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.
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. |
| 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. |
| Final DMG% | Its own layer; opposed by Final DMG Reduction% on the defender. |
| In-battle DMG% | Its own layer; opposed by In-battle DMG Reduction%. In PvE the enemy's damage is cut by your DR layers multiplicatively; see the DR caps card. |
| 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. |
| Final% | 500% | 90% | "Final"-prefixed sources: uniquely high DR cap. |
| In-Battle% | 1000% | 75% | Spec tree nodes, abyss skills, etc. |
| 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% |
| 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) |
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 layers above are the ones worth planning around, but the battle code multiplies through more stages than this card lists: block, artifact, rogue, monster, PvP and Grand Voyage each sit in the same chain. The full ordered list 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 maths, clamps and bracket caps re-checked against the 1.9.1 battle code.
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.
| 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
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
Energy
Bread
Drink
Quill
Ink
Award
Watch
Abundant Energy
Emergency Healing
Refreshing
Shatter the Vanguard
Potential Burst
HP
ATK
DEF
Shop
Friends
Tower Challenge
Events
Pets
Tasks
2× Battle Speed
Dragon's Lair
Celestial Tree
Capybarathon
Chests
Collectibles
Capy Gacha
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Lucky Star
Phantom Sword Island
Travel
Homestead
Mount
Guild
Arena
Magic Crystal
Star Challenge
Artifact
Goblin Miner
New World
Pet Build
Adventurer
Temple of Tides
Gem
Relic Chest
Cappy Trade
Guild Trade
Guild Bounty
Joint Archaeology
Pet Armament
Feats Shop
Dungeon Dive
Martial Arts Tournament
Equipment Forging
Resonance
Holy Grail War
Mythic Treasure
Adventure Assistant
Capy Grand Voyage




Crocodile Overlord
Snail Immortal
Bubble Newt
Brave Turtle
GG Bond
Fangless
Wisps
Big Horn