Expand a badge to view each level's effects, power changes and upgrade costs.
Showing 9 / 9
RankedMax level 5Coco Coinhog BadgeReady: Gain 1 Suncoin (up to 2) for every 5 Suncoins you have.View all levels
Level 1
Badge effect
Ready: Gain 1 Suncoin (up to 2) for every 5 Suncoins you have.
Power gained this level
Minion damage +2%, attacking unit HP +2%. Total: damage +2%, HP +2%
Changes this level
Initial state;Power bonus at this level: unit damage +2%, castle-attacking unit HP +2%
Level 2
Badge effect
Ready: Gain 1 Suncoin (up to 4) for every 5 Suncoins you have.
Power gained this level
Minion damage +3%, attacking unit HP +3%. Total: damage +5%, HP +5%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +3%, castle-attacking unit HP +3%;Badge effect updated: Ready: Gain 1 Suncoin (up to 4) for every 5 Suncoins you have.
Level 3
Badge effect
Ready: Gain 1 Suncoin (up to 4) for every 5 Suncoins you have.
Current sub-badge
Coco Coinhog Charm IReady: Gain 1 Suncoin (up to 2) for every 5 Suncoins you have.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +10%, HP +10%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%;Unlock sub-badge “Coco Coinhog Charm I”: Ready: Gain 1 Suncoin (up to 2) for every 5 Suncoins you have.
Level 4
Badge effect
Ready: Gain 1 Suncoin (up to 6) for every 5 Suncoins you have.
Current sub-badge
Coco Coinhog Charm IReady: Gain 1 Suncoin (up to 2) for every 5 Suncoins you have.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +17%, HP +17%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: Ready: Gain 1 Suncoin (up to 6) for every 5 Suncoins you have.
Level 5
Max level
Badge effect
Ready: Gain 1 Suncoin (up to 6) for every 5 Suncoins you have.
Current sub-badge
Coco Coinhog Charm IIReady: Gain 1 Suncoin (up to 4) for every 5 Suncoins you have.
Power gained this level
Minion damage +10%, attacking unit HP +10%. Total: damage +27%, HP +27%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +10%, castle-attacking unit HP +10%;Replace sub-badge with “Coco Coinhog Charm II”: Ready: Gain 1 Suncoin (up to 4) for every 5 Suncoins you have.
RankedMax level 5Plantener BadgeReady: Heals the Captain for 6 HP.View all levels
Level 1
Badge effect
Ready: Heals the Captain for 6 HP.
Power gained this level
Minion damage +2%, attacking unit HP +2%. Total: damage +2%, HP +2%
Changes this level
Initial state;Power bonus at this level: unit damage +2%, castle-attacking unit HP +2%
Level 2
Badge effect
Ready: Heals the Captain for 9 HP.
Power gained this level
Minion damage +3%, attacking unit HP +3%. Total: damage +5%, HP +5%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +3%, castle-attacking unit HP +3%;Badge effect updated: Ready: Heals the Captain for 9 HP.
Level 3
Badge effect
Ready: Heals the Captain for 9 HP.
Current sub-badge
Plantener Charm IReady: Heals the Captain for 6 HP.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +10%, HP +10%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%;Unlock sub-badge “Plantener Charm I”: Ready: Heals the Captain for 6 HP.
Level 4
Badge effect
Ready: Heals the Captain for 12 HP.
Current sub-badge
Plantener Charm IReady: Heals the Captain for 6 HP.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +17%, HP +17%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: Ready: Heals the Captain for 12 HP.
Level 5
Max level
Badge effect
Ready: Heals the Captain for 12 HP.
Current sub-badge
Plantener Charm IIReady: Heals the Captain for 9 HP.
Power gained this level
Minion damage +10%, attacking unit HP +10%. Total: damage +27%, HP +27%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +10%, castle-attacking unit HP +10%;Replace sub-badge with “Plantener Charm II”: Ready: Heals the Captain for 9 HP.
RankedMax level 5Ironbound Greenhorn BadgeThe first Rush Squad Unit summoned each round gains +3 shield value.View all levels
Level 1
Badge effect
The first Rush Squad Unit summoned each round gains +3 shield value.
Power gained this level
Minion damage +2%, attacking unit HP +2%. Total: damage +2%, HP +2%
Changes this level
Initial state;Power bonus at this level: unit damage +2%, castle-attacking unit HP +2%
Level 2
Badge effect
The first Rush Squad Unit summoned each round gains +5 shield value.
Power gained this level
Minion damage +3%, attacking unit HP +3%. Total: damage +5%, HP +5%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +3%, castle-attacking unit HP +3%;Badge effect updated: The first Rush Squad Unit summoned each round gains +5 shield value.
Level 3
Badge effect
The first Rush Squad Unit summoned each round gains +5 shield value.
Current sub-badge
Ironbound Greenhorn Charm IThe first Rush Squad Unit summoned each round gains +3 shield value.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +10%, HP +10%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%;Unlock sub-badge “Ironbound Greenhorn Charm I”: The first Rush Squad Unit summoned each round gains +3 shield value.
Level 4
Badge effect
The first Rush Squad Unit summoned each round gains +8 shield value.
Current sub-badge
Ironbound Greenhorn Charm IThe first Rush Squad Unit summoned each round gains +3 shield value.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +17%, HP +17%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: The first Rush Squad Unit summoned each round gains +8 shield value.
Level 5
Max level
Badge effect
The first Rush Squad Unit summoned each round gains +8 shield value.
Current sub-badge
Ironbound Greenhorn Charm IIThe first Rush Squad Unit summoned each round gains +5 shield value.
Power gained this level
Minion damage +10%, attacking unit HP +10%. Total: damage +27%, HP +27%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +10%, castle-attacking unit HP +10%;Replace sub-badge with “Ironbound Greenhorn Charm II”: The first Rush Squad Unit summoned each round gains +5 shield value.
RankedMax level 5Dino BadgeReady: Temp increases all Minions' ATK by +1.View all levels
Level 1
Badge effect
Ready: Temp increases all Minions' ATK by +1.
Power gained this level
Minion damage +2%, attacking unit HP +2%. Total: damage +2%, HP +2%
Changes this level
Initial state;Power bonus at this level: unit damage +2%, castle-attacking unit HP +2%
Level 2
Badge effect
Ready: Temp increases all Minions' ATK by +2.
Power gained this level
Minion damage +3%, attacking unit HP +3%. Total: damage +5%, HP +5%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +3%, castle-attacking unit HP +3%;Badge effect updated: Ready: Temp increases all Minions' ATK by +2.
Level 3
Badge effect
Ready: Temp increases all Minions' ATK by +2.
Current sub-badge
Dino Charm IReady: Temp increases all Minions' ATK by +2.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +10%, HP +10%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%;Unlock sub-badge “Dino Charm I”: Ready: Temp increases all Minions' ATK by +2.
Level 4
Badge effect
Ready: Temp increases all Minions' ATK by +4.
Current sub-badge
Dino Charm IReady: Temp increases all Minions' ATK by +2.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +17%, HP +17%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: Ready: Temp increases all Minions' ATK by +4.
Level 5
Max level
Badge effect
Ready: Temp increases all Minions' ATK by +4.
Current sub-badge
Dino Charm IIReady: Temp increases all Minions' ATK by +3.
Power gained this level
Minion damage +10%, attacking unit HP +10%. Total: damage +27%, HP +27%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +10%, castle-attacking unit HP +10%;Replace sub-badge with “Dino Charm II”: Ready: Temp increases all Minions' ATK by +3.
RankedMax level 5Candlemancer BadgeThe first refresh in each match is free and always reveals 1 8-Cost Minions.View all levels
Level 1
Badge effect
The first refresh in each match is free and always reveals 1 8-Cost Minions.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +5%, HP +5%
Changes this level
Initial state;Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%
Level 2
Badge effect
The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 1 lower.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +12%, HP +12%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 1 lower.
Level 3
Badge effect
The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 1 lower.
Current sub-badge
Candlemancer Charm IThe first refresh in each match is free and always reveals 1 8-Cost Minions.
Power gained this level
Minion damage +11%, attacking unit HP +11%. Total: damage +23%, HP +23%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +11%, castle-attacking unit HP +11%;Unlock sub-badge “Candlemancer Charm I”: The first refresh in each match is free and always reveals 1 8-Cost Minions.
Level 4
Badge effect
The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 2 lower.
Current sub-badge
Candlemancer Charm IThe first refresh in each match is free and always reveals 1 8-Cost Minions.
Power gained this level
Minion damage +15%, attacking unit HP +15%. Total: damage +38%, HP +38%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +15%, castle-attacking unit HP +15%;Badge effect updated: The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 2 lower.
Level 5
Max level
Badge effect
The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 2 lower.
Current sub-badge
Candlemancer Charm IIThe first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 1 lower.
Power gained this level
Minion damage +20%, attacking unit HP +20%. Total: damage +58%, HP +58%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +20%, castle-attacking unit HP +20%;Replace sub-badge with “Candlemancer Charm II”: The first refresh in each match is free and always reveals 1 8-Cost Minions with a purchase price that is 1 lower.
RankedMax level 5Fortune Cat BadgeMatch Start: Suncoins +2.View all levels
Level 1
Badge effect
Match Start: Suncoins +2.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +5%, HP +5%
Changes this level
Initial state;Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%
Level 2
Badge effect
Match Start: Suncoins +3.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +12%, HP +12%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: Match Start: Suncoins +3.
Level 3
Badge effect
Match Start: Suncoins +3.
Current sub-badge
Fortune Cat Charm IMatch Start: Suncoins +2.
Power gained this level
Minion damage +11%, attacking unit HP +11%. Total: damage +23%, HP +23%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +11%, castle-attacking unit HP +11%;Unlock sub-badge “Fortune Cat Charm I”: Match Start: Suncoins +2.
Level 4
Badge effect
Match Start: Suncoins +4.
Current sub-badge
Fortune Cat Charm IMatch Start: Suncoins +2.
Power gained this level
Minion damage +15%, attacking unit HP +15%. Total: damage +38%, HP +38%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +15%, castle-attacking unit HP +15%;Badge effect updated: Match Start: Suncoins +4.
Level 5
Max level
Badge effect
Match Start: Suncoins +4.
Current sub-badge
Fortune Cat Charm IIMatch Start: Suncoins +3.
Power gained this level
Minion damage +20%, attacking unit HP +20%. Total: damage +58%, HP +58%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +20%, castle-attacking unit HP +20%;Replace sub-badge with “Fortune Cat Charm II”: Match Start: Suncoins +3.
RankedMax level 5Sneakerhead BadgeAllied Rush Squad Units gain 150% Move SPD for 0.5 sec on entering the field.View all levels
Level 1
Badge effect
Allied Rush Squad Units gain 150% Move SPD for 0.5 sec on entering the field.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +5%, HP +5%
Changes this level
Initial state;Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%
Level 2
Badge effect
Allied Rush Squad Units gain 150% Move SPD for 0.75 sec on entering the field.
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +12%, HP +12%
RankedMax level 5Pirate Captain BadgeBattle Start: Deals 6 damage directly to the enemy Captain.View all levels
Level 1
Badge effect
Battle Start: Deals 6 damage directly to the enemy Captain.
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +5%, HP +5%
Changes this level
Initial state;Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%
Level 2
Badge effect
Battle Start: Deals 6 damage directly to the enemy Captain (damage increases by +1 each round, up to 10).
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +12%, HP +12%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: Battle Start: Deals 6 damage directly to the enemy Captain (damage increases by +1 each round, up to 10).
Level 3
Badge effect
Battle Start: Deals 6 damage directly to the enemy Captain (damage increases by +1 each round, up to 10).
Current sub-badge
Pirate Captain Charm IBattle Start: Deals 6 damage directly to the enemy Captain.
Power gained this level
Minion damage +11%, attacking unit HP +11%. Total: damage +23%, HP +23%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +11%, castle-attacking unit HP +11%;Unlock sub-badge “Pirate Captain Charm I”: Battle Start: Deals 6 damage directly to the enemy Captain.
Level 4
Badge effect
Battle Start: Deals 8 damage directly to the enemy Captain (damage increases by +1 each round, up to 15).
Current sub-badge
Pirate Captain Charm IBattle Start: Deals 6 damage directly to the enemy Captain.
Power gained this level
Minion damage +15%, attacking unit HP +15%. Total: damage +38%, HP +38%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +15%, castle-attacking unit HP +15%;Badge effect updated: Battle Start: Deals 8 damage directly to the enemy Captain (damage increases by +1 each round, up to 15).
Level 5
Max level
Badge effect
Battle Start: Deals 8 damage directly to the enemy Captain (damage increases by +1 each round, up to 15).
Current sub-badge
Pirate Captain Charm IIBattle Start: Deals 7 damage directly to the enemy Captain (damage increases by +1 each round, up to 12).
Power gained this level
Minion damage +20%, attacking unit HP +20%. Total: damage +58%, HP +58%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +20%, castle-attacking unit HP +20%;Replace sub-badge with “Pirate Captain Charm II”: Battle Start: Deals 7 damage directly to the enemy Captain (damage increases by +1 each round, up to 12).
RankedMax level 5Mad King BadgeBattle Start: Temp increases all Minions' ATK SPD by +50% for 6 sec (Boss Rounds: 3 sec).View all levels
Level 1
Badge effect
Battle Start: Temp increases all Minions' ATK SPD by +50% for 6 sec (Boss Rounds: 3 sec).
Power gained this level
Minion damage +5%, attacking unit HP +5%. Total: damage +5%, HP +5%
Changes this level
Initial state;Power bonus at this level: unit damage +5%, castle-attacking unit HP +5%
Level 2
Badge effect
Battle Start: Temp increases all Minions' ATK SPD by +75% for 6 sec (Boss Rounds: 3 sec).
Power gained this level
Minion damage +7%, attacking unit HP +7%. Total: damage +12%, HP +12%
Upgrade costs
1 matching badge fragments, 1,000 gold
Changes this level
Power bonus at this level: unit damage +7%, castle-attacking unit HP +7%;Badge effect updated: Battle Start: Temp increases all Minions' ATK SPD by +75% for 6 sec (Boss Rounds: 3 sec).
Level 3
Badge effect
Battle Start: Temp increases all Minions' ATK SPD by +75% for 6 sec (Boss Rounds: 3 sec).
Current sub-badge
Mad King Charm IBattle Start: Temp increases all Minions' ATK SPD by +50% for 6 sec (Boss Rounds: 3 sec).
Power gained this level
Minion damage +11%, attacking unit HP +11%. Total: damage +23%, HP +23%
Upgrade costs
2 matching badge fragments, 3,000 gold
Changes this level
Power bonus at this level: unit damage +11%, castle-attacking unit HP +11%;Unlock sub-badge “Mad King Charm I”: Battle Start: Temp increases all Minions' ATK SPD by +50% for 6 sec (Boss Rounds: 3 sec).
Level 4
Badge effect
Battle Start: Temp increases all Minions' ATK SPD by +100% for 6 sec (Boss Rounds: 3 sec).
Current sub-badge
Mad King Charm IBattle Start: Temp increases all Minions' ATK SPD by +50% for 6 sec (Boss Rounds: 3 sec).
Power gained this level
Minion damage +15%, attacking unit HP +15%. Total: damage +38%, HP +38%
Upgrade costs
2 matching badge fragments, 5,000 gold
Changes this level
Power bonus at this level: unit damage +15%, castle-attacking unit HP +15%;Badge effect updated: Battle Start: Temp increases all Minions' ATK SPD by +100% for 6 sec (Boss Rounds: 3 sec).
Level 5
Max level
Badge effect
Battle Start: Temp increases all Minions' ATK SPD by +100% for 6 sec (Boss Rounds: 3 sec).
Current sub-badge
Mad King Charm IIBattle Start: Temp increases all Minions' ATK SPD by +75% for 6 sec (Boss Rounds: 3 sec).
Power gained this level
Minion damage +20%, attacking unit HP +20%. Total: damage +58%, HP +58%
Upgrade costs
3 matching badge fragments, 10,000 gold
Changes this level
Power bonus at this level: unit damage +20%, castle-attacking unit HP +20%;Replace sub-badge with “Mad King Charm II”: Battle Start: Temp increases all Minions' ATK SPD by +75% for 6 sec (Boss Rounds: 3 sec).
Upgrade costsShared upgrade table
Captain badge upgrade costs
所有可升级的 row, 位队长徽章 use the same costs. Fragments must match the badge being upgraded.