465 monsters. Real summon rates. Free to play. Get it on Google Play
Player Field Guide · August 2026 Update · v1.5.10

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.
465
Summonable monsters
5
Elements
12
Story biomes
12
Rune dungeons
100
Missions
2
Ranked ladders
What's new August 2026 Update · v1.5.10 30 changes

Everything below is live in the current build and reflected throughout this guide.

  • Gems are a first-clear reward now — Beating a level for the FIRST time on a difficulty pays its gems and triple gold. Clearing it again pays gold only — no gems. Re-running one boss was quietly the best gem income in the game, which is not what a story mode is for.
  • Drops follow how deep you are, not how fast you are — Rune, gem and crystal drop rates scale with the stage's depth. Under the old flat rates the shallowest, fastest stage was mathematically the best farm in the game — you were rewarded for never progressing.
  • Scenario drops a rune on half its wins; dungeons still drop one every win — The two modes each get to be best at one thing. Scenario stages are the gold-and-XP farm, dungeons are the rune farm — and a scenario that also handed out a guaranteed rune left dungeons with nothing of their own.
  • Energy has one flat price, and the Crystal Mine gives half — 120 energy costs 10 crystals or 30 gems, 60 costs half that — the same price every time, all day. The Crystal Mine Gate's free daily claim moved from 10–80 crystals a day to 5–40: it was paying for hundreds of free fights a day, which no energy price could balance against.
  • Every dungeon farms different rune sets now — The first seven biomes drop ONE set each and the last five drop TWO, so the endgame dungeons are where a set is farmed at speed: Beach Swift, Forest Power, Jungle Vital, Swamp Guard, Frozen Focus, Purple Crystals Rage, Red Canyons Power, then Desert Focus+Rage, Volcano Focus+Swift, Dark Forest Power+Vital, Atlantis Vital+Guard and Sky Islands Swift+Guard. Every set appears in both halves — nothing is locked behind the endgame, and nothing is only farmable early.
  • Fixed: five dungeons rained 4★ monsters — About one win in twenty drops a monster, and it is meant to be a 2★ seven times out of ten. Light and Dark have no 2★ monsters at all, so in the five Light/Dark dungeons — Swamp, Purple Crystals, Desert, Dark Forest and Sky Islands — that roll fell through to a pool that was over half 4★, and 4★ landed on 41% of drops instead of 1%. Those drops are 3★ now.
  • Rune storage tells you when it is full — A full rune inventory used to bin every new drop silently. It now says so — a long auto-restart chain could otherwise farm into nothing for hours.
  • Every monster plays differently now — A player found two monsters with the same skill set. Checking the whole roster turned up 244 of them sharing a kit with somebody — the roster is built design-by-element from a handful of archetypes, so identical kits were the default rather than an accident. Each of those monsters has had one effect on one skill changed: a debuff swapped for another debuff, a buff for another buff. Nobody became stronger or weaker, and no two monsters feel the same any more.
  • Dungeon bosses cannot be Stunned or Frozen — Every dungeon boss now carries the Unbreakable passive in its second skill slot. It blocks Stun and Freeze only — poison, DEF down and every other debuff still land exactly as before, so a boss is still worth debuffing, just not worth locking down.
  • No boss hides behind a Shield — The three bosses whose kits granted Shield have had it removed. The Red Canyon boss went further: it was borrowing a defensive kit built around Shield, and now fights with fire instead — Burn, an area attack and an ATK-down finisher.
  • Your name is yours alone now — Player names are unique — two accounts can no longer share one, which is what the arena and the ladders had quietly filled up with. They also need at least 3 characters. If yours is shorter the game asks you to choose a new one next time you sign in, and nothing else about your account changes. If somebody had registered your name before you did, yours carries a number for now and your next rename is free.
  • Fixed: surrendering during a farm could freeze the battle — Surrendering inside an Auto Restart chain could leave you on a finished battlefield with nothing that responded. Both ways out of a fight now close the FIGHT, rather than whichever window happened to be sitting on top of it.
  • Sell runes a whole rarity at a time — Turn on select mode in the rune bag and a rarity row appears above the grid: one tap takes every Common you are looking at, another sells them. It obeys the filters, so what you have narrowed the grid down to is exactly what a tap can pick up, and it never touches a rune a monster is wearing. The same row is in the Auto-farm result window and the Auto Restart rewards window — which is where a long chain buries you in Commons in the first place. Selling no longer pauses either: the rune leaves your bag the moment you tap Sell.
  • MAG is gone — every summoner fights on ATK — Of the six classes only the Soul Mage's damage ever came from Magic, while the other five levelled a number that reached nothing at all. There is one attack stat now. The Soul Mage and Blazing Bishop had the old path's multiplier folded into their base ATK, so nobody hits any softer, and a save from before the change folds its levelled MAG into ATK rather than dropping it.
  • Multi-hit summoner skills actually hit multiple times — A summoner skill that reads “eight strikes” was landing exactly one. Every summoner skill now lands the number of hits its description claims.
  • Crit is shown as a percentage — C.RATE and C.DMG read as percentages on the summoner panel, and unspent stat points announce themselves instead of waiting to be found.
  • Your summoner equips runes like everything else does — The summoner joins the rune roster and takes a full loadout from the same grid every monster uses. The old per-slot picker is gone.
  • Strip — a new effect that tears a buff off — 40 monsters can now remove an enemy buff outright. It is not the same as a debuff: there is nothing to resist and Immunity does not stop it, because it removes what is already there.
  • Heal Block blocks ALL healing — Direct heals, Regen ticks and lifesteal are nullified outright for the duration. If it looked like it was failing on a dungeon boss, that boss's escort was cleansing it off — three of those escorts have been swapped for monsters that cannot.
  • You need a defence team before you can attack in the Arena — A player with no saved defence never appears in anyone else's opponent list, so they could climb the ladder while being untouchable. Save a defence and the Arena opens up.
  • The battle screen says what it is doing — Damage numbers sit on the monster that was hit instead of behind a boss, buffs and debuffs have their own visible effect so an auto battle is readable, the energy price rides inside the Start Battle button, and a farm reports the whole session's rewards rather than the last run's.
  • Power save for long farms — A running auto-restart chain can dim the screen right down while it works. The phone was also drawing more power than its charger could supply thanks to an animation that never stopped; it stops now.
  • The biome window was rebuilt — Stage name and boss on one line, Easy/Medium across the top, every level in two columns, and the first-boss-clear reward beside them.
  • If the game ever crashes, it leaves a report behind — Crash reporting is on, so a crash that nobody can reproduce is no longer a dead end.
  • Your player name and your summoner's name are separate — Your account name is what rankings, the arena, chat and search show. Your summoners are characters you own — up to 10 of them — and each has its own name, starting from its class. Renaming your account updates every one of those places at once.
  • Every monster has its own given name — All 465 units carry a personal name on top of their family name.
  • Polish language support — The entire interface plus all 1,860 monster skill descriptions are translated. Monster and skill NAMES stay in English.
  • Arena is real players only — The AI filler roster is gone. You face eight real defence teams drawn randomly from your rating range, refreshed on demand, and arena battles cost energy.
  • Battles can be paused — A Pause button with a double-height combat log, so you can read what actually happened. Story, dungeons and quick battles only — Real-Time Battle stays in lockstep.
  • Auto-restart with a rewards tracker — Dungeon and farm runs restart themselves and total up everything they won, and the difficulty picker is gone from dungeons.
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 / 100

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.

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

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.

Battle data

Monster Rankings — 4v4 Combat Simulation

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.

How this was measured: 16,000 4v4 battles between randomly drawn teams (~275 appearances 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 July 2026 patch holds 463 of 465 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 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 rune spreadsheet — every stat, roll and cost

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 at a glance

RaritySubs on dropMax subsDrop shareSell (gold)Gold +0→+15
Common2432%3048,350
Uncommon2430%6085,900
Rare3424%150178,550
Epic4411%400357,500
Legendary443%1,000684,300

Main-stat value by level

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.

LevelATKATK%HPHP%DEFDEF%Crit RateCrit DMGSpeed
+016913%95113%7613%10%18%5
+120816%117016%9316%12%23%6
+224719%139019%11119%14%28%7
+328622%160922%12822%16%33%8
+432525%182925%14625%18%38%9
+536428%204828%16428%20%43%10
+640331%226831%18131%22%48%11
+744234%248734%19934%24%53%12
+848137%270737%21637%26%58%13
+952040%292640%23440%28%63%14
+1055943%314543%25143%30%68%15
+1159846%336546%26946%32%73%16
+1263749%358449%28649%34%78%17
+1367552%380452%30452%36%83%18
+1471455%402355%32155%38%88%19
+15 MAX83164%468264%37464%45%102%20

Sub-option roll ranges (per roll)

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-optionCommonUncommonRareEpicLegendary
ATK13–2626–3939–5252–6565–78
ATK%1%–2%2%–3%3%–4%4%–5%5%–6%
HP73–146146–219219–293293–366366–439
HP%1%–2%2%–3%3%–4%4%–5%5%–6%
DEF6–1212–1818–2323–2929–35
DEF%1%–2%2%–3%3%–4%4%–5%5%–6%
Crit Rate1%–2%2%–3%3%–4%4%–5%5%–6%
Crit DMG2%–3%3%–5%5%–7%7%–9%9%–12%
Speed1–11–22–33–44–5

Upgrade gold costs

Fixed per-level costs — no RNG. Selling refunds a flat price per rarity (table above).

UpgradeCommonUncommonRareEpicLegendary
+0 → +12004008001,6003,000
+1 → +22505001,0002,0003,800
+2 → +33006001,3002,5004,800
+3 → +44008001,6003,2006,000
+4 → +55001,0002,0004,0007,600
+5 → +69001,9503,7507,50014,400
+6 → +71,2002,4004,8009,60018,000
+7 → +81,5003,0006,00012,00022,800
+8 → +91,9503,7507,50015,00028,500
+9 → +102,4004,5009,30018,60035,400
+10 → +115,0009,00019,00038,00072,500
+11 → +126,25011,00023,00046,00087,500
+12 → +137,50013,00027,50055,000105,000
+13 → +149,00015,50032,50065,000125,000
+14 → +1511,00018,50038,50077,500150,000
Total +0 → +1548,35085,900178,550357,500684,300
Common Uncommon Rare Epic Legendary Higher rarity → more sub-options (2 → 4) and stronger main stats
Combat

Buffs, Debuffs & Effects

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.

BleedDebuff
4% max HP per turn

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.

PoisonDebuff
5% max HP per turn

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.

BurnDebuff
4% max HP per turn

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.

FreezeDebuff
Skips the 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.

StunDebuff
Skips the turn

The unit loses its turn completely. The duration still counts down on the skipped turn, so a 1-turn Stun costs exactly one action.

SilenceDebuff
Seals Active and Ultimate skills

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.

ATK UpBuff
×1.40 Attack

Attack becomes 140% of the unit's base Attack.

ATK DownDebuff
×0.65 Attack

Attack becomes 65% of base — a 35% cut. Note the asymmetry: on every stat pair the buff is larger than the debuff.

DEF UpBuff
×1.40 Defense

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.

DEF DownDebuff
×0.65 Defense

Defense becomes 65% of base. The single best damage amplifier in the game against a tank.

SPD UpBuff
×1.25 Speed

Speed becomes 125% of base. Speed fills the Attack Bar, so this buys extra turns, not just an earlier one.

SPD DownDebuff
×0.75 Speed

Speed becomes 75% of base. Slowing an enemy also makes their debuffs tick down more slowly — durations count on the victim's own turns.

ShieldBuff
Absorbs 20% of the caster's max HP

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.

RegenBuff
Heals 10% max HP per turn

Restores a tenth of the unit's own max HP at the start of each of its turns. Heal Block stops it completely.

ImmunityBuff
Blocks all debuffs

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.

Heal BlockDebuff
Blocks ALL healing

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.

🎯
ProvokeDebuff
Forces an attack on the caster

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.

Attack Bar +Instant
Instantly +20% Attack Bar

Resolves immediately and leaves no lasting status. Pushes an ally's action gauge 20% closer to their next turn.

Attack Bar −Instant
Instantly −20% Attack Bar

Knocks an enemy's action gauge back by 20%. It counts as a debuff, so Immunity blocks it.

🌀
CleanseInstant
Strips one debuff

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.

✂️
StripInstant
Removes one enemy buff

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.

Rules that catch people out
  • Statuses tick at the start of the afflicted unit's own turn — Damage over time lands, Regen heals and every duration counts down just before that unit acts — not on a shared round timer. A fast monster therefore burns through its own debuffs sooner, but also eats more damage-over-time ticks in the same stretch of battle.
  • Nothing stacks with itself — Re-applying an effect the target already has refreshes it: the old instance is replaced, the duration restarts and the magnitude is re-measured. Two Poisons are not double damage. Different effects do stack freely.
  • Opposing stat effects overwrite, they do not cancel — ATK Up and ATK Down are separate statuses and can sit on a unit at the same time — whichever landed last sets the stat, because every stat effect is calculated from the unit's base value. When one expires the stat snaps back to base.
  • Damage over time is snapshotted when it lands — The per-turn number is fixed at the moment the effect is applied. Buffing max HP afterwards does not resize a tick already running — but re-applying the effect re-measures it.
  • There is no Resistance or Accuracy stat — Whether an effect lands is decided entirely by the chance printed on the skill ("75% chance to place Decrease DEF"). No stat on either side shifts that roll. The only counter is Immunity, which refuses debuffs outright.
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. 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.

PvE · Farming

Rune Dungeons

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.

PvP · Async

Arena

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.

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
10 cr · 30 gems
Price of 120 energy (flat, all day)
6 · 12
Energy per story fight · arena fight
1,500
Starter gems (5 free pulls)