Player guide Mechanics

General

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 pathA · Next upgradeB · Total to target level
Gold for upgradeFragments for upgradeTotal goldTotal fragments
Level 1 → 2502502
Level 2 → 310051507
Level 3 → 41501030017
Level 4 → 53002560042
Level 5 → 6500501,10092
Level 6 → 78001001,900192
Level 7 → 81,2002003,100392
Level 8 → 91,6003504,700742
Level 9 → 102,0006006,7001,342
Level 10 → 114,00090010,7002,242
Level 11 → 127,0001,20017,7003,442

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.