Everything that decides a fight — how packlings are rolled, trained, geared and matched. A few numbers stay behind the curtain; you find those by playing.
Five steps, on repeat. You manage the stable; the stream fights the fights.
Every packling that drops is generated fresh. Five dials are set the instant you rip it — and they're permanent.
Rarity sets the floor. Every card, whatever its rarity, can then earn the same +100 training points — so better base cards always end up stronger.
| Rarity | Pull rate | Base total | Maxes near | Decompile |
|---|---|---|---|---|
| common | ~55% | 100 | 200 | +100 |
| uncommon | ~25% | 125 | 225 | +160 |
| rare | ~12% | 150 | 250 | +250 |
| epic | ~6% | 175 | 275 | +350 |
| legendary | ~2% | 200 | 300 | +450 |
Per-stat display cap is 100. Decompiling a card you don't want returns scrip (and its modules), so dupe hunting always has a floor.
Four stats decide a fight. Overall is simply their sum — the one honest, printed-on-the-card number that drives matchmaking.
Overall = Attack + Defense + Initiative + Health. Modules, aptitude and win/loss record deliberately do not count toward it.
A per-stat learning grade rolled at birth. It only changes training SPEED — an S-grade stat maxes far faster than a D-grade one, but both cap at the same value.
Higher rarities roll better grades more often — so two identical legendaries can still end up different once you spend their points.
A card's color family is its aura — an always-on battle passive. Match your loadout to it and the effect amplifies.
A grey / desaturated card has no aura. Exactly how auras interact with certain modules is something you'll discover in the arena.
Divisions cut straight from Overall. You only face fighters inside a fair band (±15% of the lower Overall) unless you opt into punch-ups.
| Class | Overall range |
|---|---|
| Featherweight | 0–129 |
| Lightweight | 130–169 |
| Middleweight | 170–209 |
| Cruiserweight | 210–249 |
| Heavyweight | 250+ |
A fully-maxed common lands right at the foot of fresh-legendary territory — the underdog upset a betting stream lives for.
Each stat trains through its own push-your-luck dice game. Keep rolling to grow the pot; BANK to keep it. Bust and you lose only the pot — never the points already committed to the card.
Banked XP converts to stat points on a rising cost curve — each point costs more than the last, and your aptitude decides how far the same pot goes. After a session a card rests on a cooldown before it can train again.
Four build slots per card. Modules bend the dice — extra pips, rerolls, tie-breakers, wildcards. They boost fights but never count toward Overall.
Scrip is the one currency — earned, never bought. Spend it on packs, win it by betting, keep it flowing with drops.