Everything below is live in the current build and reflected throughout this guide.
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.
From pull 50, Legendary odds rise steadily (up to +4%, Epic up to +8%). Pull 100 without a Legendary is a guaranteed 5★. With pity, the effective Legendary rate is about 1.5%. Special capsules exist too: Epic capsules guarantee 4★+, Legendary capsules guarantee 5★, and Light & Dark capsules roll only those two 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.
Click any element on the chart.
465 monsters are currently summonable — the July 2026 patch added 215 new ones (43 designs, each in all five elements) — spread almost evenly across the 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 465 but can no longer be summoned.
Every one of the 465 monsters — including the 215 added in the July 2026 content patch — measured across 16,000 simulated 4v4 battles at max power, with every rarity tuned to be 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.
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.
Average win rate of each rune setup across all 95 legendary monsters in 5★-only 4v4s (July 2026 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.
The exact tables the game rolls from (rune system v3 workbook). Percent values are whole points. A main stat's value is fixed by rarity and level — only which stat you get is random, from the slot's pool. Sub-options roll randomly within the ranges below and never duplicate the main stat or each other.
| Rarity | Subs on drop | Max subs | Drop share | Sell (gold) | Gold +0→+15 |
|---|---|---|---|---|---|
| Common | 2 | 4 | 32% | 30 | 48,350 |
| Uncommon | 2 | 4 | 30% | 60 | 85,900 |
| Rare | 3 | 4 | 24% | 150 | 178,550 |
| Epic | 4 | 4 | 11% | 400 | 357,500 |
| Legendary | 4 | 4 | 3% | 1,000 | 684,300 |
Mains grow every level +1…+15, with a bigger final jump at +15. Slot pools: slots 1·3·5 roll ATK/HP/DEF as flat or %; slots 2·4 roll flat ATK/HP/DEF, Crit Rate, Crit DMG or Speed (restrictions apply to mains only, never subs).
Flat and % are worth the same. A flat main gives exactly what the % main of the same rarity and level would give an average max-level 4★ monster (7,315 HP · 1,299 ATK · 584 DEF). So a +15 Legendary rolling "+64% HP" and one rolling flat HP both hand that monster +4,682 HP. Neither is a trap: put % on your high-stat monsters and flat on your low-stat ones — a glass cannon gains more HP from a flat roll, a tank gains more from a percent roll.
| Level | ATK | ATK% | HP | HP% | DEF | DEF% | Crit Rate | Crit DMG | Speed |
|---|---|---|---|---|---|---|---|---|---|
| +0 | 39 | 3% | 219 | 3% | 18 | 3% | 2% | 4% | 1 |
| +1 | 52 | 4% | 293 | 4% | 23 | 4% | 3% | 6% | 2 |
| +2 | 65 | 5% | 366 | 5% | 29 | 5% | 4% | 8% | 3 |
| +3 | 78 | 6% | 439 | 6% | 35 | 6% | 5% | 10% | 4 |
| +4 | 91 | 7% | 512 | 7% | 41 | 7% | 6% | 12% | 5 |
| +5 | 104 | 8% | 585 | 8% | 47 | 8% | 7% | 14% | 6 |
| +6 | 117 | 9% | 658 | 9% | 53 | 9% | 8% | 16% | 7 |
| +7 | 130 | 10% | 732 | 10% | 58 | 10% | 9% | 18% | 8 |
| +8 | 143 | 11% | 805 | 11% | 64 | 11% | 10% | 20% | 9 |
| +9 | 156 | 12% | 878 | 12% | 70 | 12% | 11% | 22% | 10 |
| +10 | 169 | 13% | 951 | 13% | 76 | 13% | 12% | 24% | 11 |
| +11 | 182 | 14% | 1024 | 14% | 82 | 14% | 13% | 26% | 12 |
| +12 | 195 | 15% | 1097 | 15% | 88 | 15% | 14% | 28% | 13 |
| +13 | 208 | 16% | 1170 | 16% | 93 | 16% | 15% | 30% | 14 |
| +14 | 221 | 17% | 1244 | 17% | 99 | 17% | 16% | 32% | 15 |
| +15 MAX | 260 | 20% | 1463 | 20% | 117 | 20% | 18% | 36% | 16 |
| Level | ATK | ATK% | HP | HP% | DEF | DEF% | Crit Rate | Crit DMG | Speed |
|---|---|---|---|---|---|---|---|---|---|
| +0 | 65 | 5% | 366 | 5% | 29 | 5% | 4% | 7% | 2 |
| +1 | 78 | 6% | 439 | 6% | 35 | 6% | 5% | 9% | 3 |
| +2 | 91 | 7% | 512 | 7% | 41 | 7% | 6% | 11% | 4 |
| +3 | 104 | 8% | 585 | 8% | 47 | 8% | 7% | 13% | 5 |
| +4 | 117 | 9% | 658 | 9% | 53 | 9% | 8% | 15% | 6 |
| +5 | 130 | 10% | 732 | 10% | 58 | 10% | 9% | 17% | 7 |
| +6 | 143 | 11% | 805 | 11% | 64 | 11% | 10% | 19% | 8 |
| +7 | 156 | 12% | 878 | 12% | 70 | 12% | 11% | 21% | 9 |
| +8 | 169 | 13% | 951 | 13% | 76 | 13% | 12% | 23% | 10 |
| +9 | 182 | 14% | 1024 | 14% | 82 | 14% | 13% | 25% | 11 |
| +10 | 195 | 15% | 1097 | 15% | 88 | 15% | 14% | 27% | 12 |
| +11 | 208 | 16% | 1170 | 16% | 93 | 16% | 15% | 29% | 13 |
| +12 | 221 | 17% | 1244 | 17% | 99 | 17% | 16% | 31% | 14 |
| +13 | 234 | 18% | 1317 | 18% | 105 | 18% | 17% | 33% | 15 |
| +14 | 247 | 19% | 1390 | 19% | 111 | 19% | 18% | 35% | 16 |
| +15 MAX | 299 | 23% | 1682 | 23% | 134 | 23% | 21% | 41% | 17 |
| Level | ATK | ATK% | HP | HP% | DEF | DEF% | Crit Rate | Crit DMG | Speed |
|---|---|---|---|---|---|---|---|---|---|
| +0 | 91 | 7% | 512 | 7% | 41 | 7% | 6% | 10% | 3 |
| +1 | 117 | 9% | 658 | 9% | 53 | 9% | 7% | 13% | 4 |
| +2 | 143 | 11% | 805 | 11% | 64 | 11% | 8% | 16% | 5 |
| +3 | 169 | 13% | 951 | 13% | 76 | 13% | 9% | 19% | 6 |
| +4 | 195 | 15% | 1097 | 15% | 88 | 15% | 10% | 22% | 7 |
| +5 | 221 | 17% | 1244 | 17% | 99 | 17% | 11% | 25% | 8 |
| +6 | 247 | 19% | 1390 | 19% | 111 | 19% | 12% | 28% | 9 |
| +7 | 273 | 21% | 1536 | 21% | 123 | 21% | 13% | 31% | 10 |
| +8 | 299 | 23% | 1682 | 23% | 134 | 23% | 14% | 34% | 11 |
| +9 | 325 | 25% | 1829 | 25% | 146 | 25% | 15% | 37% | 12 |
| +10 | 351 | 27% | 1975 | 27% | 158 | 27% | 16% | 40% | 13 |
| +11 | 377 | 29% | 2121 | 29% | 169 | 29% | 17% | 43% | 14 |
| +12 | 403 | 31% | 2268 | 31% | 181 | 31% | 18% | 46% | 15 |
| +13 | 429 | 33% | 2414 | 33% | 193 | 33% | 19% | 49% | 16 |
| +14 | 455 | 35% | 2560 | 35% | 204 | 35% | 20% | 52% | 17 |
| +15 MAX | 520 | 40% | 2926 | 40% | 234 | 40% | 24% | 60% | 18 |
| Level | ATK | ATK% | HP | HP% | DEF | DEF% | Crit Rate | Crit DMG | Speed |
|---|---|---|---|---|---|---|---|---|---|
| +0 | 130 | 10% | 732 | 10% | 58 | 10% | 8% | 14% | 4 |
| +1 | 156 | 12% | 878 | 12% | 70 | 12% | 10% | 18% | 5 |
| +2 | 182 | 14% | 1024 | 14% | 82 | 14% | 12% | 22% | 6 |
| +3 | 208 | 16% | 1170 | 16% | 93 | 16% | 14% | 26% | 7 |
| +4 | 234 | 18% | 1317 | 18% | 105 | 18% | 16% | 30% | 8 |
| +5 | 260 | 20% | 1463 | 20% | 117 | 20% | 18% | 34% | 9 |
| +6 | 286 | 22% | 1609 | 22% | 128 | 22% | 20% | 38% | 10 |
| +7 | 312 | 24% | 1756 | 24% | 140 | 24% | 22% | 42% | 11 |
| +8 | 338 | 26% | 1902 | 26% | 152 | 26% | 24% | 46% | 12 |
| +9 | 364 | 28% | 2048 | 28% | 164 | 28% | 26% | 50% | 13 |
| +10 | 390 | 30% | 2195 | 30% | 175 | 30% | 28% | 54% | 14 |
| +11 | 416 | 32% | 2341 | 32% | 187 | 32% | 30% | 58% | 15 |
| +12 | 442 | 34% | 2487 | 34% | 199 | 34% | 32% | 62% | 16 |
| +13 | 468 | 36% | 2633 | 36% | 210 | 36% | 34% | 66% | 17 |
| +14 | 494 | 38% | 2780 | 38% | 222 | 38% | 36% | 70% | 18 |
| +15 MAX | 585 | 45% | 3292 | 45% | 263 | 45% | 41% | 80% | 19 |
| Level | ATK | ATK% | HP | HP% | DEF | DEF% | Crit Rate | Crit DMG | Speed |
|---|---|---|---|---|---|---|---|---|---|
| +0 | 169 | 13% | 951 | 13% | 76 | 13% | 10% | 18% | 5 |
| +1 | 208 | 16% | 1170 | 16% | 93 | 16% | 12% | 23% | 6 |
| +2 | 247 | 19% | 1390 | 19% | 111 | 19% | 14% | 28% | 7 |
| +3 | 286 | 22% | 1609 | 22% | 128 | 22% | 16% | 33% | 8 |
| +4 | 325 | 25% | 1829 | 25% | 146 | 25% | 18% | 38% | 9 |
| +5 | 364 | 28% | 2048 | 28% | 164 | 28% | 20% | 43% | 10 |
| +6 | 403 | 31% | 2268 | 31% | 181 | 31% | 22% | 48% | 11 |
| +7 | 442 | 34% | 2487 | 34% | 199 | 34% | 24% | 53% | 12 |
| +8 | 481 | 37% | 2707 | 37% | 216 | 37% | 26% | 58% | 13 |
| +9 | 520 | 40% | 2926 | 40% | 234 | 40% | 28% | 63% | 14 |
| +10 | 559 | 43% | 3145 | 43% | 251 | 43% | 30% | 68% | 15 |
| +11 | 598 | 46% | 3365 | 46% | 269 | 46% | 32% | 73% | 16 |
| +12 | 637 | 49% | 3584 | 49% | 286 | 49% | 34% | 78% | 17 |
| +13 | 675 | 52% | 3804 | 52% | 304 | 52% | 36% | 83% | 18 |
| +14 | 714 | 55% | 4023 | 55% | 321 | 55% | 38% | 88% | 19 |
| +15 MAX | 831 | 64% | 4682 | 64% | 374 | 64% | 45% | 102% | 20 |
Runes drop with 2–4 sub-options by rarity (table above). At +3 / +6 / +9 / +12 / +15 the rune first adds a missing option (until it has 4), then a random existing option gains one fresh roll from its range. Flat sub-options follow the same parity rule as the mains — a flat roll is worth what the percent roll of that rarity gives an average 4★.
| Sub-option | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| ATK | 13–26 | 26–39 | 39–52 | 52–65 | 65–78 |
| ATK% | 1%–2% | 2%–3% | 3%–4% | 4%–5% | 5%–6% |
| HP | 73–146 | 146–219 | 219–293 | 293–366 | 366–439 |
| HP% | 1%–2% | 2%–3% | 3%–4% | 4%–5% | 5%–6% |
| DEF | 6–12 | 12–18 | 18–23 | 23–29 | 29–35 |
| DEF% | 1%–2% | 2%–3% | 3%–4% | 4%–5% | 5%–6% |
| Crit Rate | 1%–2% | 2%–3% | 3%–4% | 4%–5% | 5%–6% |
| Crit DMG | 2%–3% | 3%–5% | 5%–7% | 7%–9% | 9%–12% |
| Speed | 1–1 | 1–2 | 2–3 | 3–4 | 4–5 |
Fixed per-level costs — no RNG. Selling refunds a flat price per rarity (table above).
| Upgrade | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| +0 → +1 | 200 | 400 | 800 | 1,600 | 3,000 |
| +1 → +2 | 250 | 500 | 1,000 | 2,000 | 3,800 |
| +2 → +3 | 300 | 600 | 1,300 | 2,500 | 4,800 |
| +3 → +4 | 400 | 800 | 1,600 | 3,200 | 6,000 |
| +4 → +5 | 500 | 1,000 | 2,000 | 4,000 | 7,600 |
| +5 → +6 | 900 | 1,950 | 3,750 | 7,500 | 14,400 |
| +6 → +7 | 1,200 | 2,400 | 4,800 | 9,600 | 18,000 |
| +7 → +8 | 1,500 | 3,000 | 6,000 | 12,000 | 22,800 |
| +8 → +9 | 1,950 | 3,750 | 7,500 | 15,000 | 28,500 |
| +9 → +10 | 2,400 | 4,500 | 9,300 | 18,600 | 35,400 |
| +10 → +11 | 5,000 | 9,000 | 19,000 | 38,000 | 72,500 |
| +11 → +12 | 6,250 | 11,000 | 23,000 | 46,000 | 87,500 |
| +12 → +13 | 7,500 | 13,000 | 27,500 | 55,000 | 105,000 |
| +13 → +14 | 9,000 | 15,500 | 32,500 | 65,000 | 125,000 |
| +14 → +15 | 11,000 | 18,500 | 38,500 | 77,500 | 150,000 |
| Total +0 → +15 | 48,350 | 85,900 | 178,550 | 357,500 | 684,300 |
Every status a skill can place, with the exact number the battle engine uses. The icons are the ones you see on the health bars in battle.
Damage over time. The tick is a percentage of the bleeding unit's own max HP, so it hurts a fat wall exactly as much as a glass cannon, and it ignores DEF entirely — armour does not reduce it.
The strongest of the three damage-over-time effects, and otherwise identical to Bleed: a percentage of the victim's max HP, straight past DEF.
Damage over time, same rules as Bleed. Bleed, Burn and Poison are separate effects, so one target can carry all three at once for a combined 13% max HP per turn.
The unit loses its turn completely — no skill, no basic attack. Mechanically identical to Stun; they are separate effects so that skill flavour and Cleanse can tell them apart, and so a unit can be hit with both.
The unit loses its turn completely. The duration still counts down on the skipped turn, so a 1-turn Stun costs exactly one action.
The unit can still basic-attack, but everything else is sealed. A silenced monster that had already committed to a sealed skill forfeits the turn, so silencing at the right moment in a cooldown cycle costs it far more than one turn.
Attack becomes 140% of the unit's base Attack.
Attack becomes 65% of base — a 35% cut. Note the asymmetry: on every stat pair the buff is larger than the debuff.
Defense becomes 140% of base. Damage runs through DEF/(DEF+500) mitigation, so DEF Up is worth most on a unit that already has high DEF.
Defense becomes 65% of base. The single best damage amplifier in the game against a tank.
Speed becomes 125% of base. Speed fills the Attack Bar, so this buys extra turns, not just an earlier one.
Speed becomes 75% of base. Slowing an enemy also makes their debuffs tick down more slowly — durations count on the victim's own turns.
A damage pool that soaks hits before they touch HP. It is sized from the CASTER's max HP, not the target's — a beefy support shields harder. It shatters the moment the pool empties, and the leftover damage from that hit carries through.
Restores a tenth of the unit's own max HP at the start of each of its turns. Heal Block stops it completely.
While it lasts no debuff can land — damage over time, crowd control, stat cuts, Heal Block, Provoke and Attack Bar − are all refused at the moment of application. It does not strip debuffs already on the unit; that is Cleanse's job. Timing is everything: Immunity applied one turn late does nothing at all.
The unit cannot be healed at all — direct heals, Regen ticks and the attacker's own lifesteal are fully nullified, not reduced. Changed August 2026: it previously only halved healing, which meant that against a dedicated healer it barely registered.
The provoked unit must spend its turn basic-attacking whoever provoked it, ignoring its own skill priority — so it is a damage cut and a target redirect at once. It ends early if the provoker dies.
Resolves immediately and leaves no lasting status. Pushes an ally's action gauge 20% closer to their next turn.
Knocks an enemy's action gauge back by 20%. It counts as a debuff, so Immunity blocks it.
Resolves immediately, removing the longest-standing debuff on the target — one per cast, not the whole stack. A stripped stat debuff restores the base stat, and cleansing Provoke frees the target at once.
Cleanse pointed the other way, and new in August 2026. Resolves immediately, tearing the longest-standing buff off an enemy — one per cast. Immunity does not stop it, and Immunity is itself a buff, so a Strip can be the thing that opens a warded team up. 40 monsters carry it, single-target or against the whole enemy line.
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.
Ten buildings, each upgradable to level 6. Every level grows the bonus; level 6 adds a unique mastery perk.
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. First clear of a level pays its gems and triple gold; clearing it again pays gold only, and drops a rune about half the time.
12 dungeons, one per biome, each farming named rune sets — one rune on every win, rarity climbing tier by tier. The first seven drop one set: Beach Swift · Forest Power · Jungle Vital · Swamp Guard · Frozen Focus · Purple Crystals Rage · Red Canyons Power. The last five drop two: Desert Focus+Rage · Volcano Focus+Swift · Dark Forest Power+Vital · Atlantis Vital+Guard · Sky Islands Swift+Guard.
Attack other players' defence teams on the weekly-reset ladder. Save a defence team first — until you do, nobody can fight you back, so you cannot attack either. Your defence earns RP while you are away. Costs 12 energy a fight.
Live 1v1 draft: hidden simultaneous bans, then a 1-2-2-2-1 snake pick before a fully synced battle. Seasonal ladder.
Jump straight into a fight without navigating the map — good for testing new rune builds.
100 missions with claimable rewards, plus guilds with chat, friends, DMs, world chat, rankings and viewable player profiles.
| Monster | ★ | Element | Skill | Type | CD | Description |
|---|