Player Field Guide · v1.1.7

Omigacha

Summon monsters, forge rune builds, and climb two ranked ladders. Everything on this page uses the game's real numbers — try the summoning altar below with the exact live rates.
250
Summonable monsters
5
Elements
12
Story biomes
12
Rune dungeons
100
Missions
2
Ranked ladders
Try it live

The Summoning Altar

This simulator rolls with the game's actual capsule rates, including soft pity, the hard-pity guarantee, and the 10-pull Rare-or-better floor. Every capsule reveals a real monster from the roster with its original artwork. Pick your capsule: Elemental rolls Fire, Water and Wind; Light & Dark rolls only those two elements and promotes any 1★/2★ result to Rare — both share the same pity counter, exactly like in the game.

Your capsules will appear here — the altar is waiting.
Pity counter — pulls since your last Legendary 0 / 150

From pull 75, Legendary odds rise steadily (up to +4%, Epic up to +8%). Pull 150 without a Legendary is a guaranteed 5★. With pity, the effective Legendary rate is about 1.1%. Special capsules exist too: Epic capsules guarantee 4★+, Legendary capsules guarantee 5★, and Light & Dark capsules roll only those two elements.

Total pulls
0
Gems spent
0
L&D capsules
0
5★ pulled
0
4★ pulled
0
Your 5★ rate
Combat basics

The Elements

Fire, Wind and Water form a combat triangle: Fire burns Wind, Wind scatters Water, Water douses Fire. Light and Dark stand apart — neutral to the triangle, but they counter each other: whichever of the two attacks strikes at full advantage. Tap an element to see its matchups.

Pick an element

  • Advantage deals 1.5× damage; disadvantage deals 0.75×. Neutral is 1.0×.
  • Normal capsules roll Fire, Water and Wind; Light & Dark come from their own capsule.

Click any element on the chart.

The collection

Who's in the Capsules

250 monsters are currently summonable, spread almost evenly across the five elements. Rarity decides base stat budget and skill power — here's how the pool breaks down.

Share of pool is roster composition, not summon odds — 3★ dominate the roster, but the rate table above decides what you actually pull. 71 legacy monsters exist in the game's data beyond these 250 but can no longer be summoned.

Battle data

Monster Rankings — 4v4 Combat Simulation

Every one of the 250 monsters, measured across 16,000 simulated 4v4 battles at max power — updated for the v1.1.7 balance patch (all 250 monsters retuned so each rarity is closely matched within its own tier). Search, filter, and click any column header to re-rank. These are simulation results — once enough real player-vs-player battles are recorded, this table will switch to live data.

How this was measured: 12,000 4v4 battles between randomly drawn teams (~384 battles per monster), replaying the game's real combat engine — damage formula, DEF mitigation, crits, speed-based turn order, all skill effects (DoTs, stuns, shields, heals, provoke, attack-bar control), ultimates opening on cooldown, the element chart shown above, and the v1.1.7 skill-priority AI. Loadout: level 50, Legendary +15 runes in slots 1/3/5 (+64% ATK/HP/DEF) and Epic +15 in slots 2/4 (+24 Speed, +41% Crit Rate), with Swift 3-piece and Focus 2-piece set bonuses. Rune sub-options excluded so every monster is measured on an identical build. Two win rates: "Win % overall" is measured with all rarities mixed together — higher rarities are supposed to dominate here (5★ average ~72%, 1★ ~36%). "vs own ★" is the balance metric: win rate against teams of the same rarity, where the v1.1.7 patch holds 236 of 250 monsters inside 45–55% (shown green). Draws count as half a win; per-battle numbers are averages over all of that monster's appearances.
Gear system

Runes — Six Sets, Five Slots

Every monster equips up to five runes. Matching runes from a set unlock a bonus at 2 pieces, upgraded (not stacked) at 3. Each set is farmed in its own dungeons.

5 rune slots Max level +15 Slots 1·3·5: ATK/HP/DEF (flat or %) Slots 2·4: also Crit Rate, Crit DMG, Speed Main stat fixed by rarity — no RNG Up to 4 sub-options

Which builds win — 243,900 test battles

Average win rate of each rune setup across all 32 legendary monsters in 5★-only 4v4s (v1.1.7 balance). Rows are set combos (3-piece + 2-piece), columns are main-stat profiles. Every monster's own best builds are in its page in the Monsters & Skills browser.

Common Uncommon Rare Epic Legendary Higher rarity → more sub-options (2 → 4) and stronger main stats
Competitive

The Ranked Ladder

Arena and Real-Time Battle each keep their own Rank Points on the same tier system. Drag the slider to see where any RP total lands.

Two separate ladders: Arena RP soft-resets weekly (gentle — you keep 75% above the anchor), RTB RP resets each ~3-month season (keeps 50%). Both compress toward roughly Silver, so nobody restarts from zero.

Bronze III
0 RP K-factor 32 — fast climbing Below Gold you lose no RP on defeat.
0850 Gold1500 Plat2300 Dia3200+ Master
  • Safety netBelow Gold (850 RP) losses cost nothing — climbing early is pure upside.
  • Hot streakWin 3+ in a row below Platinum for +5 bonus RP per win.
  • Tier floorsOnce you reach a tier, you can't fall out of it that period.
  • Master is earned dailyTop 100 players only, and never below 3,200 RP. At 2,900+ you're "Diamond I — In Contention".
  • Stay active up highDiamond+ decays after idling (Master: 48h grace, then ~25 RP/day) — but never below Diamond entry.
  • Fair swingsElo-based gains clamped to −35…+40 per match; a win never shows +0.
Home base

Castle Buildings

Ten buildings, each upgradable to level 6. Every level grows the bonus; level 6 adds a unique mastery perk.

Arena & RTB stay fair: castle combat bonuses (ATK, DEF, HP, SPD and the battle perks) apply in story, dungeons and quick battles only — never in PvP.
Ways to play

Modes & Energy

PvE · Story

Scenario Map

12 biomes from Beach to Atlantis, each with 3 stages × 5 levels plus a boss. Easy mode (45% enemy stats, half rewards) or Medium. Teams of 3.

PvE · Farming

Rune Dungeons

12 dungeons, one per region — each drops a specific rune set (Beach → Vital, Forest → Swift, Jungle → Power, Swamp → Guard…).

PvP · Async

Arena

Attack other players' defence teams on the weekly-reset ladder. Set your own defence to earn RP while away.

PvP · Live

Real-Time Battle

Live 1v1 draft: hidden simultaneous bans, then a 1-2-2-2-1 snake pick before a fully synced battle. Seasonal ladder.

PvE · Instant

Quick Battle

Jump straight into a fight without navigating the map — good for testing new rune builds.

Progression

Missions & Social

100 missions with claimable rewards, plus guilds with chat, friends, DMs, world chat, rankings and viewable player profiles.

120 → 400
Max energy (base → castle L6)
5:00 → 3:00
Minutes per energy point
1,500
Starter gems (5 free pulls)