Rules for shops, merging, upgrades and combat formulas.
Rules shared across modes
One shop, merging, and upgrade framework across all modes
Sun coins buy and refresh cards during battles; gold supports permanent upgrades in the lobby. In-battle merge stars and account card levels are independent progression systems, explained below in that order.
Shop probabilities
In-battle merging
Card upgrades
Battle formulas
Base refresh cost
1 Sun Coins
Shop configuration
R1~R12
Upgrade rarity
3 tiers
Battle formulas
4 groups
Shop probabilities
Battle shop refresh and card probabilities
Sun coins buy and refresh cards in battle; gold is for permanent lobby upgrades. They are different resources.
Cost tiers
Cost-tier probability
Each shop slot rolls a cost tier, then a card available in that tier. Current data covers turn 12.
Base refresh cost: 1 sun coins. Available free refreshes cost nothing.
row, 位/休闲 · Cost-tier probabilities
每个商店格先按当前模式与回合的费用分布选择 3、5、8 费档,再从该费用档的可用卡列表中等概率选 1 张。Current data ends at turn 12; later turns are not shown.
Per-card probability
Rarity and per-card probabilities
Cost-tier probability covers all cards in that tier. Divide by the number of available cards for a single card’s probability.
Cost tiers are not rarities; rarity does not affect tier selection. Per-card probability = tier probability ÷ available cards; cards outside the pool have probability 0. For a rarity, sum each tier’s probability × cards of that rarity ÷ total available cards. Mode and pool restrictions change the candidates.
Per-card probability = cost-tier probability ÷ available cards in that tier. For example, turn 1 in a standard battle has 70% / 30% / 0% for that tier. With 10 cost-3 cards, one specific card has 70% ÷ 10 = 7% per slot. The three slots roll independently.
Refresh and lock
How purchases and refreshes affect the shop
Purchases and full-shop refreshes affect slots differently.
Buying only refills that slot. A full refresh keeps locked slots and rerolls each remaining slot.
Merging and upgrades
In-battle merging and account card upgrades
In-battle merging
In-battle merge stars
Merging only affects stars on the board in this battle. It does not convert to account card levels.
Standard, Ranked, and Adventure
1 stars = 1 base cards · 2 stars = 2 base cards · 3 stars = 4 base cards
Rumble Chess
1 stars = 1 base cards · 2 stars = 2 base cards · 3 stars = 4 base cards · 4 stars = 8 base cards
Two same-name, same-star cards merge to the next star. Standard modes cap at 3 stars, Rumble at 4.In-battle merging and account levels are independent progression systems.
Account progression
Account card upgrade costs
The left chart shows the next upgrade cost; the right shows cumulative costs to reach each target level.
Rare cards start at level 1. Upgrades cost card shards and gold, not XP.
Starting level
Level 1
Max level
Level 12
Total gold
17,700
Total fragments
3,442
A · Next upgrade cost for 稀有 cards
Resources needed to upgrade from the current level to the next.
B · Total cost for 稀有 cards to reach a target level
Total resources from level 1 to each target level.
Individual and cumulative costs“Next” is the cost of one upgrade; “Cumulative” is the total from the starting level to the target.
Upgrade path
A · Next upgrade
B · Total to target level
Gold for upgrade
Fragments for upgrade
Total gold
Total fragments
Level 1 → 2
50
2
50
2
Level 2 → 3
100
5
150
7
Level 3 → 4
150
10
300
17
Level 4 → 5
300
25
600
42
Level 5 → 6
500
50
1,100
92
Level 6 → 7
800
100
1,900
192
Level 7 → 8
1,200
200
3,100
392
Level 8 → 9
1,600
350
4,700
742
Level 9 → 10
2,000
600
6,700
1,342
Level 10 → 11
4,000
900
10,700
2,242
Level 11 → 12
7,000
1,200
17,700
3,442
Battle stats
Battle stat formulas
Monster health formulas differ between modes. Ranked and Rumble use the formulas below; adventure modes depend on stage, difficulty, and event data.
Ranked
Ranked monster health
Round the final result down, with a minimum of 1.
Ranked normal monsters
Final HP = floor[(3 + unit attack + fixed health added this turn) × turn HP multiplier × power HP multiplier × hidden system HP multiplier], minimum 1.
Ranked bosses
Final HP = floor[(boss base HP + total unit attack on the board × attack absorption rate) × turn HP multiplier × power HP multiplier × hidden system HP multiplier], minimum 1.
Rumble
Rumble monster health
Rumble currently excludes permanent account power, so its power HP multiplier is ×1.
Rumble normal monsters
Final HP = floor[(3 + unit attack + fixed health added this turn) × turn HP multiplier × current Rumble power HP multiplier × hidden system HP multiplier], minimum 1.
Rumble bosses
Final HP = floor[(boss base HP + total unit attack on the board × attack absorption rate) × turn HP multiplier × current Rumble power HP multiplier × hidden system HP multiplier], minimum 1.
Adventure
Check each mode and stage
Enemy health in adventure modes depends on stage, difficulty, wave, and event settings. Each mode uses its own data.
Main adventure
Check actual enemy HP and turns by stage and difficulty.
Boss Battle
Check actual data by boss, phase, and turn.
Club Points Race
Check actual data by challenge and difficulty.
Co-op
Check actual data by event and turn.
See Adventure for actual enemy HP and turn details for each stage or event.
Castle-hit damage
Depends on enemy configuration
Castle-hit damage depends on each monster or boss’s configuration.
Values can differ between monsters and bosses. Refer to the actual data for that mode.