Reset of Trades, Missions & Dailies in 0h 0m

Frequently Asked Questions

1) Pack Pulls (Core Loop)

  • Each pack gives exactly 5 cards.
  • Each card rolls rarity first, then picks a random player from that rarity pool.
  • If a rarity has no available players, the roll falls back through other rarities instead of failing.
  • Each card independently has a 1% shiny chance.
  • Pack pull results are temporary and are not auto-saved to your account; they are cached for 3 minutes and restored if you reload during that window.
  • Only one opened pack can be active per account across devices. If you open a newer pack on another device, actions on the older device pack are blocked.
  • A pulled card is only persisted when you explicitly save it (for example to Saved Cards or Collections).
  • For a newly unowned pulled card, you can save it to Saved Cards or Collections for that pull, not both.
  • If you saved it to one destination, you must pull that player again to save it to the other destination.
  • Collection completion checks only saved Collection cards; saving a card to Saved Cards alone does not count toward collection progress.
  • Users have up to 5 pulls available at once.
  • When you open a pack, 1 pull is consumed.
  • A global scheduler restores 1 pull every 15 minutes by reducing used pulls.

2) Leveling and XP

  • XP is awarded immediately when a pack is opened successfully. Saving cards is not required for XP gain.
  • Each pulled card grants XP based on rarity. Shiny cards apply a 2x multiplier to that card's base XP.
  • If the pulled player is already saved by you (in Saved Cards or Collections), that card's XP is doubled again (2x).
  • Leveling follows a linear curve: required XP for next level is 250 + (current level - 1) × 75.
  • Progression is currently capped at Level 200. Once capped, additional pulls do not increase XP further.
  • On the Pack Opener page, your compact XP summary is shown in the top navbar (Opened today): current level, total XP, and last pack XP gain.
  • Your Personal page also shows level and full XP progress to next level.

XP By Rarity

Rarity Base XP Shiny XP (2x)
Divine 180 360
Legendary 100 200
Epic 60 120
Very Rare 35 70
Rare 20 40
Uncommon 10 20
Common 5 10

XP Milestones

Total XP required to reach each level with the current curve.

Level Total XP Needed
25 26,700
50 100,450
75 221,075
100 388,575
150 864,200
200 1,527,325

3) Rarities and Rank

Player rank comes from synced Quaver leaderboard data. Lower rank number means stronger rank (Rank #1 is best).

Obtainment percentages are tracked globally per player with two separate metrics: one for Saved Cards ownership and one for Collections ownership.

  • Saved Cards Obtained % uses saved-card ownership and is shown on Saved Cards, Personal, and Pack Opener cards.
  • Collections Obtained % uses collection ownership and is shown on Collections cards.
  • Shiny and non-shiny versions of the same player share the same obtainment metrics; shiny status does not create a separate obtainment percentage.

Current Pull Odds

  • Divine 0.05%
  • Legendary 0.50%
  • Epic 3.00%
  • Very Rare 8.00%
  • Rare 13.00%
  • Uncommon 25.00%
  • Common 50.45%

Rank To Rarity Mapping

  • Divine Special/manual tier
  • Legendary Rank ≤ 50
  • Epic Rank ≤ 300
  • Very Rare Rank ≤ 1,000
  • Rare Rank ≤ 5,000
  • Uncommon Rank ≤ 20,000
  • Common Rank ≤ Unlimited

4) Leaderboard Scoring

  • Scores are based on your saved cards (not all pulled cards).
  • For non-Divine cards, points come from rank bands (base + top-of-band bonus).
  • Divine cards are fixed at 500 points each.
  • Shiny cards use a 2x multiplier.
  • Foil cards use a 3x multiplier. Foil and shiny multipliers stack, so a card that is both earns 6x its points.
  • Banned players apply -10,000 points.
  • Trade-marked cards are excluded from leaderboard counting (except banned-player handling).
  • Counting limits: top 50 per rarity (non-shiny), top 50 shiny globally, all Divine saved cards.
  • Each completed configured collection grants +3,000 bonus points.

Rank Point Bands (Non-Divine)

Band Rank Range Base Max Bonus
Legendary 1 - 50 220 80
Epic 51 - 300 120 80
Very Rare 301 - 1,000 60 40
Rare 1,001 - 5,000 25 20
Uncommon 5,001 - 20,000 10 10

5) Trading

  • Trading must be globally enabled by admins.
  • A user can complete up to 2 trades per day.
  • Only cards you own can be offered; normal offered cards must be not previously traded.
  • Both users must select offered cards and both must approve before completion.
  • You cannot complete a trade if either side already owns the other offered player.
  • Completed traded cards are marked as traded and cannot be traded again as normal offers.
  • Shiny protection: to keep shiny during trade, the other user must sacrifice a separate Divine card.
  • If no valid Divine sacrifice is provided, shiny is lost on transfer.
  • Trade lobbies expire automatically after 24 hours.

6) Quick PvP

  • Quick PvP uses the random matchmaking queue.
  • Random matchmaking queue auto-expires after 10 minutes if no opponent is found.
  • If no real-player opponent is found after 3 minutes, random matchmaking auto-matches you with a bot and uses 1 bot PvP attempt.
  • When random matchmaking finds an opponent, PvP lobby is created instantly, auto-accepted (no invite response step), and the site plays sound as a notification.
  • Random matchmaking rematches for the same two users are blocked for 15 minutes.
  • Real-player random matchmaking does not use PvP attempts.
  • Bot fallback matchmaking uses 1 bot PvP attempt when the bot lobby is created.
  • Each user has up to 5 bot PvP attempts.
  • Bot PvP attempts reset daily or can be restored from perks; they do not regenerate over time.
  • Both players must have at least 25 saved cards to start.
  • After accepting, each player drafts 6 random cards, discards 2 unwanted cards, then receives 2 replacement random cards.
  • When draft is complete, each player drag-sorts their final 6 cards into PvP order and saves to finalize it. Finalized order cannot be changed.
  • Each player starts with 5,000 HP. PvP rounds progress every 5 seconds.
  • Card PvP stats are rolled per PvP card: ATK 500-1200, DEF 300-1400, ACC 50-100%, DODGE 10-25%, SPECIAL (CUNNING/SLIPPERY/BRUTE/CLUMSY/SPECIALIST/JOKER/GLASS CANNON/PUMPED/SECOND WIND/EAGER/ROBIN HOOD/MIRROR), CRIT RATE 25-75%, CRIT DMG 10-60%.
  • After draft and before order lock, each order slot (1-6) rolls its own boost: 30% no boost or 70% one boost (+20 stat boost, coinflip, or jammer).
  • Order slot boost math: ATK/DEF use +20% multiplicative (1000 -> 1200), while ACC / DODGE / CRIT RATE / CRIT DMG use +20 percentage points (40% -> 60%). Percentage stats are capped at 100.
  • Shiny cards get rarity-based PvP boosts from the configured modifier table below. ATK/DEF use multiplicative boosts and ACC/DODGE/CRIT RATE/CRIT DMG use flat point additions. Shiny dodge can go above base cap up to 40%.
  • The PvP card UI shows each card's Special Boost text for its current special effect.
  • Hit flow: higher ATK side attacks first; if ATK is equal, first attacker is chosen randomly; if attack misses by ACC, turn swaps and repeats until a hit lands.
  • Dodge flow: dodge is checked only after an attack already passes ACC and has ATK > DEF. A successful dodge prevents that damage.
  • Damage flow: if ATK > DEF and dodge fails, defender takes ATK-DEF damage; if ATK < DEF, attacker takes DEF-ATK damage; if equal, no damage; when one side loses (clear winner/loser), loser rolls a counter chance using loser ACC; on successful counter, loser deals max(0, round(loser ATK * 0.25) - round(winner DEF * 0.25)); both main hit and successful counter can crit (roll against that card's CRIT RATE, then multiply by 1 + (CRIT DMG / 100)).
  • PvP ends early if a player's HP reaches 0. If all 6 rounds finish and both are above 0, higher HP wins; equal HP is a tie.
  • Round-by-round PvP history is always saved and visible even after the PvP ends.
  • PvP reward: the winner gets 1 PvP Winner Pack Reward claim that restores 5 pack opens, and it can only be claimed when current pack opens are at 0/5.
  • PvP lobbies can be canceled only before the active PvP starts.

Shiny Rarity Modifiers

Rarity ATK/DEF Boost ACC/DODGE/CRIT RATE/CRIT DMG Boost
Divine +40% +20 points
Legendary +40% +20 points
Epic +30% +15 points
Very Rare +20% +10 points
Rare +20% +10 points
Uncommon +10% +5 points
Common +10% +5 points

Order Slot Boost Rarity Table

Each slot rolls independently. "Overall chance" already includes the 30% no-boost gate.

Boost Result Chance When Boosted Overall Chance Per Slot
No Boost - 30.00%
ATK +20% 10.00% 7.00%
DEF +20% 15.00% 10.50%
ACC +20 points 15.00% 10.50%
DODGE +20 points 10.00% 7.00%
CRIT RATE +20 points 20.00% 14.00%
CRIT DMG +20 points 20.00% 14.00%
COINFLIP 5.00% 3.50%
JAMMER 5.00% 3.50%

Special Effects Table

Special Effect
Cunning +25% counter damage
Slippery +10% ACC after successful dodge (same round only)
Brute +25% damage on first-attempt landed hit
Clumsy Hit: +75% damage, Miss: self takes ATK + enemy ATK
Specialist Hit: +25% damage when enemy DEF is lower
Joker Counter deals 5x damage
Glass Cannon Counter deals 3x if own DEF is lower
Pumped +30% ATK after 2+ same-side attempts
Second Wind +20% ATK/DEF when own HP is lower
Eager +10% ATK/DEF when own HP is equal or higher
Robin Hood +20% ATK/DEF/ACC/DODGE/CRIT RATE/CRIT DMG against shiny cards
Mirror Copies enemy special for this round (mirror vs mirror = brute)

7) Daily Missions

  • Every day has 4 global missions: 2 from spread 1, 1 from spread 2, 1 from spread 3.
  • A mission is completed when your recent scores include that map with:
  • Ranked map status, non-F grade, any rate, and at least 95.00% accuracy.
  • NLN (No Long Notes) clears also count toward mission completion.
  • Recent scores are checked automatically while the site is open.
  • Each mission can be claimed once for +5 pulls, only when your remaining pulls are 0.
  • After all 4 mission rewards are claimed, you unlock Daily Set Bonus rewards.
  • Daily Set Bonus has 4 bonus claims, each restoring +5 pulls (extra +20 total), claimed one-by-one at 0 remaining pulls.

Mission Difficulty Spreads

Spread Difficulty Rating
Spread 1 < 20.00
Spread 2 ≥ 20.00 and < 30.00
Spread 3 ≥ 30.00 and < 40.00 (40.00+ is ignored)

8) Dailies

  • Daily rewards are claimable from the Dailies page in your profile menu.
  • Each week generates a global Monday-Sunday board with one randomized daily task per day.
  • You can only claim today's reward. Missed previous days cannot be claimed later.
  • Task types include pull-rarity goals, PvP wins, complete 1 mission, and trade 1 time.
  • Completing today's task unlocks separate claims for +5 pulls and +5 PvP attempts.
  • Each reward can be claimed independently once per day when that resource is not already maxed out.

9) Achievements and Rewards

  • Achievements track multiple actions (pack opens, saved cards/collections saves, personal/showcase updates, trades, and mission milestones).
  • When progress meets an achievement target, it becomes Unlocked. Unlocking and claiming are separate steps.
  • Unlocked achievements can be claimed once each.
  • Achievement claims are allowed only when your remaining pulls are 0.
  • Each claim restores up to +5 pulls, without exceeding your normal pull cap.
  • Each claim also grants leaderboard points based on achievement difficulty: Easy +100, Medium +300, Hard +600.
  • Achievement leaderboard points are counted only after claim (not just on unlock), and are added into your total leaderboard score.

10) Foil Cards

  • Foil is an upgrade for a card in Saved Cards. It is separate from shiny status, so a card can be shiny, Foil, or both.
  • Every duplicate pull of a player you already have in Saved Cards adds +1 Foil progress to that saved card. Collection-only cards do not gain Foil progress.
  • Foil progress is tracked per saved card and stops when it reaches that card's rarity goal.
  • When the goal is reached, use Convert to Foil on the Saved Cards page. Conversion keeps the card and its progress.
  • Foil cards cannot be traded.
  • Foil does not affect PvP stats. It does multiply leaderboard card points by 3x, stacking with shiny's 2x multiplier for 6x when a card has both.

Foil Progress Goals

Rarity Duplicate Pulls Needed
Divine 10
Legendary 35
Epic 50
Very Rare 40
Rare 30
Uncommon 10
Common 10

11) Additional Site Rules

  • Login is required for pack opening, Saved Cards management, collections saving, mission checks/claims, and trading.
  • Saved card capacity is capped at 4,000 cards per user.
  • Personal showcase capacity is 10 cards.
  • If you pull a shiny version of an already saved player, you can upgrade that saved card to shiny.
  • If you pull a card that you already own as traded, you can overwrite its trade status back to not traded.
  • Each user can have only one active pending trade lobby at a time.
  • Changing offered or divining card selection resets approvals for both users in that lobby.
  • Accepting a trade invite auto-declines other active invites targeting that invited user.
  • Divining sacrifices can be previously traded cards, but must be Divine and owned by the sacrificing user.
  • Cards currently marked as traded cannot be added to Collections.
  • Daily mission generation avoids repeating map IDs used in the previous 1 month.
  • Live Pull Feed includes only Epic+ pulls or shiny pulls, not every pull.
  • Live Pull Feed keeps recent entries for about 30 minutes and auto-refresh pauses after about 30 minutes of no pack opens.