Quick Reference
The most commonly asked-for values in CapybaraGo, collected in one place. Still got questions? Visit the official Capybara Go Discord.
| Star | Shards | Total shards | |
|---|---|---|---|
| 1★ | ★ | 60 | 60 |
| 2★ | ★★ | 30 | 90 |
| 3★ | ★★★ | 60 | 150 |
| 4★ | ★★★★ | 90 | 240 |
| 5★ | ★★★★★ | 120 | 360 |
| 6★ | ★ | 150 | 510 |
| 7★ | ★★ | 180 | 690 |
| 8★ | ★★★ | 210 | 900 |
| 9★ | ★★★★ | 240 | 1140 |
| 10★ | ★★★★★ | 300 | 1440 |
1440 shards takes an adventurer from 0★ all the way to 10★. Stars 6–10 are shown in-game as purple stars.
The map is covered in fog districts that you clear one at a time. Each sea area is a single linear chain: there is no branching and no choice of route. The first district of every area is free.
| Sea area | Regions | Avalon Token | Energy | Timers | Cumulative token |
|---|---|---|---|---|---|
| Mist City | 15 | 100,000 | 1,200 | 56.2h | 100,000 |
| Northlands | 22 | 310,000 | 2,100 | 210h | 410,000 |
| Emerald Oasis | 22 | 436,000 | 2,100 | 210h | 846,000 |
| Sunset City | 22 | 620,000 | 2,100 | 210h | 1,466,000 |
| Whole map | 81 | 1,466,000 | 7,500 | 686.2h | — |
Timers cap at 10 hours. Mist City ramps up to that cap, and every region from Northlands onward sits at the full 10 hours, which is why the three later areas each total 210 hours despite very different token costs.
Districts below are listed by the number the game shows you. Note that they do not unlock in numbered order: after District 10 the chain jumps to the highest district of that block and counts back down. Mist City runs 2 to 10, then 15, 14, 13, 12, 11. The other three areas run 2 to 10, then 16 down to 11, then 17 to 22.
| District | Token | Energy | Timer |
|---|---|---|---|
| Start | 0 | — | free |
| Zone 2 | 500 | 50 | 10m |
| Zone 3 | 500 | 50 | 10m |
| Zone 4 | 1,000 | 50 | 20m |
| Zone 5 | 2,000 | 50 | 30m |
| District 6 | 3,000 | 100 | 1h |
| District 7 | 4,000 | 100 | 2h |
| District 8 | 6,000 | 100 | 3h |
| District 9 | 8,000 | 100 | 4h |
| District 10 | 10,000 | 100 | 5h |
| District 11 | 15,000 | 100 | 10h |
| District 12 | 14,000 | 100 | 9h |
| District 13 | 13,000 | 100 | 8h |
| District 14 | 12,000 | 100 | 7h |
| District 15 | 11,000 | 100 | 6h |
| Total | 100,000 | 1,200 | 56.2h |
| District | Token | Energy | Timer |
|---|---|---|---|
| Start | 0 | — | free |
| Zone 2 | 10,000 | 100 | 10h |
| Zone 3 | 10,000 | 100 | 10h |
| Zone 4 | 11,000 | 100 | 10h |
| Zone 5 | 11,000 | 100 | 10h |
| District 6 | 12,000 | 100 | 10h |
| District 7 | 12,000 | 100 | 10h |
| District 8 | 13,000 | 100 | 10h |
| District 9 | 13,000 | 100 | 10h |
| District 10 | 14,000 | 100 | 10h |
| District 11 | 17,000 | 100 | 10h |
| District 12 | 16,000 | 100 | 10h |
| District 13 | 16,000 | 100 | 10h |
| District 14 | 15,000 | 100 | 10h |
| District 15 | 15,000 | 100 | 10h |
| District 16 | 14,000 | 100 | 10h |
| District 17 | 17,000 | 100 | 10h |
| District 18 | 18,000 | 100 | 10h |
| District 19 | 18,000 | 100 | 10h |
| District 20 | 19,000 | 100 | 10h |
| District 21 | 19,000 | 100 | 10h |
| District 22 | 20,000 | 100 | 10h |
| Total | 310,000 | 2,100 | 210h |
| District | Token | Energy | Timer |
|---|---|---|---|
| Start | 0 | — | free |
| Zone 2 | 16,000 | 100 | 10h |
| Zone 3 | 16,000 | 100 | 10h |
| Zone 4 | 17,000 | 100 | 10h |
| Zone 5 | 17,000 | 100 | 10h |
| District 6 | 18,000 | 100 | 10h |
| District 7 | 18,000 | 100 | 10h |
| District 8 | 19,000 | 100 | 10h |
| District 9 | 19,000 | 100 | 10h |
| District 10 | 20,000 | 100 | 10h |
| District 11 | 23,000 | 100 | 10h |
| District 12 | 22,000 | 100 | 10h |
| District 13 | 22,000 | 100 | 10h |
| District 14 | 21,000 | 100 | 10h |
| District 15 | 21,000 | 100 | 10h |
| District 16 | 20,000 | 100 | 10h |
| District 17 | 23,000 | 100 | 10h |
| District 18 | 24,000 | 100 | 10h |
| District 19 | 24,000 | 100 | 10h |
| District 20 | 25,000 | 100 | 10h |
| District 21 | 25,000 | 100 | 10h |
| District 22 | 26,000 | 100 | 10h |
| Total | 436,000 | 2,100 | 210h |
| District | Token | Energy | Timer |
|---|---|---|---|
| Start | 0 | — | free |
| Zone 2 | 20,000 | 100 | 10h |
| Zone 3 | 20,000 | 100 | 10h |
| Zone 4 | 22,000 | 100 | 10h |
| Zone 5 | 22,000 | 100 | 10h |
| District 6 | 24,000 | 100 | 10h |
| District 7 | 24,000 | 100 | 10h |
| District 8 | 26,000 | 100 | 10h |
| District 9 | 26,000 | 100 | 10h |
| District 10 | 28,000 | 100 | 10h |
| District 11 | 34,000 | 100 | 10h |
| District 12 | 32,000 | 100 | 10h |
| District 13 | 32,000 | 100 | 10h |
| District 14 | 30,000 | 100 | 10h |
| District 15 | 30,000 | 100 | 10h |
| District 16 | 28,000 | 100 | 10h |
| District 17 | 34,000 | 100 | 10h |
| District 18 | 36,000 | 100 | 10h |
| District 19 | 36,000 | 100 | 10h |
| District 20 | 38,000 | 100 | 10h |
| District 21 | 38,000 | 100 | 10h |
| District 22 | 40,000 | 100 | 10h |
| Total | 620,000 | 2,100 | 210h |
Values from game client version 1.9.1. Timer totals are raw durations before any speed-ups.
The game states it plainly in the mode rules: "Suppressed by the power of the ancient gods, the player's panel attributes outside of gameplay and attribute bonuses obtained in battle will compress a certain percentage, and the damage caused will also be reduced. The compressed attributes will be researched in the dock: the number of technology nodes increase and gradually recover."
On top of stat compression, every hit inside the Voyage keeps only 30% of its value, whether it comes from a Capymon-type source or not. So Capymon stats arrive uncompressed, but Capymon damage has no built-in edge over the rest of your kit.
n = 0.1 + S/600.In the normal range the divisor sits near 10, so as a rule of thumb you keep about a tenth of the stat. It gets slightly worse the higher you stack. There is a theoretical ceiling of 200% at S=0, but it needs an infinite stat: a 1000% stat only reaches a third of it, so in practice the curve just keeps tapering.
| Your stat on the panel outside the Voyage | S = 0 | S = 50 | S = 100 | S = 150 | S = 200 | S = 300 | S = 407 |
|---|---|---|---|---|---|---|---|
| 10% | 1.00% | 1.09% | 1.18% | 1.27% | 1.36% | 1.54% | 1.73% |
| 25% | 2.47% | 2.69% | 2.92% | 3.14% | 3.37% | 3.82% | 4.30% |
| 50% | 4.88% | 5.32% | 5.76% | 6.21% | 6.65% | 7.54% | 8.49% |
| 100% | 9.52% | 10.39% | 11.26% | 12.12% | 12.99% | 14.72% | 16.57% |
| 200% | 18.18% | 19.83% | 21.49% | 23.14% | 24.79% | 28.10% | 31.64% |
| 300% | 26.09% | 28.46% | 30.83% | 33.20% | 35.57% | 40.32% | 45.39% |
| 400% | 33.33% | 36.36% | 39.39% | 42.42% | 45.45% | 51.52% | 58.00% |
| 500% | 40.00% | 43.64% | 47.27% | 50.91% | 54.55% | 61.82% | 69.60% |
| 750% | 54.55% | 59.50% | 64.46% | 69.42% | 74.38% | 84.30% | 94.91% |
| 1000% | 66.67% | 72.73% | 78.79% | 84.85% | 90.91% | 103.03% | 116.00% |
Read a row as: this is what the panel value on the left is worth once you are inside the Voyage. A build with 100% Crit DMG fights with 9.5% of it at S=0, or 16.6% with the tech tree maxed. The share you keep sits near a tenth and tapers as you stack: a 10% stat retains 10.0% of itself, a 1000% stat only 6.7%.
Same reading as the table above: what the panel value is worth inside the Voyage.
| Your stat on the panel outside the Voyage | S = 0 | S = 50 | S = 100 | S = 150 | S = 200 | S = 300 | S = 407 |
|---|---|---|---|---|---|---|---|
| 10% | 4.35% | 4.37% | 4.39% | 4.41% | 4.43% | 4.48% | 4.52% |
| 25% | 10.53% | 10.58% | 10.63% | 10.68% | 10.74% | 10.84% | 10.95% |
| 50% | 20.00% | 20.10% | 20.20% | 20.30% | 20.40% | 20.60% | 20.81% |
| 100% | 36.36% | 36.55% | 36.73% | 36.91% | 37.09% | 37.45% | 37.84% |
| 200% | 61.54% | 61.85% | 62.15% | 62.46% | 62.77% | 63.38% | 64.04% |
| 300% | 80.00% | 80.40% | 80.80% | 81.20% | 81.60% | 82.40% | 83.26% |
| 400% | 94.12% | 94.59% | 95.06% | 95.53% | 96.00% | 96.94% | 97.95% |
| 500% | 105.26% | 105.79% | 106.32% | 106.84% | 107.37% | 108.42% | 109.55% |
| 750% | 125.00% | 125.63% | 126.25% | 126.88% | 127.50% | 128.75% | 130.09% |
| 1000% | 137.93% | 138.62% | 139.31% | 140.00% | 140.69% | 142.07% | 143.54% |
Two footnotes: S is nearly irrelevant to this curve (the columns barely move), and the same curve also compresses Ignore Combo / Ignore Counter, so enemy-side ignores are weak here too.
Inside the Voyage, a unit's true damage is capped at 500× its (suppressed) Attack per round; anything past the cap deals zero. Every true-damage source counts against it, frostbite included. Separately, the per-hit cap of ATK × (10 + SwordTrueDamageLimit) applies as everywhere else.
S is the only lever. It does not soften the compression curve; it multiplies the compressed result by 1 + S/550, so a higher S returns more of every suppressed stat: more damage dealt, and more damage reduction kept.
Maximum S is 407, every level of both dockyard grids (131 on Avalondock + 276 on Far sea advanced), capping recovery at ×1.74.
| Tech levels (= S) | 0 | 50 | 100 | 150 | 200 | 300 | 407 |
|---|---|---|---|---|---|---|---|
| Recovery multiplier | ×1.00 | ×1.09 | ×1.18 | ×1.27 | ×1.36 | ×1.55 | ×1.74 |
S also feeds the ATK/HP/DEF grid as n = 0.1 + S/600, so tech levels lift base stats on a separate curve too, and it barely touches the Combo/Counter curve (S ÷ 10,000). Tech progress resets per kingdom: the rules state the recovery effect resets when you move to a new kingdom and the dock has to be researched again.
Values from game version 1.9.2, verified against the decompiled battle code.
Sub-stats do not roll a random number inside a range. Each one rolls a tier from 1 to 27, and every tier is a fixed value. Within a tier all eligible stats are equally likely, so the only variance is which tier you hit and which stat you get.
| Slot | Main stat | Sub-stat categories | Craft odds | Set skill |
|---|---|---|---|---|
Bread | HP Max | Damage reduction, Ignore crit | 20% | — |
Drink | ATK | Damage increase, Crit rate | 20% | — |
Quill | HP Max | Damage reduction, Ignore crit | 20% | — |
Ink | ATK | Damage increase, Crit rate | 20% | — |
Award | DEF | Damage increase, Crit damage | 10% | Yes |
Watch | DEF | Damage reduction, Crit DMG reduction | 10% | Yes |
A tool has 4 sub-stat slots, alternating between its two categories (slots 1 and 3 from the first, slots 2 and 4 from the second). An ATK tool can never roll damage reduction, and only the watch line can roll crit damage reduction. Award and Watch are half as likely to be crafted as the other four slots, and they are the only two that carry a set skill.
Every sub-stat uses the same 27-step curve scaled by its own tier 1 value: +0.3× per tier to tier 15, then +0.4×. Tier 27 is always exactly ten times tier 1. Multiply a base below by the tier multiplier to get any value.
| Base (tier 1) | Tier 15 | Tier 27 | Stats on this base |
|---|---|---|---|
| 0.5% | 2.6% | 5.0% | Basic ATK and Skill DMG, DMG reduction and their crit-damage versions |
| 0.4% | 2.08% | 4.0% | Crit DMG, and the three crit-damage reduction stats |
| 0.3% | 1.56% | 3.0% | DMG Increase, DMG Reduction |
| 0.2% | 1.04% | 2.0% | Every per-source crit rate and ignore-crit stat, combo, counter, control immunity, Lineup DMG |
| 0.15% | 0.78% | 1.5% | Crit Rate, Ignore Crit Rate |
The workshop levels from 1 to 50, and its level sets a sliding window of tiers a craft can roll. The window moves up at both ends, so high levels stop producing junk as well as unlocking better tiers. A craft is instant and costs 1 Energy at every level: the crystals and the timer below are the cost of the Tool Pool upgrade into that level, paid once.
| Lvl | Tiers it can roll | Crystals to reach | Upgrade time |
|---|---|---|---|
| 1 | Common → Rare | 10 | 10m |
| 7 | Common → Legendary | 500 | 15h |
| 15 | Epic → Mythic | 3,500 | 2.9d |
| 25 | Legendary+2 → Immortal | 20,000 | 9.8d |
| 33 | Mythic+2 → Immortal+4 | 60,000 | 18.8d |
| 37 | Mythic+4 → Transcendent | 100,000 | 24.6d |
| 47 | Immortal+4 → Transcendent+5 | 250,000 | 45.2d |
| 50 | Immortal+4 → Transcendent+5 | 370,000 | 63.8d |
The window stops widening at level 47: levels 48 to 50 roll the same range and only shift the odds inside it.
Which pool you draw from depends on the tool's tier, and every set in a pool is equally likely. Values below are the full-set figure for each band; part sets give less.
| Set | Effect | T1–15 2pc | T16–21 4pc | T22–27 6pc |
|---|---|---|---|---|
Abundant Energy | First CRIT: Final DMG Boost, 1–2 turns | +6% | +9% | +15% |
Emergency Healing | HP first drops below 30 / 40 / 50%: restore Max HP | 15% | 25% | 35% |
Refreshing | First crowd control: Control RES, 2–3 turns | — | +20% | +25% |
Shatter the Vanguard | Battle start: enemy Final DMG Boost down, 1–2 turns | -6% | -9% | -15% |
Potential Burst | First Rage Skill: Crit Rate, 1 turn | — | — | +20% |
Higher pools are strict upgrades: 3 sets at up to 2 pieces below tier 16, 4 at up to 4 from 16, 5 at up to 6 from 22. Durations lengthen too, and Emergency Healing's threshold climbs from 30% to 40% to 50% Max HP, so it triggers earlier as well as healing more.
| Family | Tiers | Steps |
|---|---|---|
| Common / Excellent / Rare | 1–3 | Common, Excellent, Rare |
| Epic | 4–6 | Epic, Epic+1, Epic+2 |
| Legendary | 7–10 | Legendary, +1, +2, +3 |
| Mythic | 11–15 | Mythic, +1, +2, +3, +4 |
| Immortal | 16–21 | Immortal, +1, +2, +3, +4, +5 |
| Transcendent | 22–27 | Transcendent, +1, +2, +3, +4, +5 |
Every stat at every tier, the exact craft odds at all 50 workshop levels, the full set skill numbers and main stat values are on the Capytool Workshop page.
Values from game version 1.9.1.
These four stats look like a matched set, but they are not in the same multiplier bucket. Capy-Beast shares one big additive pool with most of your other damage stats. Lineup gets a bucket of its own.
| Stat | Bucket | Applies to | Countered by |
|---|---|---|---|
| Capy-Beast DMG Boost | Shared additive pool | Capy-Beast faction damage only | enemy Tenacity |
| Capy-Beast DMG RES | Shared additive pool | Capy-Beast faction damage only | enemy Armor Break |
| Lineup DMG Boost | Independent multiplier | every damage channel, including your own hits in PvP | nothing |
| Lineup DMG RES | Independent multiplier | every damage channel, including damage you take in PvP | nothing |
Capy-Beast is added into the shared pool alongside skill DMG, faction DMG, state and pet bonuses, and everything else. The whole pool becomes a single multiplier:
Lineup is resolved on its own and multiplied in near the end of the chain. Habby's own code tags it "external independent multiplier bucket":
The name suggests it only affects your capymon lineup. It does not. Lineup DMG Boost and Lineup DMG RES come from the lineup Faction Bonus (deploying same-faction capymon) and from Capy Tool sub-stats, but the game merges them into your own character's attributes, in the same bundle as your gear, pets and collections. The multiplier is then applied to every hit you deal and every hit you take, with no check for whether a capymon was involved.
So in PvP (Arena, Guild War, Martial Arts Tournament, Holy Grail War, Guild KungFu) and in normal PvE (Chapter, Tower, Dungeon), Lineup DMG Boost raises your damage and Lineup DMG RES cuts damage to you. It is a straight extra multiplier on top of everything else, in the bucket shown above. The two neighbouring capymon multipliers in the chain (stages 16 and 17) are explicitly switched off outside Capy Grand Voyage; Lineup has no such switch.
| Mode | Lineup DMG Boost / RES on your character |
|---|---|
| Arena, Guild War, Martial Arts Tournament, Holy Grail War, Guild KungFu | Active full value, independent multiplier |
| Chapter, Tower, Dungeon, Power | Active full value, independent multiplier |
| Season Dungeon, Season Mining, Season Assault | Off the capymon bundle is empty in Season modes, so the stat is 0 |
| Capy Grand Voyage | Active class 0, so it bypasses suppression; see below |
Every stage below is its own multiplication against the running damage value. The order is taken from the ordinary-attack channel; all 31 damage channels share the same tail.
| # | Stage | Note |
|---|---|---|
| 0 | Crit multiplier | rolled first, super-crit clamped separately |
| 1 | Shared damage pool | Capy-Beast Boost / RES here |
| 2 | Global DMG add × Global DMG reduction | |
| 3 | Block | |
| 4 | Artifact power | |
| 5 | Final damage fix | the "Final DMG" family |
| 6 | Capy zone | |
| 7 | Artifact attack | |
| 8 | Rogue | |
| 9 | Monster | |
| 10 | Special skill | |
| 11 | PvP final rate | PvP only |
| 12 | PvP DMG add | PvP only |
| 13 | PvP DMG reduction | PvP only |
| 14 | Grand Voyage bonus | Voyage only |
| 15 | Lineup multiplier | Lineup Boost / RES here |
| 16 | Capy-Beast extra faction | Voyage only |
| 17 | Grand Voyage suppression | Voyage only |
Watch the ceiling. The Lineup bucket is clamped to a maximum of 5×, so once your Lineup Boost minus the enemy's Lineup RES reaches +400% the stat stops paying out entirely. The floor is 0.25×. The shared pool is clamped to 0.25× and 10×.
Inside Capy Grand Voyage the gap widens further. The mode compresses stats by class: Capy-Beast DMG Boost and RES are class 1, so both are pushed through the suppression curve, while Lineup DMG Boost and RES are class 0 and pass through at full value. So in the Voyage Lineup is not just a better bucket, it is the only one of the two that arrives intact. See Capy Grand Voyage Stat Suppression.
One scope note: Capy-Beast DMG Boost is injected inside the four faction damage functions (Torrent, Sylvan, Lava, Gloom Moon), so it only lifts Capy-Beast elemental damage. Lineup is applied unconditionally in every damage channel, from whoever holds the stat, which outside the Voyage is your character.
Read from the battle simulation in game client version 1.9.1. Internal names: CapyMonDamageAddPercent%, CapyMonDamageReductionPercent%, OutFinalCapyMonDamageAdd%, OutFinalCapyMonDamageReduction%.
The Faction Bonus panel lists three effects and the English text for all three is a rough translation. They are three unrelated mechanics that happen to share one screen: one is a real combat stat on your character, one is a score multiplier for Capymon Card Battle, and one is a matchup bonus that only exists against another player's lineup.
The game counts the deployed capymon of each faction and picks the faction with the most. That faction's bonus activates at 4, 5 or 6 deployed. Fewer than four of any one faction means no bonus at all, and only the majority faction ever counts; a 3 + 3 split activates nothing. Ties are broken toward Sylvan, then Torrent, then Lava.
This is Lineup DMG Boost and Lineup DMG RES, the independent damage multiplier covered on the Capy-Beast & Lineup DMG Stats card. It is not the Capy-Beast faction stat, despite the wording. It goes onto your own character and raises the damage you deal and lowers the damage you take in Arena, Guild War, Martial Arts Tournament, Holy Grail War, Guild KungFu, and normal PvE. Season modes are the exception; the capymon bundle is empty there.
The number is not fixed by the 4 / 5 / 6 count. Reaching the count only switches the row on. The value is a sum over each deployed capymon of the active faction, by that capymon's rarity:
| Each same-faction capymon | Lineup DMG Boost | Lineup DMG RES |
|---|---|---|
| Rare | +0% | +0% |
| Epic | +0.5% | +0.5% |
| Legendary | +1% | +1% |
| Mythic | +2.5% | +2.5% |
So two players both showing "6/6" can see very different totals. Six Rares give +0%. Two Epic, one Legendary, one Mythic and two Rare give +4.5%. Six Mythics give +15%. Rare capymon still count toward the 4 / 5 / 6 activation, they just contribute nothing to the value. Boost and RES are always granted at the same figure.
A score multiplier, not a combat stat. In the Voyage's Capymon Card Battle your lineup's total Capymon Power is multiplied by 1.10 / 1.15 / 1.20 at 4 / 5 / 6 of one faction. This one really is fixed by count, and is identical for all three factions. It is applied when the power score is tallied, including to the enemy lineup if theirs qualifies. It never touches damage.
This is Faction Restraint. The garbled English comes from the client filling the {faction} slot with the name of the stat instead of a faction, so it reads "the Lineup DMG RES faction". If your majority faction counters the opponent's majority faction, you gain a flat Lineup DMG RES +20% against them for that fight, on top of Line 1. That is a defensive bonus: it cuts the damage they deal to you, it does not raise your damage to them. The counter cycle:
| Your majority faction | counters | Bonus you receive |
|---|---|---|
| Sylvan | Torrent | Lineup DMG RES +20% |
| Torrent | Lava | Lineup DMG RES +20% |
| Lava | Sylvan | Lineup DMG RES +20% |
Three rules that follow from how it is checked. It is symmetric: the same check runs from the other side, so if their faction counters yours, they get the +20% against you. Both lineups need an active bonus: if either side has fewer than four of a single faction, no restraint fires in either direction. And it only exists where there is an opponent lineup to compare against, which means PvP: Martial Arts Tournament, Holy Grail War, Cross Arena, Guild War, Guild KungFu, Trade Ship and Friend Duel all pass the opponent's lineup in. In Holy Grail War it is evaluated per matchup, your first fighter against theirs, your second against theirs. PvE modes have no opponent lineup, so there is nothing to restrain.
Worked example. You bring 6/6 Sylvan into Martial Arts Tournament against 6/6 Torrent. Sylvan counters Torrent and both lineups are active, so from the first hit every attack they land on you runs through the Lineup bucket as clamp(1 + their Lineup Boost − (your Lineup RES + 0.20), 0.25, 5). With nothing else in that bucket their hits land at 0.80×. They get no restraint back, since Torrent does not counter Sylvan. Both of you still receive your own Line 1 Lineup Boost and RES from your six capymon's rarities.
| Mode | Line 1: Lineup DMG | Line 2: Capybara Power | Line 3: Restraint |
|---|---|---|---|
| Martial Arts Tournament, Holy Grail War, Cross Arena, Guild War, Guild KungFu, Trade Ship, Friend Duel | Active | n/a | Active |
| Chapter, Tower, Dungeon, bosses, Rogue, Mythic | Active | n/a | no opponent lineup |
| Season Dungeon, Season Mining, Season Assault | Off | n/a | Off |
| Capy Grand Voyage: island fights | Active class 0, bypasses suppression | n/a | enemies are monsters, not a lineup |
| Capy Grand Voyage: Capymon Card Battle | n/a | Active | n/a |
Read from the battle simulation in game client version 1.9.1. Tables: Capymon_capymonBond (per-rarity values and the 4 / 5 / 6 rows), Capymon_config row 12 (counter cycle) and row 13 (restraint value). Row 13 shipped as 10% in the 1.9.1 client tables; the live game now displays 20%, so the value was raised in a later update and the card uses the in-game figure. The restraint check only receives the opponent's lineup in the PvP battle controllers.
Every star takes 5 upgrades at the same price, so the bold number is the shards for that whole star (the per-upgrade price is in brackets). Total is everything spent since 0 stars. Rarer Capymon are cheaper to rank up, not more expensive.
| Star | Rare | Epic | Legendary | Mythic |
|---|---|---|---|---|
| ★0 → ★1 | 50 (10×5)Total 50 | 25 (5×5)Total 25 | 25 (5×5)Total 25 | 25 (5×5)Total 25 |
| ★1 → ★2 | 150 (30×5)Total 200 | 100 (20×5)Total 125 | 75 (15×5)Total 100 | 75 (15×5)Total 100 |
| ★2 → ★3 | 500 (100×5)Total 700 | 250 (50×5)Total 375 | 150 (30×5)Total 250 | 150 (30×5)Total 250 |
| ★3 → ★4 | 1,500 (300×5)Total 2,200 | 750 (150×5)Total 1,125 | 400 (80×5)Total 650 | 300 (60×5)Total 550 |
| ★4 → ★5 | 3,000 (600×5)Total 5,200 | 1,500 (300×5)Total 2,625 | 750 (150×5)Total 1,400 | 500 (100×5)Total 1,050 |
Values from game version 1.9.1.
Opening packs earns pool EXP and each level shifts the rarity mix, but the shape never changes: a Capymon drops on 5.00% of draws at every level, of which 2.20% is Epic or better. Levelling reshuffles rarity inside those fixed slices, it does not widen them. Tokens stay at 55% and currency at 40% from Lv.1 to Lv.6.
| Drop | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 |
|---|---|---|---|---|---|---|
| Mythic Capymon | — | — | 0.05% | 0.10% | 0.15% | 0.20% |
| Legendary Capymon | — | 0.30% | 0.35% | 0.40% | 0.45% | 0.50% |
| Epic Capymon | 2.20% | 1.90% | 1.80% | 1.70% | 1.60% | 1.50% |
| Rare Capymon | 2.80% | 2.80% | 2.80% | 2.80% | 2.80% | 2.80% |
| Mythic token | — | — | 0.50% | 1.00% | 1.50% | 2.00% |
| Legendary token | — | 3.00% | 3.50% | 4.00% | 4.50% | 5.00% |
| Epic token | 25.00% | 22.00% | 21.00% | 20.00% | 19.00% | 18.00% |
| Rare token | 30.00% | 30.00% | 30.00% | 30.00% | 30.00% | 30.00% |
| Capy Allowance ×500 | 15.00% | 15.00% | 15.00% | 15.00% | 15.00% | 15.00% |
| Capy Allowance ×2000 | 5.00% | 5.00% | 5.00% | 5.00% | 5.00% | 5.00% |
| Speedup Ticket ×2 | 15.00% | 15.00% | 15.00% | 15.00% | 15.00% | 15.00% |
| Speedup Ticket ×8 | 5.00% | 5.00% | 5.00% | 5.00% | 5.00% | 5.00% |
| Pool EXP to next level | 300 | 2,000 | 10,000 | 25,000 | 50,000 | max |
| Draws to next level | 30 | 200 | 1,000 | 2,500 | 5,000 | max |
An Epic or better Capymon is guaranteed within 20 draws, and because the natural rate is only 2.20% that guarantee fires often: it lifts the real Epic+ rate to 6.13%, one every 16.3 draws, with 65.5% of Epic+ cards coming from the guarantee rather than the roll. The counter is not reset by tokens. 10 tokens build a card at every rarity.
Every draw awards a flat 10 pool EXP no matter what it contains, and the bar resets on each level-up, so levelling is a pure draw count: 8,730 draws from a fresh Lv.1 pool to a maxed Lv.6. A draw costs 1 Capy Chip, or 300 Gems (270 with the Trading Privilege Card) once chips run out.
Per-card odds, effective rates with the guarantee folded in, and expected returns over any number of draws are in Capymon Pull Rates.
Rates from game version 1.9.1, and they reproduce the in-game Probability Details popup exactly at all six levels.
A shiny Capymon uses a separate stat line, not a multiplier applied on top. The gap is the same for every rarity at every level:
| Stat | Shiny bonus |
|---|---|
HP | +25% |
ATK | +25% |
DEF | +15% |
| Star | 0★ | 1★ | 2★ | 3★ | 4★ | 5★ |
|---|---|---|---|---|---|---|
| Max level | 20 | 40 | 80 | 120 | 160 | 200 |
| Level | HP | HP shiny | ATK | ATK shiny | DEF | DEF shiny |
|---|---|---|---|---|---|---|
| 1 | 580 | 670 | 145 | 170 | 35 | 45 |
| 20 (0★ cap) | 12,000 | 15,000 | 3,000 | 3,750 | 750 | 865 |
| 40 (1★ cap) | 25,200 | 31,500 | 6,300 | 7,880 | 1,600 | 1,840 |
| 80 (2★ cap) | 56,000 | 70,000 | 13,950 | 17,440 | 3,500 | 4,025 |
| 120 (3★ cap) | 93,300 | 116,630 | 23,250 | 29,060 | 5,800 | 6,670 |
| 160 (4★ cap) | 138,500 | 173,130 | 34,600 | 43,250 | 8,600 | 9,890 |
| 200 (5★ cap) | 193,400 | 241,750 | 48,350 | 60,440 | 12,050 | 13,860 |
| Level | HP | HP shiny | ATK | ATK shiny | DEF | DEF shiny |
|---|---|---|---|---|---|---|
| 1 | 870 | 1,090 | 220 | 280 | 55 | 65 |
| 20 (0★ cap) | 18,000 | 22,500 | 4,500 | 5,630 | 1,150 | 1,325 |
| 40 (1★ cap) | 37,700 | 47,130 | 9,450 | 11,810 | 2,400 | 2,760 |
| 80 (2★ cap) | 84,100 | 105,130 | 20,900 | 26,130 | 5,250 | 6,040 |
| 120 (3★ cap) | 140,000 | 175,000 | 34,850 | 43,560 | 8,750 | 10,065 |
| 160 (4★ cap) | 207,900 | 259,880 | 51,850 | 64,810 | 13,000 | 14,950 |
| 200 (5★ cap) | 290,200 | 362,750 | 72,500 | 90,630 | 18,150 | 20,875 |
| Level | HP | HP shiny | ATK | ATK shiny | DEF | DEF shiny |
|---|---|---|---|---|---|---|
| 1 | 1,300 | 1,630 | 330 | 410 | 85 | 100 |
| 20 (0★ cap) | 26,910 | 33,640 | 6,750 | 8,440 | 1,700 | 1,955 |
| 40 (1★ cap) | 56,480 | 70,600 | 14,200 | 17,750 | 3,550 | 4,085 |
| 80 (2★ cap) | 126,060 | 157,580 | 31,350 | 39,190 | 7,850 | 9,030 |
| 120 (3★ cap) | 209,970 | 262,460 | 52,250 | 65,310 | 13,050 | 15,010 |
| 160 (4★ cap) | 311,710 | 389,640 | 77,700 | 97,130 | 19,400 | 22,310 |
| 200 (5★ cap) | 435,190 | 543,990 | 108,550 | 135,690 | 27,100 | 31,165 |
| Level | HP | HP shiny | ATK | ATK shiny | DEF | DEF shiny |
|---|---|---|---|---|---|---|
| 1 | 3,000 | 3,750 | 760 | 950 | 190 | 220 |
| 20 (0★ cap) | 62,000 | 77,500 | 15,500 | 19,380 | 3,900 | 4,485 |
| 40 (1★ cap) | 130,000 | 162,500 | 32,600 | 40,750 | 8,200 | 9,430 |
| 80 (2★ cap) | 290,000 | 362,500 | 72,100 | 90,130 | 18,100 | 20,815 |
| 120 (3★ cap) | 483,000 | 603,750 | 120,200 | 150,250 | 30,100 | 34,615 |
| 160 (4★ cap) | 717,000 | 896,250 | 178,800 | 223,500 | 44,700 | 51,405 |
| 200 (5★ cap) | 1,001,000 | 1,251,250 | 249,900 | 312,380 | 62,400 | 71,760 |
Shinies also refund double. A duplicate shiny returns 20 shards where a regular returns 10, on every card. 28 of the 29 Capymon have a shiny variant; the starter is the only one that does not.
Values from game version 1.9.1.
Costs are per level.
= shards ·
= Meteoric Iron. These are the same values the Collection Upgrade Calc uses to plan your path for you.
| Lv | ||
|---|---|---|
| Unlock | 20 | — |
| 1 | — | 20 |
| 2 | — | 40 |
| 3 | 20 | 80 |
| 4 | 40 | 120 |
| 5 | 60 | 160 |
| 6 | 80 | 240 |
| 7 | 120 | 320 |
| 8 | 200 | 400 |
| 9 | 320 | 480 |
| 10 | 480 | 600 |
| Total | 1340 | 2460 |
| Lv | ||
|---|---|---|
| Unlock | 30 | — |
| 1 | — | 30 |
| 2 | — | 60 |
| 3 | 30 | 120 |
| 4 | 60 | 180 |
| 5 | 90 | 240 |
| 6 | 120 | 360 |
| 7 | 180 | 480 |
| 8 | 240 | 600 |
| 9 | 360 | 780 |
| 10 | 480 | 960 |
| Total | 1590 | 3810 |
| Lv | ||
|---|---|---|
| Unlock | 40 | — |
| 1 | — | 60 |
| 2 | — | 120 |
| 3 | 40 | 240 |
| 4 | 80 | 360 |
| 5 | 120 | 480 |
| 6 | 160 | 720 |
| 7 | 240 | 960 |
| 8 | 360 | 1320 |
| 9 | 480 | 1640 |
| 10 | 600 | 1800 |
| Total | 2120 | 7700 |
| Lv | ||
|---|---|---|
| Unlock | 50 | — |
| 1 | — | 120 |
| 2 | — | 240 |
| 3 | 60 | 480 |
| 4 | 120 | 720 |
| 5 | 180 | 960 |
| 6 | 240 | 1440 |
| 7 | 360 | 2000 |
| 8 | 480 | 3000 |
| 9 | 600 | 4000 |
| 10 | 720 | 5000 |
| Total | 2810 | 17960 |
| Lv | ||
|---|---|---|
| Unlock | 60 | — |
| 1 | 60 | 120 |
| 2 | 60 | 240 |
| 3 | 60 | 480 |
| 4 | 60 | 720 |
| 5 | 60 | 960 |
| 6 | 120 | 1440 |
| 7 | 120 | 2000 |
| 8 | 120 | 3000 |
| 9 | 120 | 4000 |
| 10 | 120 | 5000 |
| Total | 960 | 17960 |
| Lv | ||
|---|---|---|
| Unlock | 60 | — |
| 1 | 60 | 120 |
| 2 | 60 | 240 |
| 3 | 60 | 480 |
| 4 | 60 | 720 |
| 5 | 60 | 960 |
| 6 | 120 | 1440 |
| 7 | 120 | 2000 |
| 8 | 120 | 3000 |
| 9 | 120 | 4000 |
| 10 | 120 | 5000 |
| Total | 960 | 17960 |
| Lv | ||
|---|---|---|
| Unlock | 60 | — |
| 1 | 60 | 120 |
| 2 | 60 | 240 |
| 3 | 90 | 480 |
| 4 | 90 | 720 |
| 5 | 120 | 960 |
| 6 | 120 | 1440 |
| 7 | 150 | 2000 |
| 8 | 150 | 3000 |
| 9 | 180 | 4000 |
| 10 | 180 | 5000 |
| Total | 1260 | 17960 |
| Lv | ||
|---|---|---|
| Unlock | 40 | — |
| 1 | 40 | 60 |
| 2 | 40 | 120 |
| 3 | 40 | 240 |
| 4 | 40 | 360 |
| 5 | 40 | 480 |
| 6 | 40 | 720 |
| 7 | 40 | 960 |
| 8 | 40 | 1320 |
| 9 | 40 | 1640 |
| 10 | 40 | 1800 |
| Total | 440 | 7700 |
| Lv | ||
|---|---|---|
| Unlock | 60 | — |
| 1 | 60 | 120 |
| 2 | 60 | 240 |
| 3 | 60 | 480 |
| 4 | 60 | 720 |
| 5 | 60 | 960 |
| 6 | 60 | 1440 |
| 7 | 60 | 2000 |
| 8 | 60 | 3000 |
| 9 | 60 | 4000 |
| 10 | 60 | 5000 |
| Total | 660 | 17960 |
Values from the community chart. Credit: Violet57.
Each mode opens at a story chapter. Some also need a minimum server age in days, shown in the last column; whichever comes later is the one that gates you.
| Chapter | Server age | Unlocks |
|---|---|---|
| 1 | — | Battle, Talents, Equip, Ranking, Settings Shop |
| 2 | — | Friends Tower Challenge Events Pets Tasks 2× Battle Speed Dragon's Lair Celestial Tree |
| 2 | +2d | Capybarathon |
| 3 | — | Chests Collectibles Capy Gacha AFK Rewards Lucky Star Phantom Sword Island Travel Homestead |
| 4 | — | Mount Guild Arena Magic Crystal |
| 6 | — | Star Challenge |
| 6 | +2d | Artifact |
| 10 | +6d | Goblin Miner New World Pet Build |
| 21 | — | Adventurer Temple of Tides |
| 31 | — | Gem Relic Chest |
| 31 | +13d | Cappy Trade Guild Trade Guild Bounty Joint Archaeology Pet Armament Feats Shop |
| 51 | — | Dungeon Dive |
| 51 | +14d | Martial Arts Tournament Equipment Forging |
| 61 | — | Resonance |
| 61 | +28d | Holy Grail War Mythic Treasure |
| 100 | +89d | Adventure Assistant |
| 150 | +179d | Capy Grand Voyage |
Brands and Inheritance are the same unlock. Brands are the Inheritance system, so there is one gate for both, and it is not a story chapter: your Hero Talent tree has to reach the Hero stage, its final evolution step. Clearing that also starts the Inherit Level ladder that gates Chapter 98 onward.
Once Inheritance is open you equip legacy skills into slots: 2 Hero slots and 4 Brand slots. They do not all open at once, and each has its own chapter requirement.
| Slot | Hero | Brand | |
|---|---|---|---|
| 1 | open | open | |
| 2 | Ch 41 | open | |
| 3 | — | Ch 61 | |
| 4 | — | Ch 81 |
"Open" means available the moment Inheritance unlocks, so the real gates are Hero slot 2 at Chapter 41, and Brand slots 3 and 4 at Chapters 61 and 81. The in-game tip reads "Unlock after clearing Chapter X", but the check passes as soon as you reach that chapter.
From Chapter 18 onward the story stops being gated purely by clearing the previous chapter: each block below also needs your account to reach the progression step on the right.
| Chapters | Unlocks at |
|---|---|
| 18–32 | Elite - 1 |
| 33–42 | Master - 1 |
| 43–57 | Warrior - 1-1 |
| 58–72 | Warrior - 2-1 |
| 73–97 | Warrior - 3-1 |
| 98–122 | Inherit Level 2 |
| 123–147 | Inherit Level 3 |
| 148–172 | Inherit Level 4 |
| 173–300 | Inherit Level 5 |
The Inherit Level gates only need one brand book to reach that milestone node, not all five. Any of Skeleton, Knight, Ranger, Ghost or Dragon counts, so push whichever book you are already invested in.
Limited-time events almost all share one floor: Chapter 5, after which each appears on its own server-age schedule (many at +1 or +15 days). They are not listed individually here since they rotate.
Unlock data from game client 1.9.1 (tbFunction_Function). Server-age gates can be adjusted per region.
Stats on the same layer add together; the layers then multiply. That's why stacking one layer has diminishing value while a stat on an empty layer is worth full price.
That is the real order from the 1.9.1 battle code, with the empty stages skipped (the Capy-zone, artifact ATK factor, Helos stage and per-buff damage caps only fire for specific skills). Each bracket has diminishing returns: going 100%→200% doubles it, but 200%→300% only adds half. Build brackets evenly rather than stacking one.
| Layer | What's on it |
|---|---|
| Base ATK | Your sheet ATK after gear, arcana, collections and buffs. |
| Skill coefficient | The per-skill %. Look any skill up in the Skill Database. |
| Modifier layer | 1 + Σ bonus DMG% × (1 − downT) − Σ DMG reduction% × (1 − downP). Tenacity strips the attacker's bonus-damage side; Armor Break strips the defender's reduction side, each on a Δ/(7000 + 0.7Δ) curve, itself capped at 85%. Net result clamped between 0.25× and 10×. Model it in Tenacity vs Armor Break. |
| Capy-Beast DMG Boost / RES | Part of the modifier layer above, not a layer of its own. Only added when the attack carries a Capy-Beast faction tag (Torrent, Sylvan, Lava, Gloom Moon), so it does nothing for your own hero's hits. Scaled by Tenacity / Armor Break like every other pool stat. The Voyage-only "Capy-Beast DMG Boost %" sub-stat is a different stat: it sits on the Island layer below. |
| Crit layer | Expected value (1 − crit) + crit × critDMG. Ignore Crit lowers effective crit chance, Crit DMG Reduction lowers the multiplier (floor 1.25×; cap 5× base, 7× with Mythic Wizard, 10× with Super Crit, 12× with both; a few effects lower the cap instead). Model it in IgnoreCrit vs CDR. |
| Global DMG% | Its own multiplicative layer; bypasses Tenacity/Armor Break entirely. Attacker Global DMG% and defender Global DMG Reduction are two separate factors, not one bracket: the code multiplies (1 + Σ Global DMG%) by (1 − Σ Global DMG Reduction), each clamped on its own. Your Global DMG never eats into their Global DMG Reduction, and their Reduction never shrinks your bonus. 100% Global DMG into 50% Global DMG Reduction is 2.0 × 0.5 = 1.0×, not 1 + 1.0 − 0.5 = 1.5×. Compare the Final layer, where Final DMG Reduction does subtract from Final DMG% inside one bracket. |
| Block | PvP only (skipped whenever a monster is attacker or defender). If the defender's Block exceeds the attacker's Block and the block chance rolls, the difference is removed from the hit, up to 90%. |
| Suppression | Only for artifact skills hitting a target that is on a mount HP bar: 1 + your Suppression − their Ignore Suppression, floor 0.25×. |
| Final DMG% | Its own layer; opposed by Final DMG Reduction% on the defender. Also carries the HP-threshold Final DMG stats (target above 30/50/70% HP), shield / control-state Final DMG, Final Artifact / Mount / Pet DMG and the per-type Final DMG family. |
| In-battle DMG% | Its own layer; opposed by In-battle DMG Reduction%. In the code this is the "Rogue" layer: damage picks taken during a run (Abyss skills, specialization nodes) plus the per-skill rogue bonuses. In PvE the enemy's damage is cut by your DR layers multiplicatively; see the DR caps card. |
| Monster DMG% | Its own layer for the monster-only DMG Boost / RES stats (overall, basic-attack, skill, physical, fire, lightning variants). Usually 0 for players. |
| PvP layers | Three PvP-only multipliers: PvP DMG Bonus − PvP DMG Reduction (0.05× to 5×; Alien Mine PvP DMG Bonus multiplies in on top in Season Mining), then a second PvP DMG Bonus (0.25× to 5×) and a second PvP DMG Reduction (floor 0.05×). |
| Island DMG% | Capy Grand Voyage only: Island DMG Boost − Island DMG RES, plus the Voyage "Capy-Beast DMG Boost %" and its per-faction sub-stats on Capy-Beast-tagged attacks. Clamped 0.25× to 100×. |
| Lineup DMG Boost / RES | Its own layer, applied to every hit in every mode (not just capymon), with no Tenacity / Armor Break scaling: 1 + Lineup DMG Boost − enemy Lineup DMG RES, clamped 0.25× to 5×. Comes from the lineup Faction Bonus and Capy Tool sub-stats. Full detail in the Capy-Beast & Lineup card. |
| Voyage faction extra & suppression | Capy Grand Voyage only: an extra per-faction multiplier on Capy-Beast-tagged attacks (0.25× to 5×), then the flat Voyage suppression percentage (one value for Capy-Beast damage, another for everything else). See Capy Grand Voyage Stat Suppression. |
Each Global function builds its own total from its own side's stats and clamps it before the two are multiplied. So a Global DMG Reduction source such as Catastrophe or Frost Dragon is worth exactly its percentage against any attacker, and Global DMG% is worth exactly its percentage against any defender. The additive DMG% pool and the Final layer both work the other way, with bonus and reduction summed into one bracket first.
| Bracket | Damage cap | DR cap | Notes |
|---|---|---|---|
| DMG% | 1000% | 75% | Skill, Physical, Boss, Basic ATK, Dagger DMG etc. Floor: DR can never push damage below 25% of base. |
| Crit DMG% | 500% | 70% | 700% with Mythic Wizard · 1000% with Super Crit · 1200% with both. |
| Global% | 500% | 90% | "Global"-prefixed sources. Two independent clamps: the DMG factor runs 0.25× to 5×, the Reduction factor 0.10× to 1×. Because they are separate, Global DMG Reduction stays at full value no matter how much Global DMG the attacker stacks. |
| Final% | 500% | 90% | "Final"-prefixed sources: uniquely high DR cap. |
| In-Battle% | 1000% | 75% | Spec tree nodes, abyss skills, etc. |
| Lineup% | 500% | 75% | Lineup DMG Boost / RES. Boost stops paying past +400% net. |
| Monster% | 500% | 75% | Monster-only DMG stats. |
| Block | — | 90% | PvP only; defender Block − attacker Block, when it triggers. |
| Suppression | No cap | 75% | Artifact skills vs mount HP bars only. |
| PvP% | 500% | 95% | PvP DMG Bonus / Reduction; the second PvP Bonus layer has the same 500% cap. |
| Island% | 10000% | 75% | Grand Voyage only; includes Capy-Beast DMG Boost %. |
| Voyage faction extra | 500% | 75% | Grand Voyage only. |
| ATK / HP / DEF | No cap | ||
Attacks carry one or more attributes; every matching DMG% source stacks additively into that attack's bracket (and damage reduction stacks the same way on defense). Multi-attribute attacks hit the 1000% cap faster.
| Attack type | Stacks from |
|---|---|
| Basic Attack | DMG% + Basic ATK DMG% |
| Combo / Counter | DMG% + Basic ATK DMG% + Combo (or Counter) DMG% |
| Skill | DMG% + Skill DMG% |
| Rage | DMG% + Skill DMG% + Rage Skill DMG% + base attribute |
| Sword Chi | DMG% + Skill DMG% + Physical DMG% + Chi DMG% |
| Dagger | DMG% + Skill DMG% + Physical DMG% + Dagger DMG% |
| Lightning / elementals | DMG% + Skill DMG% + that element's DMG% |
| DoT ticks | DoT DMG% + that DoT's own DMG% only. Poison, bleed, curse, frostbite and burn ticks skip the Base pool, so plain DMG% and Skill DMG% do nothing for them; burn also takes Fire DMG%, bleed also takes Physical DMG%. |
| Artifact | DMG% + Skill DMG% + Artifact DMG% + the artifact's own attribute |
| Pet | DMG% + Skill DMG% + Pet DMG% |
| Adventurer | DMG% + Skill DMG% + Adventurer DMG% (+ varies per adventurer) |
| Capy-Beast faction attack | DMG% + Skill DMG% + that faction's DMG% (Torrent / Sylvan / Lava / Gloom Moon) + Capy-Beast DMG Boost; opposed by Capy-Beast DMG RES. Final Capy-Beast DMG and Global Capy-Beast DMG sub-stats join the Final and Global layers for these hits. |
Super Sword Chi / Super Bolt: doubles the DmgCoefficient (70%→140%); no other coefficient buffs apply while active.
Smelly Dagger: its ×2.5 / ×3 is a separate multiplier.
Coefficient gems: additive to the base coefficient while it's below 100%; multiplicative once ≥100%.
Artifact deploy / mount HP attacks: apply the ATK (or HP) inheritance multiplier to your stat before the formula.
Twin Blazing Blades active: counts as a Skill, so it benefits from Skill DMG/Crit and Combo DMG, not Basic ATK stats.
The chain above is complete apart from stages that only fire for specific skills: the Capy-zone faction layer (Voyage, 0.10× to 3×), the artifact ATK factor, the Helos soul stage, and the per-buff damage caps (Wound, Sacrifice, blood pool and similar, each capped at a % of the attacker's ATK). The numbered stage list with Lineup and Capy-Beast highlighted is in the Capy-Beast & Lineup card.
Rule of thumb: Global, Final and Crit stats punch above their weight in PvP because they sit on layers that Tenacity and Armor Break can't touch.
Damage model community-documented by Tide and Solitude (v1.7.3); Tenacity/Armor Break and crit interactions from the meowdb explainers. Layer order, clamps and bracket caps re-checked against the 1.9.1 battle code (ordinary-attack channel; Block, Suppression, Monster, PvP, Island, Lineup and Voyage stages added from the same source). Global DMG / Global DMG Reduction split confirmed against the 1.9.5 HotFix (snapshot 2026-10-06), 2026-10-19.
Damage reduction reduces the enemy's %Dmg down to the minimum. Each layer multiplies separately:
| Chapters 1 – 80 | 75% |
| Chapters 81 – 110 | (Chapter + 15)% |
| Chapters 111 – 300 | 125% |
| Chapters 1 – 32 | 75% |
| Chapters 33 – 62 | (Chapter + 63)% |
| Chapters 63 – 250 | 125% |
| Levels 1 – 8 | 75% |
| Level 9 | 80% |
| Level 10 | 85% |
| Level 11 | 90% |
| Level 12 | 95% |
| Level 13 | 105% |
| Level 14 | 110% |
| Level 15 | 115% |
| Levels 16 – 30 | 125% |
| Floors 101 – 105 | 95% |
| Floors 105 – 110 | 115% |
| Floors 111 – 115 | 135% |
| Floors 116 – 120 | 155% |
| Floors 121 – 125 | 175% |
| Floors 126 – 130 | 195% |
| Floors 131 – 135 | 215% |
| Floors 136 – 140 | 255% |
| Floors 141 – 300 | 275% |
| All stages | Always 75% |
| All stages | Always 75% |
| All stages | Always 75% |
BDR = basic attack damage reduction · SDR = skill damage reduction · FDR = final damage reduction · IDR = in-battle damage reduction.
Values from the community chart created by Infyy.
Frankenstein's stacks and Alien Colossus's Harden are both configured as duration 1, and both tooltips say "1 turn". In play Frankenstein's pile survives through the next enemy turn while Harden is gone at the end of your turn. The difference is one flag on the buff row, addCountRound, which decides whether the turn a buff arrives in counts against its duration. FDR below means Final DMG Reduction. Rarity values below are listed as Epic / Legendary / Mythic.
Frankenstein | Alien Colossus | |
|---|---|---|
| Buff rows | 640061 / 640062 / 640063 | Harden 6401711 (listener 640171) |
| Gained on | Any hit that connects, from any source: weapon, skills, mount, artifact, pet and Capymon damage, and DoT ticks such as Burn and Poison | Only hits whose skill is a basic attack (Ordinary type), Lightning, Dagger, Sword Qi or Light Spear. Mount, artifact, pet, Capymon and DoT damage never add a stack |
| Per stack | FDR +1% / +1.5% / +2% | FDR +2% at every rarity |
| Max stacks | 15 | 5 (at most 20 triggers per round) |
| Flat part of the brand | FDR +5% / +10% / +20% | FDR +15% / +20% / +30% |
| At 5 stacks | Nothing extra | FDR +10% for 1 turn (Legendary and Mythic); Mythic also grants Adaptive Skin (hits capped at 30% max HP, 2 uses) |
| Total FDR at full stacks | 20% / 32.5% / 50% | 25% / 40% / 50% |
duration | 1 | 1 |
addCountRound | 0 | 1 |
| Time overlay on a new stack | Constant (clock untouched) | Refresh (clock reset) |
| Effective uptime | 2 turns: the enemy turn it was built on, your turn, and the whole next enemy turn | 1 turn: the enemy turn it was built on and your turn, then rebuilt from zero |
Frankenstein's stack is a skill on trigger 50 (HitByHurtedAfter). The engine fires that trigger at the end of every non-miss skill hit with no check on who or what fired it, and again for every buff damage tick that did damage. Harden is a buff listener that filters the hitting skill by its type and ID before adding a stack:
Pet and mount skills in the live config are all Small or Passive type, artifact skills are Artifact type and Capymon skills are Capymon type, so none of them can pass Harden's filter. Every one of them feeds Frankenstein, which is why its 15 stacks fill well inside one enemy turn in a real fight.
Buff durations tick once per round, at the end of the owner's own turn (SMemberBase.RoleRoundEnd). The tick treats a freshly added buff differently depending on the flag:
Stacks are earned on the enemy's turn. Walk one round for each:
Harden. Enemy turn: stacks arrive, isAdd true, 1 round left. End of your next turn: isAdd is consumed and, because addCountRound is 1, the round drops to 0 and the buff is removed. Every new stack calls ResetDuration (the Refresh overlay), which only re-arms the same clock. Harden therefore covers the rest of the enemy turn it was built on plus your following turn, then it is gone.
Frankenstein. Enemy turn: the first stack creates the pile, isAdd true, 1 round left. End of your next turn: isAdd is consumed with no decrement, so the pile survives at 1 round. It is still up for the whole of the next enemy turn. New stacks merge in without touching the clock (Constant overlay). End of your turn after that: the round drops to 0 and the whole pile is removed. That is the second turn, and it is anchored to the first stack, so the pile always dies two ticks after it was started and the next one builds from zero.
Frankenstein (Mythic)
Alien Colossus (Mythic)Harden ramps every enemy turn but only needs 5 hits, so it is back to full almost immediately and is always full on your turn. Frankenstein alternates: one enemy turn ramping 15 hits from zero, the next at full 15 for every hit, then the pile drops and it ramps again. The +10% threshold buff on Colossus follows Harden's rules (also addCountRound 1), so it is up from the fifth hit until the end of your next turn.
| Hit number in enemy turn | Frank, ramp turn | Frank, 2nd turn | Colossus, every turn |
|---|---|---|---|
| 1 | 20% | 50% | 30% |
| 2 | 22% | 50% | 32% |
| 3 | 24% | 50% | 34% |
| 4 | 26% | 50% | 36% |
| 5 | 28% | 50% | 38% |
| 6 | 30% | 50% | 50% |
| 8 | 34% | 50% | 50% |
| 10 | 38% | 50% | 50% |
| 15 | 48% | 50% | 50% |
| 16 and later | 50% | 50% | 50% |
Each hit is resolved against the stacks held before it lands, since both stacks are granted after the hit. Flat parts are included (Frankenstein 20%, Colossus 30% plus the 10% threshold). In a real fight an enemy turn carries far more than 15 hits, so both brands reach full stacks every enemy turn and the hit count itself does not matter. What matters is which hits land before the brand is full: Colossus is full from hit 6, Frankenstein from hit 16 on its ramp turns and from hit 1 on the turn after, when the surviving pile is already at 15.
Hit order is the whole comparison. Because Harden is rebuilt from zero every enemy turn and only weapon-type hits count toward it, what counts is how much damage lands before the fifth qualifying hit; for Frankenstein it is how much lands before the fifteenth hit, every other turn. It does very well against weapons that nuke at the end of their round, such as Mung Bow: the volley of daggers at the start of the turn fills all 5 stacks (and the +10% threshold) before the big shot arrives, so the nuke always meets the full 50%. It does less well against front-loaded weapons such as Nashir, whose high-damage bolts land near the start of the turn while Harden is still at 0 to 2 stacks (30 to 34%). Frankenstein's pile does not care about order on its second turns, since it is already at 15 stacks when the enemy's turn begins, but on its ramp turns it is below Colossus for the first 15 hits (20 to 48% against 30 to 50%), which is where a front-loaded nuke lands.
Buff rows, overlay types and legacy skill rows from the 1.9.5 live config (snapshot 2026-10-06); countdown logic from SBuffBase.RefreshRound and SBuffFactory.RefreshTimeOverlay in the same build. Chart and hit table are a simulation of the config rules, 2026-10-12.
Secret Art · Return to Origin (skill 140612) is a chapter roguelike pick that needs Combo Dagger learned first and locks out Secret Art · Blade Cyclone. Its only content is one attribute, IsOpenMergeKnife=1. That flag reroutes the round-start dagger trigger: the normal dagger throw stops firing and a single merged throw fires in its place. It is not an extra dagger on top of the others.
In one sentence: the game counts how many daggers that volley would have thrown without the pick, throws one Group-range bullet that hits every enemy instead, and scales its damage on that count alone. The types of dagger you learned do not change the damage. Bolt, Poison, Rage, Healing and Fire Dagger each add one dagger to the count and keep their proc chance on the merged throw, but a volley of four plain Daggers and a volley of four different elemental daggers build the same Super Dagger.
| Normal daggers | ||
|---|---|---|
| Trigger skill | 102, fires at your round start, CD 2 rounds (101 at battle start) | 103, same timing and CD, knife type 99 |
| Throws per trigger | N separate bullets, each with its own Poopoo / Angel roll, single target | 1 bullet, one Poopoo / Angel roll, Group range: hits every enemy |
| What N counts | The daggers the volley would have thrown: BattleStartKnifeCount on round 1 plus RoundStartKnifeCount. Every Dagger pick adds 1 (Dagger, Poison, Rage, Healing, Bolt, Fire Dagger), Dagger+ adds 2, Combo Dagger doubles the result. Only the count matters; the type of each dagger is irrelevant to N and to the multiplier. Daggers from gear, heroes or legacies use their own trigger and are never merged | |
| Damage per bullet | (ATK - DEF) x 45% | (ATK - DEF) x 45% x N x (1 + bonus(N)) |
| Combo Dagger | Repeats the whole throw: N more bullets | Doubles N before the damage is built, still one bullet |
| Bolt / Fire / Icicle procs | One roll per dagger thrown | One roll per throw. All owned effects roll independently, so several can proc on the same throw |
| Poison / Heal / Rage procs | One roll per enemy hit, so one per dagger | One roll per enemy hit, so one per enemy on the field. Independent of each other and of the Bolt roll |
| Dagger Proficiency stacks | +1 per enemy hit, which is 1 per dagger since each dagger hits one target | +1 per enemy hit, so 1 per enemy on the field per throw. Enemies later in the same throw already get the stacks earned on the earlier ones |
| Poopoo roll | Per dagger: x (1 + 150 / 200%), no elemental or status procs for that dagger | One roll for the whole throw: same multiplier and the same loss of procs, on all enemies |
Both dagger triggers sit on the same round-start event with a condition row attached. The condition reads the flag and lets exactly one of them through:
The merge branch reads the same two attributes the normal volley reads to decide how many daggers to throw. Nothing in it, and nothing in the multiplier lookup below, checks which dagger picks you own or what effects they carry:
| Daggers (N) | Bracket bonus | Each worth | Throw = N x each | % of ATK - DEF |
|---|---|---|---|---|
| 1 | 100% | x2.0 | 2.0 | 90% |
| 2 | 140% | x2.4 | 4.8 | 216% |
| 3 | 140% | x2.4 | 7.2 | 324% |
| 4 | 180% | x2.8 | 11.2 | 504% |
| 5 | 180% | x2.8 | 14.0 | 630% |
| 6 | 220% | x3.2 | 19.2 | 864% |
| 7 | 220% | x3.2 | 22.4 | 1008% |
| 8 | 260% | x3.6 | 28.8 | 1296% |
| 9 | 260% | x3.6 | 32.4 | 1458% |
| 10 | 300% | x4.0 | 40.0 | 1800% |
| 12 | 300% | x4.0 | 48.0 | 2160% |
Reading the table. The bonus is a bracket, not a per-dagger rate. Any N from 2 to 3 reads 140%, any N from 4 to 5 reads 180%, and so on. The formula is base x N x (1 + bonus), so the bracket sets how much each dagger in the throw is worth (x2.4 for 2 or 3 daggers) and N sets how many of them there are. Three learned daggers therefore do not get a bigger bracket than two, but the throw is still bigger: 3 x 2.4 = 7.2 normal dagger hits against 2 x 2.4 = 4.8. The bracket only steps up at 4, 6, 8 and 10 daggers, and N is the only input: GetKnifeAttackPercent(fireCount) takes the count and nothing else, so dagger types never move the bracket. Every one of those hits lands on every enemy, where the separate daggers would each have hit one target.
Worked case. Six learned daggers with Combo Dagger: Combo doubles N to 12 before the bracket is read, so it is 12 x 4.0 = 48 normal dagger hits in one strike, or 2160% of (ATK - DEF) on each enemy, every 2 rounds (every round with Dagger Cooldown). Thrown separately the same picks would be 12 single-target hits of 45%, 540% in total.
The merge multiplier is baked into the base hurt string before any bracket is applied, so everything else multiplies on top of it. The hit is Physical damage tagged FlyingKnife, which means: Dagger Mastery and the Dagger Proficiency stacks (KnifeAdd%) and the enemy's Knife RES sit in the additive bracket; the Mythic Dungeon Dagger Mastery and Flying Blade picks (RougeKnifeDamageAdd%) sit in the rogue multiplier; Global Knife DMG and Final Knife DMG have their own layers; Heavy Strike's KnifeCritRate% and KnifeCritValue% feed the crit roll. None of those change the merge table itself.
Dagger Proficiency. The pick listens on RoleToKnifeHurtAfter, which SSkillFactory.OnSkillOneHurtAfter fires once for every enemy a dagger damages, and each firing adds one stack of a Knife DMG buff (+10% / +15% in chapters, +6% / +9% rogue knife damage in Mythic Dungeon, up to 99 stacks, cleared at the end of your turn). The buff lands immediately, so the next hit in the same volley already gets it. With normal daggers that means dagger 2 gets 1 stack, dagger 3 gets 2, and so on. With the Super Dagger the bullet damages its targets one after another in SSkillBase.OnHitted, so against three enemies the first takes the throw at 0 new stacks, the second at 1 and the third at 2, and you end the throw with 3 stacks instead of the N you would have had from N daggers. Against a single enemy the merged throw earns 1 stack and benefits from none, where N daggers would have climbed to N.
Do all your dagger effects still proc? Yes. Each effect is its own independent roll and none of them blocks the others, so one Super Dagger can proc Bolt, Poison, Rage and Heal on the same throw if you own all four. What changes is how many rolls you get. Bolt, Fire and Icicle are rolled in TriggerSkill, once per bullet released, so the merged throw gives one roll each where N daggers gave N. Poison, Heal and Rage are rolled in TriggerBuff, once per enemy the bullet hits, so against three enemies you get three rolls of each, and against one enemy you get one. A successful Poopoo roll sets isCanTriggerBasic false for the whole strike, which switches off every one of these rolls at once.
Skill rows 140612, 101 to 103, 3 and 301, condition rows 1201 to 1203, bullet rows 1024 and 1025 and game config 3113 from the 1.9.5 live config (snapshot 2026-10-06); routing, fire count and hurt formula from SkillCondition_TriggerKnife, SSkill_Knife and SBattleConst in the same build, 2026-10-18.
Every chapter pick is a row in the skill build table, and some rows carry a needGroup list. A pick with that list is held out of the draw until you own one of the listed skills (an or list) or all of them (an and list). Ghostly Fuse, for example, needs Round Fire Strike, Rage Fire Strike, Flames From Above or Fire Guard. The check runs the moment you take a pick: RuntimeSkillBuildFactory.GetActiveOtherSkills scans every row whose list contains the skill you just chose and adds the ones that now qualify to the pool. Taking a pick with a deleteGroup removes those groups from the run for good, which is how the Stances and Secret Arts lock each other out.
Upgrades of a pick you already hold (Dagger Mastery II, Combo Rate III) are a different mechanism, the next level of the same group, and are not listed here. Mythic Dungeon's summon trees (Phoenix, Pharaoh, White Tiger and the rest) use the same field for their branching chains but are a separate mode and are left out.
One row per skill family, read left to right. Each line is one exact path: own any one of the skills on the left and the picks after the arrow become available, nothing else. Chains show as a skill appearing after the arrow on one line and before it on a later line, for example Static in the Bolt row, which leads on to Electric Surge. Hover an icon for its name; a pick's tooltip also repeats its requirement and adds the unlock day, any lockout, the Apex node a Stance, Secret Art or Ultimate needs, and the pool restriction for the few picks that only come from skill pools 20001 or 20004.
Lockouts. Picks that share a letter badge lock each other out: taking one removes the others for the rest of the run.
- A
Stance · Insight /
Stance · Blood Sword /
Stance · Moon Sword - B
Stance · Vengeance /
Stance · Water-Slicing Flow /
Stance · Spear Soul - C
Secret Art: Divine Lightning /
Secret Art · Thunderclap - D
Ultimate: Ashen Envoy /
Ultimate: Flame Storm - E
Secret Art · Return to Origin /
Secret Art · Blade Cyclone - 1
Holy Spear Decree removes
Combo Mastery from the run (one way)
| Own one of these | and these unlock | |
|---|---|---|
| Combo | ||
| ➜ | ||
| ➜ | ||
| Counter | ||
| ➜ | ||
| ➜ | ||
| Bolt | ||
| ➜ | ||
| ➜ | ||
| ➜ | ||
| ➜ | ||
| Fire | ||
| ➜ | ||
| ➜ | ||
| Ice | ||
| ➜ | ||
| Dagger | ||
| ➜ | ||
| ➜ | ||
| Sword Chi | ||
| ➜ | ||
| ➜ | ||
| ➜ | ||
| ➜ | ||
| Light Spear | ||
| ➜ | ||
| ➜ | ||
| ➜ | ||
An Apex talent node can swap a pick for its upgraded version (Enhanced Combo becomes Combo Enhancement, Ghostly Fuse becomes the Apex Ghostly Fuse, and so on). The swapped row keeps exactly the same prerequisite list, so nothing above changes when the Apex version is the one on offer. Picks that share a requirement header also lock each other out where noted: taking one removes the others for the rest of the run.
needGroup, deleteGroup, unlockChapter and source from tbgameskillbuild_skillbuild in the 1.9.5 live config (snapshot 2026-10-06); Apex additions and swaps from tbtalentapex_talentapexeffect; evaluation order from RuntimeSkillBuildFactory in the same HotFix build, 2026-10-20.
In every PvP mode the game multiplies your finished max HP by a flat rate before the fight starts. It is not a stat on your sheet and nothing you equip changes it directly: the rate is read off your highest unlocked Legacy tier (or your Season Honour rank in season modes) and applied to both players.
| Source | Tier | HP multiplier | Paired PvP DR |
|---|---|---|---|
| Legacy node (highest tier owned) | I | ×5 | 15% |
| II | ×6 | 30% | |
| III | ×7 | 45% | |
| IV | ×8 | 60% | |
| V | ×9 | 75% | |
| VI | ×10 | 90% | |
| Season Honour rank (season modes only) | Quality 1 | ×1 | 0% |
| Quality 2 | ×1.5 | 0% | |
| Quality 3 | ×3 | 77.5% | |
| Quality 4 | ×4.5 | 80% | |
| Quality 5 | ×7.5 | 90% | |
| Quality 6 | ×9 | 95% | |
| Quality 7 | ×15 | 95% | |
| No Legacy unlocked | fallback | ×5 | 0% |
The paired PvP DR (PVPDamageReductionTwo%) is handed out with the rate and is what keeps the bigger HP pool from being a pure buff: a Legacy VI player has ten times the HP but also takes 90% less of every hit on that layer. The attacker's side of the same layer, PVPDamageAddTwo%, comes from the Arena level tables at 10% to 60%. Net result is clamped between 0.25× and 5× on the add side and 0.05× to 1× on the reduction side, so the layer can never fully zero a hit.
The rate is written only when the battle type passes NeedUsePvpExpandHpBet: Arena and Cross Arena, Guild War, Trade Ship, Season Mining, Kung Fu and Duel, and Guild Kung Fu. Everything else, including every PvE mode and the Grand Voyage, runs on sheet HP. Season Mining additionally multiplies a second PvP layer, Season1PVPDamageAdd / Reduction, from the mining effect table.
ATK is untouched. The code has a matching PVPAttack% slot, but it is additive with ordinary ATK% and no item, talent or table grants it, so PvP attack is your sheet attack. The HP multiplier also stacks before the DR caps on the DR caps card, so those percentages still apply to the inflated pool, and it sits outside the damage chain entirely (stages 11 to 13 on the Capy-Beast & Lineup card are the PvP damage layers, not this).
Read from the 1.9.5 battle code (MemberAttributeData.GetHpMax, GameExpand.ModifyAttributeByPvpExpand, HurtBase PvP rates) and the talentLegacyNode, seasonHonorLevel and crossArenaLevel tables, 2026-10-02.
| Type | Damage per stack | Max stacks | Duration | Special effect |
|---|---|---|---|---|
| 20% of ATK | 5 | 2 turns | Healing reduced by 40% | |
| 40% of ATK | 10 | 3 turns | — | |
| 50% of ATK | 10 | 3 turns | — | |
| 50% of ATK | 10 | 3 turns | Shield gain reduced by 10% per stack |
Damage per stack is a share of your ATK, so a fully stacked target carries 100% of ATK from Poison (5 × 20%), 400% from Burn (10 × 40%) and 500% from Bleed and Curse (10 × 50%). Two carry riders: Poison cuts the healing the target receives by 40%, and Curse cuts their shield gain by 10% per stack. Every skill that applies these is in the Skill Database.
Costs are per gear piece and identical for all four slots. Level 10 costs Divine Forging Steel ×100 instead of crystals. Your level caps 1 below each milestone (…64, 69, 74…) until you pay that milestone's breakthrough cost. Pick your current capped level in From.
| Lv | Crystals | Σ Crystals | EXP | Σ EXP | Res | Σ Res | Attr/lv | Σ Attr |
|---|---|---|---|---|---|---|---|---|
| 10 | Steel ×100 | 0 | 2,500 | 2,500 | 50 | 50 | 0.2% | 2.0% |
| 20 | 1 | 1 | 5,000 | 7,500 | 50 | 100 | 0.2% | 4.0% |
| 30 | 2 | 3 | 7,500 | 15,000 | 50 | 150 | 0.2% | 6.0% |
| 40 | 4 | 7 | 10,000 | 25,000 | 50 | 200 | 0.2% | 8.0% |
| 50 | 6 | 13 | 12,000 | 37,000 | 80 | 280 | 0.24% | 10.4% |
| 55 | 8 | 21 | 7,000 | 44,000 | 80 | 360 | 0.24% | 11.6% |
| 60 | 10 | 31 | 8,000 | 52,000 | 80 | 440 | 0.24% | 12.8% |
| 65 | 15 | 46 | 9,000 | 61,000 | 80 | 520 | 0.24% | 14.0% |
| 70 | 20 | 66 | 10,000 | 71,000 | 80 | 600 | 0.24% | 15.2% |
| 75 | 25 | 91 | 12,500 | 83,500 | 100 | 700 | 0.28% | 16.6% |
| 80 | 30 | 121 | 15,000 | 98,500 | 100 | 800 | 0.28% | 18.0% |
| 85 | 35 | 156 | 17,500 | 116,000 | 100 | 900 | 0.28% | 19.4% |
| 90 | 40 | 196 | 20,000 | 136,000 | 100 | 1,000 | 0.28% | 20.8% |
| 95 | 45 | 241 | 22,500 | 158,500 | 100 | 1,100 | 0.28% | 22.2% |
| 100 | 50 | 291 | 25,000 | 183,500 | 110 | 1,210 | 0.32% | 23.8% |
| 105 | 55 | 346 | 25,000 | 208,500 | 110 | 1,320 | 0.32% | 25.4% |
| 110 | 60 | 406 | 25,000 | 233,500 | 110 | 1,430 | 0.32% | 27.0% |
| 115 | 65 | 471 | 25,000 | 258,500 | 110 | 1,540 | 0.32% | 28.6% |
| 120 | 70 | 541 | 25,000 | 283,500 | 110 | 1,650 | 0.32% | 30.2% |
| 125 | 75 | 616 | 37,500 | 321,000 | 120 | 1,770 | 0.36% | 32.0% |
| 130 | 80 | 696 | 37,500 | 358,500 | 120 | 1,890 | 0.36% | 33.8% |
| 135 | 85 | 781 | 37,500 | 396,000 | 120 | 2,010 | 0.36% | 35.6% |
| 140 | 90 | 871 | 37,500 | 433,500 | 120 | 2,130 | 0.36% | 37.4% |
| 145 | 95 | 966 | 37,500 | 471,000 | 120 | 2,250 | 0.36% | 39.2% |
| 150 | 100 | 1,066 | 50,000 | 521,000 | 130 | 2,380 | 0.4% | 41.2% |
| 155 | 110 | 1,176 | 50,000 | 571,000 | 130 | 2,510 | 0.4% | 43.2% |
| 160 | 120 | 1,296 | 50,000 | 621,000 | 130 | 2,640 | 0.4% | 45.2% |
| 165 | 130 | 1,426 | 50,000 | 671,000 | 130 | 2,770 | 0.4% | 47.2% |
| 170 | 140 | 1,566 | 50,000 | 721,000 | 130 | 2,900 | 0.4% | 49.2% |
| 175 | 150 | 1,716 | 62,500 | 783,500 | 140 | 3,040 | 0.45% | 51.45% |
| 180 | 160 | 1,876 | 62,500 | 846,000 | 140 | 3,180 | 0.45% | 53.7% |
| 185 | 170 | 2,046 | 62,500 | 908,500 | 140 | 3,320 | 0.45% | 55.95% |
| 190 | 180 | 2,226 | 62,500 | 971,000 | 140 | 3,460 | 0.45% | 58.2% |
| 195 | 190 | 2,416 | 62,500 | 1,033,500 | 140 | 3,600 | 0.45% | 60.45% |
| 200 | 200 | 2,616 | 75,000 | 1,108,500 | 150 | 3,750 | 0.5% | 62.95% |
| 205 | 200 | 2,816 | 75,000 | 1,183,500 | 150 | 3,900 | 0.5% | 65.45% |
| 210 | 200 | 3,016 | 75,000 | 1,258,500 | 150 | 4,050 | 0.5% | 67.95% |
| 215 | 200 | 3,216 | 75,000 | 1,333,500 | 150 | 4,200 | 0.5% | 70.45% |
| 220 | 200 | 3,416 | 75,000 | 1,408,500 | 150 | 4,350 | 0.5% | 72.95% |
| 225 | 200 | 3,616 | 75,000 | 1,483,500 | 150 | 4,500 | 0.5% | 75.45% |
| 230 | 200 | 3,816 | 75,000 | 1,558,500 | 150 | 4,650 | 0.5% | 77.95% |
| 235 | 200 | 4,016 | 75,000 | 1,633,500 | 150 | 4,800 | 0.5% | 80.45% |
| 240 | 200 | 4,216 | 75,000 | 1,708,500 | 150 | 4,950 | 0.5% | 82.95% |
| 245 | 200 | 4,416 | 75,000 | 1,783,500 | 150 | 5,100 | 0.5% | 85.45% |
| 250 | 200 | 4,616 | 75,000 | 1,858,500 | 150 | 5,250 | 0.5% | 87.95% |
| 255 | 200 | 4,816 | 75,000 | 1,933,500 | 150 | 5,400 | 0.5% | 90.45% |
| 260 | 200 | 5,016 | 75,000 | 2,008,500 | 150 | 5,550 | 0.5% | 92.95% |
| 265 | 200 | 5,216 | 75,000 | 2,083,500 | 150 | 5,700 | 0.5% | 95.45% |
| 270 | 200 | 5,416 | 75,000 | 2,158,500 | 150 | 5,850 | 0.5% | 97.95% |
| 275 | 200 | 5,616 | 75,000 | 2,233,500 | 150 | 6,000 | 0.5% | 100.45% |
| 280 | 200 | 5,816 | 75,000 | 2,308,500 | 150 | 6,150 | 0.5% | 102.95% |
| 285 | 200 | 6,016 | 75,000 | 2,383,500 | 150 | 6,300 | 0.5% | 105.45% |
| 290 | 200 | 6,216 | 75,000 | 2,458,500 | 150 | 6,450 | 0.5% | 107.95% |
| 295 | 200 | 6,416 | 75,000 | 2,533,500 | 150 | 6,600 | 0.5% | 110.45% |
| 300 | 200 | 6,616 | 75,000 | 2,608,500 | 150 | 6,750 | 0.5% | 112.95% |
| 305 | 200 | 6,816 | 75,000 | 2,683,500 | 150 | 6,900 | 0.5% | 115.45% |
| 310 | 200 | 7,016 | 75,000 | 2,758,500 | 150 | 7,050 | 0.5% | 117.95% |
| 315 | 200 | 7,216 | 75,000 | 2,833,500 | 150 | 7,200 | 0.5% | 120.45% |
| 320 | 200 | 7,416 | 75,000 | 2,908,500 | 150 | 7,350 | 0.5% | 122.95% |
| 325 | 200 | 7,616 | 75,000 | 2,983,500 | 150 | 7,500 | 0.5% | 125.45% |
| 330 | 200 | 7,816 | 75,000 | 3,058,500 | 150 | 7,650 | 0.5% | 127.95% |
| 335 | 200 | 8,016 | 75,000 | 3,133,500 | 150 | 7,800 | 0.5% | 130.45% |
| 340 | 200 | 8,216 | 75,000 | 3,208,500 | 150 | 7,950 | 0.5% | 132.95% |
| 345 | 200 | 8,416 | 75,000 | 3,283,500 | 150 | 8,100 | 0.5% | 135.45% |
| 350 | 200 | 8,616 | 75,000 | 3,358,500 | 150 | 8,250 | 0.5% | 137.95% |
| 355 | 200 | 8,816 | 75,000 | 3,433,500 | 150 | 8,400 | 0.5% | 140.45% |
| 360 | 200 | 9,016 | 75,000 | 3,508,500 | 150 | 8,550 | 0.5% | 142.95% |
| 365 | 200 | 9,216 | 75,000 | 3,583,500 | 150 | 8,700 | 0.5% | 145.45% |
| 370 | 200 | 9,416 | 75,000 | 3,658,500 | 150 | 8,850 | 0.5% | 147.95% |
| 375 | 200 | 9,616 | 75,000 | 3,733,500 | 150 | 9,000 | 0.5% | 150.45% |
| 380 | 200 | 9,816 | 75,000 | 3,808,500 | 150 | 9,150 | 0.5% | 152.95% |
| 385 | 200 | 10,016 | 75,000 | 3,883,500 | 150 | 9,300 | 0.5% | 155.45% |
| 390 | 200 | 10,216 | 75,000 | 3,958,500 | 150 | 9,450 | 0.5% | 157.95% |
| 395 | 200 | 10,416 | 75,000 | 4,033,500 | 150 | 9,600 | 0.5% | 160.45% |
| 400 | 200 | 10,616 | 75,000 | 4,108,500 | 150 | 9,750 | 0.5% | 162.95% |
EXP is what it takes to reach that level, and Total is the cumulative EXP from Lv 1. Guilds start at Lv 1, so it has no cost of its own. Trade perks are the guild ship upgrades that level unlocks; each value replaces the previous one rather than stacking.
| Level | EXP | Total EXP | Members | Vice | Trade perk |
|---|---|---|---|---|---|
| Lv 1 | — | — | 30 | 2 | — |
| Lv 2 | 5,000 | 5,000 | 32 | 2 | Rapid Engine 1/6Trade Ship speed +3% |
| Lv 3 | 16,000 | 21,000 | 34 | 2 | Iron Barrier 1/5Cargo Ship Guardian ATK/HP/DEF +5% |
| Lv 4 | 45,000 | 66,000 | 36 | 2 | Rapid Engine 2/6Trade Ship speed +6% |
| Lv 5 | 96,000 | 162,000 | 38 | 3 | Iron Barrier 2/5Cargo Ship Guardian ATK/HP/DEF +10% |
| Lv 6 | 240,000 | 402,000 | 40 | 3 | Anti-Raid ArmorTrade Ship lootable times reduced by 1 |
| Lv 7 | 600,000 | 1,002,000 | 42 | 3 | Unlock VIPDividends from two cabins; adds Guardian Angel and Special Guest |
| Lv 8 | 1,200,000 | 2,202,000 | 44 | 3 | Intrusion ThresholdAttacker's maximum failure attempts set to 3 |
| Lv 9 | 2,000,000 | 4,202,000 | 46 | 3 | Rapid Engine 3/6Trade Ship speed +9% |
| Lv 10 | 3,600,000 | 7,802,000 | 48 | 4 | Iron Barrier 3/5Cargo Ship Guardian ATK/HP/DEF +15% |
| Lv 11 | 6,000,000 | 13,802,000 | 50 | 4 | Rapid Engine 4/6Trade Ship speed +12% |
| Lv 12 | 9,600,000 | 23,402,000 | 50 | 4 | Iron Barrier 4/5Cargo Ship Guardian ATK/HP/DEF +20% |
| Lv 13 | 15,000,000 | 38,402,000 | 50 | 4 | Rapid Engine 5/6Trade Ship speed +15% |
| Lv 14 | 24,000,000 | 62,402,000 | 50 | 4 | Iron Barrier 5/5Cargo Ship Guardian ATK/HP/DEF +25% |
| Lv 15 | 36,000,000 | 98,402,000 | 50 | 5 | Rapid Engine 6/6Trade Ship speed +18% |
98,402,000 EXP takes a guild from Lv 1 to Lv 15. The member cap rises by 2 per level until it maxes at 50 from Lv 11, while vice leaders go 2 → 3 at Lv 5, 4 at Lv 10 and 5 at Lv 15. Two perks upgrade repeatedly: Rapid Engine over 6 tiers (Lv 2, 4, 9, 11, 13, 15) ending at +18% Trade Ship speed, and Iron Barrier over 5 tiers (Lv 3, 5, 10, 12, 14) ending at +25% Cargo Ship Guardian ATK, HP and DEF. The other three are one-offs: Anti-Raid Armor, Unlock VIP and Intrusion Threshold.
Every win in Guild Hegemony weakens you for your next fight. There is no per-stack formula: the game keeps your current win streak and looks the penalty up in a fixed table, then multiplies your stat sheet by that single factor when the next battle loads. Each fighter gets their own factor from their own streak, so a fresh defender always fights a weakened attacker at full power.
| Win streak | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
|---|---|---|---|---|---|---|---|---|---|
| Stats remaining | 100% | 85% | 70% | 55% | 40% | 25% | 10% | 5% | 2% |
The values are absolute, not compounding: at 5 wins you have 25% of your original stats, full stop. The floor is 2%, reached at the 8th win, and it never drops further.
The factor is applied to 323 attributes: essentially your whole combat sheet.
Speed, the count stats (Lightning count, Knife count: you keep your extra bolts and knives), skill coefficient stats, True DMG bonus and Shield boost are not flagged and pass through at full value. Stats gained during the battle from buffs are also untouched; the crush is applied once to your sheet at load, not to in-fight gains.
The penalty falls 15 points per win through win 6, then flattens: 10% → 5% → 2%. The practical cliff is wins 5 and 6 (40% → 25% → 10%), while wins 7 and beyond barely change anything. Once a fighter is past 6 wins they are a 2%-stat body either way, so chaining your strongest member deep into the floor and saving fresh members for their strong targets is the math-optimal use of the table.
Values from game version 1.9.2, verified against the decompiled battle code.
Horseshoes is what that tier costs and Total is everything spent through it. Dodge and HP/ATK/DEF are the totals at that tier, not per-step gains.
| Tier | Total | Dodge | HP/ATK/DEF | Unlocks | |
|---|---|---|---|---|---|
| 0★ | 3 | 3 | 0% | 0% | Crocodile Overlord |
| 1★ | 58 | 61 | 5% | 16% | — |
| 2★ | 240 | 301 | 8% | 45% | Snail Immortal |
| 3★ | 950 | 1,251 | 10% | 88% | Bubble Newt |
| 4★ | 2,050 | 3,301 | 15% | 145% | Brave Turtle |
| 5★ | 4,560 | 7,861 | 20% | 216% | GG Bond |
| 6★ | 11,500 | 19,361 | 25% | 301% | Fangless |
| 7★ | 27,600 | 46,961 | 30% | 400% | Wisps |
| 8★ | 57,300 | 104,261 | 32% | 513% | — |
| 9★ | 135,300 | 239,561 | 34% | 640% | Big Horn |
| 10★ | 406,000 | 645,561 | 36% | 781% | — |
| 11★ | 875,000 | 1,520,561 | 38% | 936% | — |
| 12★ | 1,375,000 | 2,895,561 | 40% | 1105% | — |
| 13★ | 1,875,000 | 4,770,561 | 42% | 1288% | — |
| 14★ | 2,375,000 | 7,145,561 | 44% | 1485% | — |
| 15★ | 2,875,000 | 10,020,561 | 46% | 1695% | — |
10,020,561 horseshoes takes a mount from 0★ to 15★, ending at 46% dodge and +1695% HP/ATK/DEF. Eight tiers also unlock a new mount; the rest are stat-only.
Stones is the cost to go from that level to the next, in
Spirit Stones. Total is everything spent from Lv 1. The tier columns are the chance of each rarity while rolling on that level.
| Level | Total | E | D | C | B | A | S | SS | SSS | |
|---|---|---|---|---|---|---|---|---|---|---|
| Lv 1 | 3,000 | 3,000 | 50% | 30% | 20% | 0% | 0% | 0% | 0% | 0% |
| Lv 2 | 6,000 | 9,000 | 15% | 40% | 30% | 15% | 0% | 0% | 0% | 0% |
| Lv 3 | 24,000 | 33,000 | 0% | 30% | 40% | 20% | 10% | 0% | 0% | 0% |
| Lv 4 | 56,000 | 89,000 | 0% | 0% | 38% | 40% | 20% | 2% | 0% | 0% |
| Lv 5 | 180,000 | 269,000 | 0% | 0% | 0% | 50% | 45% | 5% | 0% | 0% |
| Lv 6 | 420,000 | 689,000 | 0% | 0% | 0% | 33% | 35% | 30% | 2% | 0% |
| Lv 7 | 690,000 | 1,379,000 | 0% | 0% | 0% | 0% | 50% | 45% | 5% | 0% |
| Lv 8 | 1,450,000 | 2,829,000 | 0% | 0% | 0% | 0% | 44.5% | 43% | 12% | 0.5% |
| Lv 9 | — | — | 0% | 0% | 0% | 0% | 34% | 40% | 25% | 1% |
2,829,000 Spirit Stones takes a build from Lv 1 to Lv 9, the maximum. SSS only becomes possible at Lv 8, and even at max level it is a 1% roll. Plan rerolls with the Pet Skill Simulator, which runs on these exact rates.
Work down the list in order: at each step, level every pet of that rarity to the shown level before moving to the next step. Example: take all Commons to 5, then all Greats to 5, then Rares, and so on.
Costs are per step (from the previous quality). Stat bonuses are the total HP/ATK/DEF bonus at that quality.
| Quality | Fragments | Tomes | Stats |
|---|---|---|---|
| Common | 20 | — | +10% |
| Rare | 40 | — | +15% |
| Epic | 60 | — | +20% |
| Epic +1 | 60 | 40 | +30% |
| Epic +2 | 60 | 60 | +40% |
| Legendary | 120 | 120 | +60% |
| Legendary +1 | 180 | 180 | +80% |
| Legendary +2 | 180 | 240 | +100% |
| Mythic | 360 | 300 | +120% |
| Mythic +1 | 540 | 500 | +160% |
| Mythic +2 | 540 | 700 | +200% |
| Quality | Fragments | Tomes | S hero stats | SS hero stats |
|---|---|---|---|---|
| Epic | 120 | — | +20% | +40% |
| Epic +1 | 60 | 80 | +30% | +50% |
| Epic +2 | 60 | 120 | +40% | +60% |
| Legendary | 120 | 240 | +60% | +90% |
| Legendary +1 | 180 | 360 | +80% | +120% |
| Legendary +2 | 180 | 480 | +100% | +150% |
| Mythic | 360 | 600 | +120% | +180% |
| Mythic +1 | 540 | 1000 | +160% | +240% |
| Mythic +2 | 540 | 1400 | +200% | +300% |
| Quality | Scrolls | Tomes | S hero stats | SS hero stats |
|---|---|---|---|---|
| Rare (base) | — | — | +15% | +30% |
| Epic | 5 | 20 | +20% | +40% |
| Epic +1 | — | 40 | +30% | +50% |
| Epic +2 | — | 60 | +40% | +60% |
| Legendary | 15 | 120 | +60% | +90% |
| Legendary +1 | — | 180 | +80% | +120% |
| Legendary +2 | — | 240 | +100% | +150% |
| Mythic | 30 | 300 | +120% | +180% |
| Mythic +1 | — | 500 | +160% | +240% |
| Mythic +2 | — | 700 | +200% | +300% |
| Quality | Fragments | Tomes | Stats |
|---|---|---|---|
| Epic | 120 | — | +30% |
| Epic +1 | 60 | 80 | +45% |
| Epic +2 | 60 | 120 | +60% |
| Legendary | 120 | 240 | +90% |
| Legendary +1 | 180 | 360 | +120% |
| Legendary +2 | 180 | 480 | +150% |
| Mythic | 360 | 600 | +180% |
| Mythic +1 | 540 | 1000 | +240% |
| Mythic +2 | 540 | 1400 | +300% |
Every brand and hero levels with one specific legacy book, shown on each card below. Polarising a brand also grants a brand-specific stat on top of the HP/ATK/DEF bonus above: FD Final DMG · FDR Final DMG Reduction · ATK% · HP%.
Alien UFO
Brutal Wild Vulture
Cleopatra
Frankenstein
Mechanical Magic Eye
Naga Siren
Ootengu
Pandaren
Prince of Sanctuary
Silly Sorcerer
Thousand-Change Demon Eye
White Robe Wizard
White Tiger
April O'Neil
Cube Golem
Dark Knight
Fantasy Joker
Flame-Heart Succubus
Judgement Reaper
Knight of the End
Lava Giant
Mecha Titan
Phantom Assassin
Skeleton Spellblade
Splinter
Spring Orchid
Stone Guardian
Undead Swordsman
Wild Vulture
Wise Archdemon
Bone Club Golem
Crimson Witch
Dwarf Gunner
Goblin Warrior
Green Slime
Harpy
Hellhound
Holy Statue
Nimble Murloc
Pirate Swordsman
Sharp Rogue
Spiked Club Cactus
Tribal Orc
Undead PirateHeroes cannot be polarised, so they grant no polarise stat. They still need their legacy book to level, in the order shown within each book line.
Bonelet
Skeleton Lord
Bone King
Little Knight
Royal Knight
Legendary Knight
Scout
Windstrider
Legendary Ranger
Ghost Doll
Crybaby
Ghost PrincessValues from the community chart created by Infyy. Original image by Violet57, blur1437, mvp9681 and Alchy.
Next is the cost to go from that level to the next one, in
Divine Weapon Cubes. Total is everything spent to get there from Lv 1. The rarity columns are the chance of each rarity while you are on that level.
| Level | Next | Total | Common | Great | Rare | Epic | Legendary | Mythic | Immortal |
|---|---|---|---|---|---|---|---|---|---|
| Lv 1 | 10 | 10 | 50% | 40% | 10% | 0% | 0% | 0% | 0% |
| Lv 2 | 20 | 30 | 25% | 50% | 20% | 5% | 0% | 0% | 0% |
| Lv 3 | 50 | 80 | 0% | 60% | 30% | 9% | 1% | 0% | 0% |
| Lv 4 | 100 | 180 | 0% | 20% | 60% | 15% | 5% | 0% | 0% |
| Lv 5 | 200 | 380 | 0% | 0% | 50% | 40% | 9% | 1% | 0% |
| Lv 6 | 400 | 780 | 0% | 0% | 25% | 60% | 12% | 3% | 0% |
| Lv 7 | 800 | 1,580 | 0% | 0% | 0% | 60% | 34% | 5.5% | 0.5% |
| Lv 8 | 1,500 | 3,080 | 0% | 0% | 0% | 40% | 50% | 8.5% | 1.5% |
| Lv 9 | — | — | 0% | 0% | 0% | 25% | 60% | 12% | 3% |
3,080 cubes takes a psychic from Lv 1 to Lv 9, the maximum. Each level shifts the odds up a tier: Common stops appearing after Lv 2, and Immortal only becomes possible at Lv 7. Every row totals 100%.
Skysplitter
→
Blood Shadow Ailoren Sword
Reaper Staff
→
Divine Thunder Nashir's Scepter
Whisperer
→
Gale Elres' Whisper
Angel Bow
→
St. Mung's Elven Bow
Durian Hammer
→
Thorn-Seles Suffering
Blade of Justice
→
Helos Warblade
Eternal Dragon's Breath Armor
→
Crimson Dracula Chestplate
Revival Cape
→
Reinhardt's Resolve
Judgement Ring
→
Skybreaker Elenos' Creed
Verdan Ring of Judgement
Thunderous Ezra's End
Shadowblade Sivira's Fang
Dragon Ball Ring
→
Ruin Tyr's Smash
Salama Dragon Pearl Ring
Forbidden Julian's Inquisition
Shadow Ring
→
Ursol Shadow Ring
Proof of Glory
→
Winter Ice Soul Guard
Battle Will Grande's Wrath
Bloody Grail
→
Demonseed Crimson Chalice
Reckoning Badge
→
Justice Emblem of Verdict
Star Staff
Mushroom Hammer
Shadow Lance
Bishop Staff
Sky Flame RingCapyCalc is a free, fan-made toolkit for CapybaraGo and isn't affiliated with the game's developers.
Avalon Token
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Crocodile Overlord
Snail Immortal
Bubble Newt
Brave Turtle
GG Bond
Fangless
Wisps
Big Horn