat ends when the enemy or all three cards reach zero Health, with a maximum of 20 turns. Every turn and reward is calculated server-side.