- 1 Card Management Menu
- 1.1 Deck Editing
- 1.2 Cards and Stats
- 1.3 Rarity
- 1.4 Sub Cards
- 1.5 Deck Synergy
- 1.6 Inventory and Slots
- 1.7 Card Upgrading
- 1.8 Evolution
- 1.9 Selling Cards
- 1.10 Card Album
- 1.11 SP Skills
- 1.12 Orbs
- 1.13 Warehouse
- 1.14 Material Warehouse
- 1.15 Training
Card Management Menu
Your deck is comprised of 13 cards. Your Ace, which is independent of any restrictions, and then 4 cards for each other element. While there is some strategy that can be applied to "deck building", it wont be relevant for a long time unless you whale hard and fast very early (don't do that). The notable exception to this idea will be your early weeks in Colosseum (read article for more information).
This main screen shows you the combined attack totals of your three elements, but these are useless e-peen stats that reflect little about the proficiency of your deck. However, your total defense and total cost are important stats to keep track of.
- Total Defense: The combined Defense Total of every Card in your Deck. The higher your Total Defense, the less Damage you take from attacks.
- Total Deck Cost: The Total Cost limit of your Deck. Your Deck is pretty limited by this when building it. Each Card has its own Cost which is weighed against your Total Deck Cost. Stronger cards generally have higher Costs, but as you only have so much Total Deck Cost, simply equipping the strongest cards isn't enough. As you increase your Rank-Level, your Total Deck Cost will increase by 3. You can also increase it by achieving certain Treasure Objectives or clearing an entire Normal Dungeon Tier, which will give you an extra 10 Deck Cost.
Cards and Stats
Each individual card has its own Stats, and when you equip it, you take on those Stats. As such, your Stats are a combined total of the 13 Cards in your deck and whatever Sub Cards are equipped on them, which add a percentage of Stats.
- Lv: A card's Level is an indicator of how strong it is. Once a card reaches MAX Level, it can be evolved further (if applicable). Every level-up will increase a Card's HP, Attack, and Defense.
- HP: Health Points are effectively added to your Total HP. If you lose them all, it's Game Over for you.
- Cost: Each Card has its own Cost which is weighed against your Total Deck Cost. Stronger cards generally have higher Costs, but as you only have so much Total Deck Cost, simply equipping the strongest Cards isn't enough.
- Attack: Attack affects how much damage a Card does when it attacks. Attack Skills generally work off a multiplier of a Card's Attack Stat.
- Defense: Much like HP, Defense is added to your Total Defense. Defense helps mitigate damage from enemies. The more Defense you have, the less damage you take from attacks.
- Orb Slots: Orb Slots are used for slotting in Orbs that can power up your Cards. Only GOD or DRA-rarity Cards will have Orb Slots and have anywhere from 0 to 5 Slots available for use.
Each card has its own rarity which is an indicator of how strong it is.
- : Normal - The lowest rank cards which are plentiful at the start. Very weak and most lack skills. Evolvable to R.
- : Rare - A step above Normal, Rare cards are a bit stronger and have Sub Skills. Weak, but make cheap subs. Evolvable to S.
- : Super Rare - A step up from Rare, Super Rare cards are considerably stronger and typically have good Sub Skills. Decent strength and often make great subs. Evolvable to SS.
- /: The strongest cards generally. Top of the line and have high costs and stats. These are generally the cards you'll want in your deck. Evolvable to SSS, DRA, and GOD. Their Max Skill Level can go up to 5.
- : Used to designate Special Event cards. Generally have high stats, but inferior stat-wise to true SS -> GOD cards. However, they often have unique Skills and Sub Skills that can prove useful.
Typically maxes out at Lv100 and SL5; Upon Awakening, DRA Cards can increase their Skill Level up to 7 and Lv to 120.
- : The strongest tier of cards evolved from SS/SS+. Upon hitting GOD rarity, Cards can increase their Skill Level up to 7 and Lv to 120.
- : A new tier of rarity recently introduced. Unlike other Cards, those that can evolve to GDR already start out at GOD, Lv120, and Skill Lv5.
In order to evolve them and increase their Skill Lv, you must obtain dupes which will automatically evolve them. They can reach up to Skill Level 9 upon reaching GDR.
At Rank 30, you unlock the option to mess around with Sub Cards. Sub Card slots are unlocked by the evolution stage of a card, so a base form card only has 1 slot, but upon each evolution it will gain a second and max out at a third. The full cost of every equipped Sub Card is still applied to your total, so be wary of that. This system is where the true ability to power up your deck lies, but it is mostly inaccessible until very late in your play schedule.
On top of adding their sub skill to the main card, sub cards add Parameter Boost, which is a direct boost to the stats. There is a straight formula for parameter boost, it is:
Stat Boost % = [(Sub Card LVL + Sub Card Cost)*0.2] + [(Sub Card Skill LVL)*2]
The second half of that formula only applies if they share the same skill category, EG a sub card with a will only apply the skill level boost to a main card with the same type of skill.
- Rank 30: Ace unlocks subcards
- Rank 60: First card in each suit unlocks subcards
- Rank 90: Second card in each suit unlocks subcards
- Rank 120: Third card in each suit unlocks subcards
- Rank 150: Can equip subcards to all cards in deck.
Sub Skill Types
Sub Skills can come in a wide variety, but can be sorted into several different categories:
- Skill Boost/Efficacy: These generally power up a card's Main Skill, greatly increasing Skill Damage or increasing their Skill Power (better Buffs, Heals, etc.). For Attack cards, these Subs are generally preferred. (As an aside, most Shield and Sustain cards don't really benefit from Skill Boosts with a few exceptions such as Counter Shields and Shield Cards with Stat Boosts.)
- Damage Boost: These increase the raw Damage that a card does when it attacks. This is calculated after Enemy Armor, but for the most part, is generally inferior to Skill Boosts. Surprisingly, they work pretty well on Elemental cards due to how their Damage Formula is calculated.
- Additional Effects: This is pretty much a catch-all category, but basically, these Subs will confer additional effects such as Stat Buffs, Status Cleansing, Extra Attacks, and so on.
- Damage Reduction: These subs generally confer passive Damage Reduction, reducing the incoming damage you take from foes. These are highly useful subs, though the best ones typically only work on the Ace card. For surviving higher difficulties, they are pretty much required.
- Status Avoidance: For the most part, these Subs offer reduced chances of receiving Status Effects. While they can be pretty useful against foes who love to inflict Status Effects, it's very difficult to stack effectively.
- Increased Healing: These subs offer increased healing received, meaning that Heal cards heal you for additional HP. These can be quite useful once you start moving towards higher difficulties.
- Special: Another catch-all category, but generally contains one of two types of Subs. The first are cards that modify Enhance priority, such as the Yata no Kagami, Ham Han, Loki, and Magician. The second are special Sub Cards that offer special effects when subbed on specific cards, such as Dark Matter with Duran, and the Heal Bracelet for Zeus.
- Other: These subs have Sub Skills that are specific to Dungeons or Colosseum only such as Pom Ringmaster or Gilbert.
Once you've gotten a lot of cards, it can be helpful to organize your deck depending on the situation. There is no one deck that is perfect for everything, so take advantage of the multiple decks given and create ones based on certain themes or weaknesses (for example, the upcoming Event Boss is weak to Stab and Slash; you may to put in a fair number of Stab and Slash cards).
Another thing to consider is if you play frequently with friends, include cards to cover for their weaknesses. Like if Player B is lacking in Support, then Player A may want to include slightly more Support cards in their deck to account for that.
Inventory and Slots
At the start of the game, your Inventory contains 100 Slots to hold cards.
For every 5 Rank Levels you obtain (Lv5, Lv10, etc.), you'll gain another +5 Slots for your Inventory.
You can also purchase additional Slots for Dragon Stones (1 Stone = 5 Slots).
Once you have a surplus of Dragon Stones, it's not a bad idea to by some additional space.
The current Maximum Capacity is fairly high (~1200+?), so it's advised to buy additional space as necessary.
In order to make your cards stronger, they need to be fed other cards to power up. (Also see most F2P games.)
The stronger your cards are, the more powerful they can become.
While feeding standard cards works ok early on, it's rather inefficient. Thus, using special fodder material is typically preferred.
Under standard circumstances, this comes in the form of Gem Marrones.
However, Special Events typically have their own fodder material that often feed for 2x EXP to certain cards, but act as good EXP on their own.
You'll have to pay Gold when you upgrade your Cards. And the Gold Costs for doing so increases as the Card levels up.
As such, it's efficient to try and feed as many Cards as you can when upgrading. Once the Card gets pretty high up in Level, it can be expensive to upgrade them!
Lv60 and Beyond
After a card hits Lv60, it starts receiving 2x Experience from any cards fed to it.
Common Fodder Materials
|Name||EXP Value||EXP Value
(Same Color - 1.5x Bonus)
|Lv60+ EXP Value||Lv60+ EXP Value |
(Same Color - 1.5x Bonus)
|Gem Marrone (R)||500||750||1000||1500|
|Agate Gem Marrone (S)||2000||3000||4000||6000|
|Shining Gem Marrone (SS)||5000||7500||10000||15000|
|Heavenly Gem Marrone (GOD)||25000||37500||50000||75000|
- For Gem Marrones (and similar Fodder), they can evolve by using themselves as Evolution Material:
- 1x Agate Gem Marrone (S) = 4x Gem Marrone (R)
- 1x Shining Gem Marrone (SS) = 3x Agate Gem Marrone (S)
- 1x Heavenly Gem Marrone (GOD) = 6x Shining Gem Marrone (SS)
- As mentioned before, after a Card reaches Lv60, all materials will feed for 2x EXP. (Make sure to stop at Lv60 first!)
- This Chart is pretty similar for other Fodder Materials such as Event Fodder and Gem Fairies. (However, these typically don't have GOD variants.)
- Forehead Jewels can be obtained typically by clearing the Super Dragon Emperor difficulty of Event Dungeons. However, they're also rarely given out as Rewards or can be won from the Tower Dungeon. They're best used on Cards that have Awakened, as they need lots of EXP to level up.
In order to further strengthen cards, they must evolve. Evolving typically requires special Ring cards or other special Evolution materials.
In order to evolve a card, it must be at MAX Level and you must have the necessary Evolution Materials to evolve it.
You'll also need to pay a Gold Cost as well.
Ring cards can be captured from Special Ring Dungeons or obtained as rewards.
GOD and DRA Rings must be purchased from the Medal Shop (but can also be obtained rarely through Training).
Some Event Cards may require special Evolution Materials that can only be obtained from their respective Event Dungeon.
Typical Evolution Paths
|Base Rarity||Evolution Path||Max Level||Max Skill Level||Remarks|
|N||→ N + (15) → R (30)||45||2|
|R||→ R + (15) → S (30)||45||3|
|S||→ S + (25) → SS (50)||75||4|
|SS||→ SS + (30) → SSS (60) → GOD (90)||120||5/7 after GOD Evolution||This is for older Cards that didn't have an initial GOD Evolution.|
|SS + (Initial Lv30)||→ SSS (60) → GOD (90)||120||5/7 after GOD Evolution||This is for most Cards released nowadays|
|SS||→ SS + (30) → SSS (60) * → DRA (80) *||100/120 after Awakening||5/7 after Awakening||Typically for Cards that come from Event Dungeons.|
|GOD (Initial Lv90)||Does not Evolve||120||7||Excludes Special Cards and GDR Rarity Cards|
|DRA (Initial Lv80)||Does not Evolve||100||5||This is for more recent Cards that come from Event Dungeons.|
|GOD (GDR)||→ GOD II → GOD III → GOD IV → GDR||120||9||GDR Cards require dupes of themselves to Evolve. Skill Level increases on Evolution.|
- This Chart applies for most Cards that appear. There are exceptions to this such as for older Event Cards and the initial Colosseum Cards which have different Paths not listed.
Much like Skill Fairies, Rings can be evolved into higher ranks by having multiple copies as Evolution material.
This can be useful if you have an excess of a particular type of Ring.
Some cards have Split Evolutions that allow them to evolve into different forms.
For example, Volks can evolve further into his base form or split and evolve to his Ravenous form.
Typically, once you've committed to an evolution branch, there's no going back, so choose carefully!
Split Evolutions for Existing Cards
In more recent days, Split Evolutions have been added to a number of existing cards such as Rico and Hashihime.
In the case of these cards, if they're already at GOD and at Lv120, you can evolve them to their other form.
However, if you do this, you can't revert to the previous form and you won't get credit in the Card Album for evolving the card that way.
Switch Evolution is pretty similar to Split Evolution with the main difference being that you can freely switch between the different forms.
Momotaro (Wandering) is the first card to feature this, being able to switch from his base form to Momotaro (Kishin) once he's evolved to GOD and hit Lv120.
As long as you have the required Materials, you can switch forms! Currently, there are few Cards that utilize this type of Evolution. (Typically Whale Cards.)
- Momotaro (Wandering) / Momotaro (Kishin)
- Kidomaru (Reincarnate) / Kidomaru (Stray)
- King Arthur (Holy Sword) / King Arthur (Follower)
- Lancelot (Holy Grail) / Lancelot (Lake)
- Princess Ozma / Tip
- Queen in Red / Nyarlathotep (Queen in Red)
Awakening allows certain cards to evolve even further than previously before, greatly increasing their Stats and Skills.
However, only certain cards are capable of Awakening and require special Awakening Materials in order to evolve.
Awakening typically enhances and improves most cards and you do get credit in the Card Album for Awakening a card the first time.
With the introduction of Rare Medals, you can purchase special Costume Materials and evolve Certain Cards to their Costume Forms.
The Card itself remains primarily the same other than a visual upgrade and +150 Max HP.
If you're low on Gold, or have cards that can't be fed for EXP and are just taking up space, you can choose to sell them for Gold.
Evolving Cards also has a nice benefit. In the Card Album, the first time you evolve a card, you can receive Dragon Stones from doing so when you check it in the Album.
The higher the Rarity you evolve to, the more Stones you can obtain. This is also a great way to get Stones if you have extra stuff lying around.
Keep in mind that every Card that you get won't necessarily be in the Album. Generally, the following won't appear:
- Special Event Fodder
- Special Event Sub Cards
- Certain Material Cards (most of the general Material Cards do appear in the Album)
You can also get special Titles for filling out the Card Album as well, so don't ignore it!
SP Skills can be used in battle to confer special effects such as guaranteeing your Card's Skill activates or scanning for enemy weaknesses.
Each SP Skill has its own cost, and you can regain SP by completing hands. You start the game with 5 SP Slots and can buy two more SP Slots through the Medal Shop.
With more recent updates, you can set up separate SP Decks for use in either Dungeons, Colosseum/Underground, or other uses! You can also rename these SP Decks as you wish.
This allows you to set up SP Skills for Dungeons and Colosseum separately, as there are certain Colosseum-only SP Skills.
Orbs can be obtained and slotted into cards to power them up even further.
You can hold up to a maximum of 600 Orbs. Much like cards, you can sell unwanted Orbs for Gold.
You can also fuse them as well to create potentially stronger Orbs.
The Warehouse acts essentially as extra storage space to store cards outside of your main Inventory.
It can be quite handy for keeping extra Cards and other useful stuff.
There are a few restrictions in place though:
- You can't power up any Cards that are in the Warehouse.
- Cards that have Orbs equipped cannot be stored.
- Cards that are in Training cannot be stored.
- Cards that are equipped in any of your Decks cannot be stored until removed from said Decks.
The Warehouse starts out with 50 Slots to store cards, but you can increase its capacity using Dragon Stones (1 Stone = 5 Slots).
Currently, the Warehouse has a maximum capacity of 3000 Slots.
The Material Warehouse acts as extra storage space to store strictly Material cards outside of your main Inventory.
It can hold up to 9999 of any one Material Card and the limit on the Material Warehouse is 300 Unique Material Cards.
Of course, you can also deposit Material Cards from your Main Inventory as well as withdraw Material Cards from the Material Warehouse itself.
If you go over the Material Warehouse limit, then the extra Material Cards will start piling up in your Main Inventory.
Any Material Cards you get from Dungeons or your Mailbox will go directly into the Material Warehouse.
With recent updates, any Material Cards you roll from various Gachas will go directly into the Material Warehouse as well. (If space is applicable.)
As for Material Cards earned from Treasure Rewards, they will automatically move over when you go back to the Home screen.
You can upgrade Cards using Mats from the Material Warehouse as well as evolve any Mats you may have.
Currently, the following Material Cards cannot be stored:
- Cards that have any effect when equipped in your Deck (if they have Sub Skills for example).
- Locked Cards
- Gold Marrones (These are just Sold for Gold anyways, so no reason to keep them.)
- Homunculus Souls (from Alchemist of Creation Event)
Training allows you to send cards out on expeditions to gain EXP and other rewards. It's a good way to passively power up your cards at no extra cost!