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 by1 + (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.