Player Field Guide · The Island 2 Update · v1.5.31
465
Summonable monsters
5
Elements
12
Story biomes
12
Rune dungeons
100
Missions
2
Ranked ladders
What's newThe Island 2 Update · v1.5.3126 changes▾
Everything below is live in the current build and reflected throughout this guide. New things first, then changes, then fixes.
A second island — The Fight Map now has a second island across the sea, with its own story and cinematics. It opens when you beat the Seraphim Sky Chimera (the Sky Islands boss) on Hard — a fresh win, even if you beat him before the update, because the island's story starts in that fight. Both islands have new map art, and every biome and dungeon has a new battle background. See Island 2 below.
Six new biomes and five new dungeons — Emberleaf Wilds, Glowcap Grove, Jadewind Peaks, Sunstone Springs, Rosecoral Coast and Stormfang's Maw — each on Easy, Medium and Hard, each a step harder than the one before, starting above the Sky Islands. The five dungeons run one level deeper than the old endgame dungeon and farm their own rune sets. Every biome pays a Light & Dark capsule on every difficulty; Stormfang's Maw on Hard pays a Legendary capsule and three Light & Dark capsules. Auto Farm works in the new dungeons.
Twelve new bosses — and every boss has its own kit — Ten biome and dungeon bosses with their own art, plus the final bosses below. Every boss in the game, old ones included, now has its own skills and is immune to Stun and Freeze. Bosses are drawn bigger, their HP and ATK bars sit in the top row, and hits land on their body.
Pim, The Dragon King — The boss of Stormfang's Maw. He always moves first and opens with Mind Control: your two strongest monsters change sides and fight for him until they fall. Beat him on Medium or Hard to open the Raid tab.
Solo raid: Morvael, the Hollow Crown — Your summoner and five monsters against one screen-wide boss, on Level 1, 2 or 3. The first two monsters you pick are the tanks: they take 115% of the damage and everyone behind them takes 60%.
Co-op raid: Stormfang — Two to five players, one summoner each, against the dragon. Join with a five-letter room code or from the open list; seat 1 is the tank. Fifteen seconds a turn, then auto-battle takes over. See Raids below.
1v1 Coliseum — A second ranked ladder where summoner fights summoner — no monsters. Opened from the Arena. Matchmaking is automatic, a duel still running after 25 turns goes to whoever dealt more damage, and wins pay Glory.
Summoner level 100 and the Skill Tree — The summoner level cap is now 100. Every level from 51 to 100 gives one point for a 48-skill tree: a Summoner branch, a Monster trunk and five Element paths. It works in every mode. The whole tree is listed below.
Summoner skins — Cosmetic outfits other players see in the Arena, the Coliseum and raids. The first set, Out of Space, has one skin for each of the six classes, each with its own animation for every skill. A skin costs 500 Crystals + 100 Skin Shards, or can be bought directly.
The Forge and Monster Rebirth — A new Inventory tab. Raid bosses drop Dragonscale Chips; 20 chips + 100,000 gold make a Primordial Scale; scales (and gems) let a level-50 4★ or 5★ monster be reborn up to three times, stronger each time.
Duplicates become capsule pieces — In Forge → Duplicates a spare 4★ turns into 50 Epic pieces and a spare 5★ into 50 Legendary pieces. 100 pieces make a capsule that is duplicate-protected: its next 4★ / 5★ is a monster you have never owned.
Mailbox — A Mailbox button sits beside Settings in the top-left corner. Shop purchases, event prizes, weekly ladder rewards and gifts wait there for 10 days (real-money purchases 100 days) — collect one at a time or all at once. A second tab collects every running pack's daily reward.
New event: Fall of Fortune — Until 28 October, every won stage has a 20% chance to drop 3–7 Emberleaves (100 a day at most). Leaves unlock a ten-step reward ladder and buy from a leaf shop, and a 21-day check-in runs beside them. Open Events on the Summon screen.
Bundle packs in the Shop — Starter, Novice, Treasury, Epic, Light & Dark and Legendary packs, several of which keep paying a reward every day. The Summoner's Cache (400 Crystals) gives a Normal capsule and 50 gems a day for a week, and up to three can run at once.
Updates tab — Events → Updates lists what an update added, with a tile for each part that jumps to its section.
A new tutorial — New players watch their ship arrive, then fight the first battle with the summoner alone (“Tap to pick skill”), summon three monsters at once and name the account. Everything else explains itself with one short line the first time you reach it.
Arena: 30 free fights a day and a gentler ladder — The first 30 fights a day are free (it was 10). The weekly reset keeps 80% of your points above the anchor (it was 75%). From Gold up the opponent list shows four divisions either side of yours, and a defender more than two divisions away from the attacker loses no RP when beaten. Defending teams fight at their real strength.
Summoner balance — Wind Ranger's damage and speed passives restored; Dark Knight and Blazing Bishop damage skills −15%; Adventurer skills +10%. Summoner SPD points above the cap are returned. The Summoners section shows the live numbers.
New summoner art and animations — New main art and avatars for all six classes, new attack and skill animations (shots leave the hand or the bow mid-cast), and new animations for buffs, debuffs, shields, heals and immunity. Monsters cast proper shadows, and flyers hover above theirs.
Monster colours — The element recolours of the original monsters were redone so the colour change covers most of each monster instead of a small part.
Storage: 400 free slots — Free storage is 400, expandable to 1,000 with Crystals (+20 slots per 50 Crystals). Slots bought before the change ride on top.
Co-op comforts — Auto Restart when the whole party agrees, the host can hand the tank seat to anyone (or a player can take it), World chat in the lobby and party chat in the room and the fight, and a room can be minimised to a button beside Settings and reopened any time.
Sound — A second cut of the battle sounds: every weapon sounds like itself, spells sound like their element, and the critical hit stays pleasant at 3x speed. Your own music app keeps playing under the game. Music and effects go quiet while a cinematic plays. A one-tap Mute button sits under Settings on every screen.
Smaller things — Final-boss tiers read Level 1 / 2 / 3. Beach level 1 on Easy is two waves. Auto Restart shows the energy you have left. The battle chat is an icon that covers nothing. Shop prices show in your store's own currency. The Glory shop says when a limited item is available again. Log-in pop-ups come one at a time, and the Starter pack pop-up shows once a day.
Save protection — A failed load can never overwrite your progress, the server refuses any save that would empty an account, and a second device holding an old copy can no longer save over newer progress — “Play here” loads your latest save first.
Fixes — “Stay logged in” is remembered for email accounts. The island arrival movie no longer shows a black screen. Backing out of the Google Play purchase window no longer blocks buying. The Stormfang's Maw window opens properly. Storage can no longer go over its limit. Silence works in every battle. Boss projectiles no longer freeze the game, and long boss fights use less memory. The EXP bar reads MAX at the cap. Naming your account closes the keyboard. Collections no longer re-opens a set you already claimed. Farming in power save is silent.
EarlierSeptember 2026 Update · v1.5.2514 changes▾
The update before this one.
Summoners rebalanced on their best builds — All six classes were re-tuned so that each one's best rune-and-points build lands within a few points of the others (71–80% in the same-build grids, from a 28-point spread). Base speeds now run 90–115, at most 30 free points can go into SPD, and the Battle Smith levels HP instead of DEF. Every summoner number in this guide is the live one — see the Summoners section.
Arena: draws, a loss cap and fairer matching — A fight still running after 200 unit turns is a draw — no RP, no rewards, and the opponent stays available. A loss costs at most 10 RP. From Gold up you are only offered opponents within two divisions of yours.
Glory follows the win — An Arena win pays 10 to 40 Glory depending on the RP it earned — an upset pays the most, a floor win the least. The 500-a-day cap is unchanged.
Battle statistics — After every scenario or dungeon fight a STATS button shows what each monster did: damage dealt and taken, healing done and received, turns. In the Arena a chart icon on an opponent's card replays your last fight against them.
Capsules can drop from battles — A scenario win has a 2% chance of a Normal capsule; a dungeon win rolls an Epic capsule at level ÷ 3000 (1 in 375 at level 8) and a Light & Dark capsule at 1 in 20,000 on level 8. The stage's ? window prints the exact odds. No battle drops a Legendary capsule.
Daily Bonus re-spins — The paid refresh is no longer once a day: ten a day at 20 crystals, then 50 each with no limit.
Selling an enchanted rune refunds 30% of its upgrade gold — On top of the flat sell price. The sell confirmation in select mode shows the total, and equipped runes carry a lock badge so they cannot be swept into a bulk sale.
Rune filters: flat and % apart, OR / AND — HP, ATK and DEF each have a flat and a % chip for main stats and substats, and a switch under the substat row decides whether several ticked substats mean any of them or all of them on one rune. Monsters sort by Name and by Family too.
Seven-day welcome calendar and reminders — New accounts claim one gift a day for seven days, ending in a Legendary capsule and 50 crystals; missed days delay rather than skip. The game can now remind you when energy is full or the daily gift is ready — once, with your permission.
A shorter tutorial — Eight steps instead of eighteen: one triple summon, your name after it, the first fight free. Features you skipped past come back as a one-card nudge the first time you reach them.
Sound — Music by screen and biome, a summon riser, spin and crack, rarity reveal stings, hit sounds by weapon, wheel ticks and a click on every button — with Master / Music / SFX sliders in Settings.
Every pop-up closes the same way — An X in the corner and a tap outside the window, on every window in the game. Reward windows close on a tap outside and move on by themselves.
Chat while you auto-battle — Opening chat no longer freezes the fight behind it.
Slime Invasion returns — The event runs again with progress starting from zero for the new run, and a slime can never replace a boss.
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 Legendary0 / 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. The Daily Bonus wheel on the same tab spins free once a day for one of ten prizes (gold, gems, crystals, energy, a rune, and one rare slot that can hold an Epic, Legendary or Light & Dark capsule or a monster); a paid re-spin costs 20 crystals for the first ten each day, then 50 with no daily limit.
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 — and so does your summoner. Matching runes from a set unlock a bonus at 2 pieces, upgraded (not stacked) at 3. Each set is farmed in its own dungeons. The rune bag holds 500 (expandable to 700), shows every rune's efficiency score, and filters by set, rarity, slot, main stat and substats — flat and % apart, with an OR / AND switch for substats.
5 rune slotsMax level +15Slots 1·3·5: ATK/HP/DEF (flat or %)Slots 2·4: also Crit Rate, Crit DMG, SpeedMain stat fixed by rarity — no RNGUp 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
Rarity
Subs on drop
Max subs
Drop share
Sell (gold)
Gold +0→+15
Common
2
4
32%
30
48,350
Uncommon
2
4
30%
60
85,900
Rare
3
4
24%
150
178,550
Epic
4
4
11%
400
357,500
Legendary
4
4
3%
1,000
684,300
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.
Level
ATK
ATK%
HP
HP%
DEF
DEF%
Crit Rate
Crit DMG
Speed
+0
39
3%
219
3%
18
3%
2%
4%
1
+1
52
4%
293
4%
23
4%
3%
6%
2
+2
65
5%
366
5%
29
5%
4%
8%
3
+3
78
6%
439
6%
35
6%
5%
10%
4
+4
91
7%
512
7%
41
7%
6%
12%
5
+5
104
8%
585
8%
47
8%
7%
14%
6
+6
117
9%
658
9%
53
9%
8%
16%
7
+7
130
10%
732
10%
58
10%
9%
18%
8
+8
143
11%
805
11%
64
11%
10%
20%
9
+9
156
12%
878
12%
70
12%
11%
22%
10
+10
169
13%
951
13%
76
13%
12%
24%
11
+11
182
14%
1024
14%
82
14%
13%
26%
12
+12
195
15%
1097
15%
88
15%
14%
28%
13
+13
208
16%
1170
16%
93
16%
15%
30%
14
+14
221
17%
1244
17%
99
17%
16%
32%
15
+15 MAX
260
20%
1463
20%
117
20%
18%
36%
16
Level
ATK
ATK%
HP
HP%
DEF
DEF%
Crit Rate
Crit DMG
Speed
+0
65
5%
366
5%
29
5%
4%
7%
2
+1
78
6%
439
6%
35
6%
5%
9%
3
+2
91
7%
512
7%
41
7%
6%
11%
4
+3
104
8%
585
8%
47
8%
7%
13%
5
+4
117
9%
658
9%
53
9%
8%
15%
6
+5
130
10%
732
10%
58
10%
9%
17%
7
+6
143
11%
805
11%
64
11%
10%
19%
8
+7
156
12%
878
12%
70
12%
11%
21%
9
+8
169
13%
951
13%
76
13%
12%
23%
10
+9
182
14%
1024
14%
82
14%
13%
25%
11
+10
195
15%
1097
15%
88
15%
14%
27%
12
+11
208
16%
1170
16%
93
16%
15%
29%
13
+12
221
17%
1244
17%
99
17%
16%
31%
14
+13
234
18%
1317
18%
105
18%
17%
33%
15
+14
247
19%
1390
19%
111
19%
18%
35%
16
+15 MAX
299
23%
1682
23%
134
23%
21%
41%
17
Level
ATK
ATK%
HP
HP%
DEF
DEF%
Crit Rate
Crit DMG
Speed
+0
91
7%
512
7%
41
7%
6%
10%
3
+1
117
9%
658
9%
53
9%
7%
13%
4
+2
143
11%
805
11%
64
11%
8%
16%
5
+3
169
13%
951
13%
76
13%
9%
19%
6
+4
195
15%
1097
15%
88
15%
10%
22%
7
+5
221
17%
1244
17%
99
17%
11%
25%
8
+6
247
19%
1390
19%
111
19%
12%
28%
9
+7
273
21%
1536
21%
123
21%
13%
31%
10
+8
299
23%
1682
23%
134
23%
14%
34%
11
+9
325
25%
1829
25%
146
25%
15%
37%
12
+10
351
27%
1975
27%
158
27%
16%
40%
13
+11
377
29%
2121
29%
169
29%
17%
43%
14
+12
403
31%
2268
31%
181
31%
18%
46%
15
+13
429
33%
2414
33%
193
33%
19%
49%
16
+14
455
35%
2560
35%
204
35%
20%
52%
17
+15 MAX
520
40%
2926
40%
234
40%
24%
60%
18
Level
ATK
ATK%
HP
HP%
DEF
DEF%
Crit Rate
Crit DMG
Speed
+0
130
10%
732
10%
58
10%
8%
14%
4
+1
156
12%
878
12%
70
12%
10%
18%
5
+2
182
14%
1024
14%
82
14%
12%
22%
6
+3
208
16%
1170
16%
93
16%
14%
26%
7
+4
234
18%
1317
18%
105
18%
16%
30%
8
+5
260
20%
1463
20%
117
20%
18%
34%
9
+6
286
22%
1609
22%
128
22%
20%
38%
10
+7
312
24%
1756
24%
140
24%
22%
42%
11
+8
338
26%
1902
26%
152
26%
24%
46%
12
+9
364
28%
2048
28%
164
28%
26%
50%
13
+10
390
30%
2195
30%
175
30%
28%
54%
14
+11
416
32%
2341
32%
187
32%
30%
58%
15
+12
442
34%
2487
34%
199
34%
32%
62%
16
+13
468
36%
2633
36%
210
36%
34%
66%
17
+14
494
38%
2780
38%
222
38%
36%
70%
18
+15 MAX
585
45%
3292
45%
263
45%
41%
80%
19
Level
ATK
ATK%
HP
HP%
DEF
DEF%
Crit Rate
Crit DMG
Speed
+0
169
13%
951
13%
76
13%
10%
18%
5
+1
208
16%
1170
16%
93
16%
12%
23%
6
+2
247
19%
1390
19%
111
19%
14%
28%
7
+3
286
22%
1609
22%
128
22%
16%
33%
8
+4
325
25%
1829
25%
146
25%
18%
38%
9
+5
364
28%
2048
28%
164
28%
20%
43%
10
+6
403
31%
2268
31%
181
31%
22%
48%
11
+7
442
34%
2487
34%
199
34%
24%
53%
12
+8
481
37%
2707
37%
216
37%
26%
58%
13
+9
520
40%
2926
40%
234
40%
28%
63%
14
+10
559
43%
3145
43%
251
43%
30%
68%
15
+11
598
46%
3365
46%
269
46%
32%
73%
16
+12
637
49%
3584
49%
286
49%
34%
78%
17
+13
675
52%
3804
52%
304
52%
36%
83%
18
+14
714
55%
4023
55%
321
55%
38%
88%
19
+15 MAX
831
64%
4682
64%
374
64%
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-option
Common
Uncommon
Rare
Epic
Legendary
ATK
13–26
26–39
39–52
52–65
65–78
ATK%
1%–2%
2%–3%
3%–4%
4%–5%
5%–6%
HP
73–146
146–219
219–293
293–366
366–439
HP%
1%–2%
2%–3%
3%–4%
4%–5%
5%–6%
DEF
6–12
12–18
18–23
23–29
29–35
DEF%
1%–2%
2%–3%
3%–4%
4%–5%
5%–6%
Crit Rate
1%–2%
2%–3%
3%–4%
4%–5%
5%–6%
Crit DMG
2%–3%
3%–5%
5%–7%
7%–9%
9%–12%
Speed
1–1
1–2
2–3
3–4
4–5
Upgrade gold costs
Fixed per-level costs — no RNG. Selling refunds the flat price per rarity (table above) plus 30% of the gold you spent enchanting it.
Upgrade
Common
Uncommon
Rare
Epic
Legendary
+0 → +1
200
400
800
1,600
3,000
+1 → +2
250
500
1,000
2,000
3,800
+2 → +3
300
600
1,300
2,500
4,800
+3 → +4
400
800
1,600
3,200
6,000
+4 → +5
500
1,000
2,000
4,000
7,600
+5 → +6
900
1,950
3,750
7,500
14,400
+6 → +7
1,200
2,400
4,800
9,600
18,000
+7 → +8
1,500
3,000
6,000
12,000
22,800
+8 → +9
1,950
3,750
7,500
15,000
28,500
+9 → +10
2,400
4,500
9,300
18,600
35,400
+10 → +11
5,000
9,000
19,000
38,000
72,500
+11 → +12
6,250
11,000
23,000
46,000
87,500
+12 → +13
7,500
13,000
27,500
55,000
105,000
+13 → +14
9,000
15,500
32,500
65,000
125,000
+14 → +15
11,000
18,500
38,500
77,500
150,000
Total +0 → +15
48,350
85,900
178,550
357,500
684,300
CommonUncommonRareEpicLegendaryHigher 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.
Your character
Summoners — Six Classes
Your summoner fights beside your three monsters as a fourth unit: one element, four skills, six passives that unlock as it levels, and a level-30 aura for the whole team. Every level grants +80 HP, one automatic point in the class's auto stat, and one free point you place yourself (HP +120, ATK +32, DEF +18 or SPD +1, with at most 30 points in SPD). You can keep up to ten summoners and switch between them.
🔮
Soul Mage
WaterSupport/DPSAuto stat: ATK
A mysterious wielder of forbidden magic who commands the essence of fallen souls. Grows stronger over time — excels in longer battles.
Calls down divine fire — AOE 340% ATK to all enemies, heals all allies for 50% ATK. Applies Burn 100%.
Passives
Lv 5
🔥 Sacred Flame
Burn DoT also reduces the target ATK by 15%.
Lv 10
💚 Life Blessing
Healing overheal becomes a temporary shield on allies.
Lv 15
🛡️ Cinder Ward
The Bishop and all allies take 15% less damage from Burn and damage-over-time.
Lv 20
☀️ Fire Affinity
Fire skills gain 45% bonus damage. Burn duration +1 turn.
Lv 25
🔥 Ember Renewal
Each Burn tick on an enemy heals the Bishop for 5% max HP.
Lv 30
🔥 Eternal Pyre
AURA — all allied monsters on the field gain +20% Max HP for the whole battle.
*Level 50 line assumes the ordinary build: the free points follow the auto stat. An SPD class puts 30 points into SPD and the rest into ATK. Runes multiply these numbers on top. Every number in skill and passive text is the value the battle engine uses.
Competitive
The Ranked Ladder
The Arena, the 1v1 Coliseum 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.
Three separate ladders: Arena RP soft-resets weekly (gentle — you keep 80% above the anchor), the 1v1 Coliseum keeps its own points under the same weekly rules, and RTB RP resets each ~3-month season (keeps 50%). All compress toward roughly Silver, so nobody restarts from zero.
Bronze III
0 RPK-factor 32 — fast climbingBelow 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 up to +40 per match, and a win never shows +0. A single loss costs at most 10 RP, so an upset from far below can't wipe out a high-ranked player's progress.
Matched by divisionFrom Gold up, the Arena list shows opponents within four divisions of yours — four above or four below.
Far defenders are safeA defender more than two divisions away from the attacker loses no RP when beaten, and beating someone far below you pays only 1–3 RP.
DrawsAn Arena battle still running after 200 turns (every unit's turn counts) ends in a draw: no RP changes hands, no rewards, and the opponent stays available.
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
18 biomes on two islands — 12 on the first, from Beach to the Sky Islands, and 6 more on Island 2 once the Sky Islands boss falls on Hard — each with 5 levels plus a boss, every level fought in three waves (Beach level 1 on Easy has two). Three difficulties: Easy (45% enemy stats, half rewards), Medium, and Hard (160% enemy stats, double rewards) — each opens once the biome is beaten on the one below. Teams of 3 plus your summoner. First clear of a level on a difficulty pays its gems and triple gold; a repeat pays gold (and 5% of the gems), and drops a rune about half the time. Every scenario win also has a 2% chance of a Normal capsule. Beaten levels carry a tick on the level select.
PvE · Farming
Rune Dungeons
17 dungeons — one for each of island 1's 12 biomes and five on Island 2 — levels 1–8 (three waves plus a boss wave; bosses cannot be Stunned or Frozen), each farming named rune sets — one rune on every win, rarity climbing level by level. Dungeon wins also roll capsules: an Epic capsule at level ÷ 3000 per win (1 in 375 at level 8), and a Light & Dark capsule at 1 in 20,000 on level 8 only. No battle ever drops a Legendary capsule. 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. Island 2: Emberleaf Power · Glowcap Vital · Jadewind Guard · Sunstone Swift · Rosecoral Focus+Rage.
PvP · Async
Arena
Attack other players' defence teams on the weekly-reset ladder (Friday 00:00 UTC, gentle: you keep 80% above the anchor). 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, and the Revenge tab lets you hit back at whoever beat it. The first 30 fights a day are free, then 12 energy a fight; a win pays 2,000 gold and 10–40 Glory (more RP won, more Glory; 500 Glory a day at most). Glory buys only from the Shop's Glory tab: Normal capsule 200, Epic capsule 900 (two per 7 days), Legendary rune 1,200, Legendary capsule 4,000 (one per 14 days) — the item window counts down to your next slot. A chart icon on an opponent's card replays your last fight against them: damage dealt and taken, healing, turns, per monster.
PvP · Summoner only
1v1 Coliseum
Summoner against summoner on its own ladder, opened from the Arena. Blind matchmaking, 30 free duels a day, and a duel still running after 25 turns goes to whoever dealt more damage. Wins pay Glory. Rules below.
PvE · Raid
Solo & Co-op Raids
Island 2's final biome ends in Pim, then two raids: Morvael with your summoner and five monsters, and Stormfang with two to five players, one summoner each. They drop Dragonscale Chips for the Forge and Skin Shards. Details below.
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
200 missions in one chain with claimable rewards, daily missions with a daily bonus, 200 collection sets (hand in the named monsters once, keep the gems), a seven-day welcome calendar ending in a Legendary capsule, an Invite-a-Friend reward, and live events on the Summon screen's Events button (with an Updates tab for what each update added). Guilds level from 1 to 50 on their members' power and buy ten upgrades (bonuses apply in PvE only), with chat, friends, DMs, world chat, rankings and viewable player profiles. Rewards that are not instant wait in the Mailbox.
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 (first 30 a day free)
1,500
Starter gems (5 free pulls)
The second campaign
Island 2
A second island lies across the sea on the Fight Map: six biomes, five dungeons, twelve bosses and the raids. It opens when you beat the Seraphim Sky Chimera — the Sky Islands boss — on Hard. The win has to be a fresh one: if you beat him before the update, beat him once more, because the island's story begins in that fight. Until then the island is drawn dark with the task written on it.
Biome
Scenario boss
Dungeon boss
Dungeon rune sets
Emberleaf Wilds
Lastleaf Tailor
Amber Archivist
Power
Glowcap Grove
Wickmaw, the False Lantern
The Unison Below
Vital
Jadewind Peaks
The Unmoored Kite
Abbot of the Ninth Echo
Guard
Sunstone Springs
Aureole, the Walking Spring
The Gilded Trespasser
Swift
Rosecoral Coast
Vesper, the Tidefold
The Pearl That Dreams
Focus + Rage
Stormfang's Maw
Pim, The Dragon King
no dungeon — the Raid tab
—
Same shape as island 1Each biome is five levels plus a boss, on Easy, Medium and Hard, with teams of three plus your summoner. Every level has its own loading screen and battle background.
A step harder each timeEmberleaf starts above the Sky Islands, and every biome after it is about 5% stronger than the one before — enemies, gold and EXP alike.
Deeper dungeonsThe five dungeons are the old endgame dungeon one level deeper. Level 8 drops a Legendary rune 30% of the time. They can be Auto Farmed.
Biome rewardsClearing a biome pays the usual reward ladder plus one Light & Dark capsule per biome per difficulty. Stormfang's Maw on Hard pays a Legendary capsule + 3 Light & Dark capsules.
The storyPim is caged beside the Sky Islands boss on Hard. Free him and he asks to be taken to the other island — two story scenes and three cinematics carry the plot to his throne in Stormfang's Maw.
Every boss has its own kitAll bosses on both islands use their own skills — one normal attack, one area attack, a buff or a heal, never a shield — and are immune to Stun and Freeze.
Endgame bosses
Pim & the Raids
Stormfang's Maw ends in three fights unlike anything on island 1. Each opens on the boss's own loading screen and landing movie.
Scenario boss
Pim, The Dragon King
A pure controller — he has no attack of his own. He always takes the first turn and opens with Mind Control: your two strongest monsters (never the summoner) change sides and fight for him until they fall. If you bring only one monster, he takes it and a clone of it. The taken monsters fight at 50% / 65% / 75% of your team's average stats on Easy / Medium / Hard, and they soak 40% of every hit aimed at Pim. He also heals himself and raises his side's ATK, and he cannot be Stunned, Frozen or Silenced. Beating him on Medium or Hard opens the Raid tab.
Solo raid
Morvael, the Hollow Crown
One wave, one screen-wide boss, and your summoner with five monsters. Pick Level 1, 2 or 3. The first two monsters you pick are the tanks: they take 115% of the damage, and everyone standing behind them takes 60%. A win has a 30% / 50% / 80% chance (Level 1 / 2 / 3) to drop a Dragonscale Chip, and can drop Skin Shards. You must beat Morvael once before you can host or join the co-op raid.
Co-op raid · 2–5 players
Stormfang
Each player brings one summoner — no monsters. Create a room and share its five-letter code, or join one from the open list. The host picks Level 1, 2 or 3, and the dragon's HP grows with the size of the party. Seat 1 is the tank (115% damage taken, the rest 60%); the host can hand the seat to anyone and a player can take it themselves. Entering costs 6 energy, refunded if the raid never starts.
Fifteen seconds a turnThe count starts when your turn appears. Miss it once and auto-battle switches on for you; switch it back off whenever you like.
Nobody is left strandedA player who drops is played by the game until they return, and rejoining puts you back in the same fight.
RewardsA win pays 80,000 gold for up to 20 wins a day, a rune on every win, a Dragonscale Chip at 40% / 70% / 90% (Level 1 / 2 / 3), and the best odds of Skin Shards in the game.
Auto RestartEach player votes with the toggle under the cog. When every seat has voted, a win starts the next raid by itself.
Chat and minimiseWorld chat in the lobby, party chat in the room and during the fight. A room can be minimised to a button beside Settings and reopened any time.
Skipping the moviesThe Morvael and Stormfang intros can be skipped from the second viewing on. Story cinematics always play in full.
Competitive · summoner only
1v1 Coliseum
Summoner against summoner — no monsters, just your class and your build. Open it with the 1v1 Coliseum button in the Arena.
Its own ladderColiseum points are separate from Arena points, on the same tiers and divisions, with the same weekly rules.
Blind matchmakingThere is no opponent list. The game picks someone near your rank, avoiding your last five opponents, and you see who it is when the duel starts.
Thirty free duels a dayAfter that each search costs 12 energy, like the Arena.
Built to lastSummoners fight with three times their HP here, so a duel is decided by the build rather than by who moves first.
The 25-turn ruleIf both summoners are standing after 25 turns, whoever dealt more damage wins. The running damage total shows above each HP bar.
A frozen defencePick a defence summoner and save it. It stays exactly as saved — level, runes, passives, Skill Tree and skin — until you save again, so you can move its runes elsewhere afterwards without weakening it.
RewardsWins pay Glory like the Arena (the 500-a-day cap is shared). Weekly rewards go to every player who fought that week.
Summoner levels 51–100
The Skill Tree
Summoners now level to 100. Each level past 50 gives one Skill Tree point (50 at the cap) and a tenth of the earlier per-level growth; there are no more free stat points and no SPD growth after 50. The tree is the same for every class and works everywhere — story, dungeons, raids, Arena and Coliseum. Open it from Profile → Summoner → Skill Tree.
48 skills, 135 pointsYou have 50 points at most, so nobody takes everything — the tree is a choice.
One point opens the nextEvery skill needs just one point in the skill before it. Awakening comes first; the Element paths open from Bulwark Bond.
One AscendancyYou can spread points over several Element paths, but only one Element capstone can hold points at a time.
Element paths help that elementA path's bonuses apply to your monsters of that element only. Match the path to your team — it is one of the biggest levers in the endgame.
Reset any timePer summoner, and only the tree is reset: the first reset is free, the second costs 20 Crystals, every later one 50.
Summoner branch — your summoner only
Skill
Ranks
Each rank gives
At max
Awakening (root)
1
+1% HP, ATK and DEF
+1% each
Iron Constitution
3
+2% HP
+6% HP
Honed Weapon
3
+2% ATK
+6% ATK
Warded Plate
3
+2% DEF
+6% DEF
Steady Guard
3
1% less damage taken
3% less damage taken
Deep Reserves
3
+3% HP
+9% HP
Hunter's Eye
3
+2% Crit Rate
+6% Crit Rate
Executioner
3
+5% Crit Damage
+15% Crit Damage
Quickened Rites
2
3% cooldown reduction
6% cooldown reduction
Sovereign Summoner (capstone)
2
+3% HP, ATK and DEF
+6% each
Monster trunk — every monster on your team
Skill
Ranks
Each rank gives
At max
Kinship
3
+2% HP
+6% HP
Shared Fury
3
+2% ATK
+6% ATK
Bulwark Bond
3
+2% DEF
+6% DEF
Element paths — monsters of that element
Every path starts with the same three skills — +3% HP, +3% ATK, +3% DEF per rank, three ranks each — then four of its own. The seventh skill is the path's Ascendancy capstone (two ranks).
Leviathan Ascendancy heals 2% max HP each turn / rank
Wind
Zephyr Vitality · Gale Talons · Cloudweave Hide
Squall Strikes +4% ATK / rank
Razor Gust +3% Crit Rate / rank
Cyclone Edge +5% Crit Damage / rank
Tempest Ascendancy ignores 5% of the target's DEF / rank
Light
Radiant Vitality · Sunlit Blade · Halo Plating
Dawnguard +4% DEF / rank
Blessed Hands +5% healing done / rank
Radiant Ward 2% less damage taken / rank
Solar Ascendancy once a battle, under 30% HP: a shield of 8% max HP / rank
Dark
Shadow Vitality · Umbral Claws · Nightshroud
Night Fangs +6% Crit Damage / rank
Soul Drain +2% lifesteal / rank
Hex Weaving +3% debuff chance / rank
Eclipse Ascendancy +5% damage to debuffed targets / rank
No SPD anywhere in the tree. Speed still comes only from your class, your runes and your first 50 levels (at most 30 free points in SPD).
Inventory → Forge
The Forge, Rebirth & Duplicates
The Forge is the fourth Inventory tab. It turns raid drops into Monster Rebirths, and spare 4★ and 5★ monsters into capsules.
Raid drop
Dragonscale Chip
One chip per raid win, by chance. Morvael (solo): 30% / 50% / 80% on Level 1 / 2 / 3. Stormfang (co-op): 40% / 70% / 90%.
Forged
Primordial Scale
20 Dragonscale Chips + 100,000 gold = 1 Scale. Scales pay for Monster Rebirth. The Fall of Fortune event also gives two.
Boss drop
Skin Shard
A rare drop from bosses: 0.5% from a scenario boss, 1% from Morvael, 1.5% from Stormfang in co-op. 100 shards + 500 Crystals buy a skin.
Monster Rebirth
A 4★ or 5★ monster at level 50 can be reborn back to level 1, up to three times. Its runes stay on and it comes back stronger each time; the road back to 50 is longer after every rebirth (1.5× / 2× / 2.5× the EXP). A reborn monster shows its rebirth gems on its card.
Rebirth
Reward
Primordial Scales
Gems
1st
+100 ATK, +630 HP, +50 DEF, +5% Crit Rate, +10% Crit Damage — added to the base stats, so they grow with level
1
300
2nd
One skill of your choice (skill 2, 3 or 4) gets a 1-turn shorter cooldown — never below 2 turns
3
600
3rd
The first reward again, ×1.5
5
1,000
Duplicates into capsule pieces
50 pieces a duplicateA spare 4★ becomes 50 Epic pieces, a spare 5★ becomes 50 Legendary pieces. Only real duplicates count — your last copy and your best copy are never offered.
100 pieces = a capsuleThe capsule is made on the spot and is duplicate-protected: the next 4★ from an Epic capsule, or the next 5★ from a Legendary capsule, is a monster you have never owned.
What cannot go inLocked monsters, monsters reserved for a Collection and reborn monsters. Light & Dark capsules have no pieces and no protection.
Runes come backRunes on a sacrificed monster return to your rune inventory.
Cosmetic
Summoner Skins
Skins change how your summoner looks and animates — nothing else. Other players see them in the Arena, the Coliseum and raids. The first set is Out of Space: Space Soul Mage, Space Wind Ranger, Space Dark Knight, Space Adventurer, Space Battle Smith and Space Blazing Bishop, each with its own animation for every skill.
How to get oneShop → Skins: 500 Crystals + 100 Skin Shards, or buy the skin directly. The whole set also comes as a bundle with 500 bonus Crystals.
Try before you buyThe preview plays the idle and each of the four skills.
How to wear itProfile → Summoner → Skins.
Kept on your accountSkins are stored with your game account, not on the device: sign in anywhere and they are there.
Shop & account
Packs, Mailbox & Storage
Bundle packs sell Crystals, capsules, gold and energy, and most keep paying a reward every day; claim it from the Mailbox's Daily rewards tab or from the Shop. A pack's limit is shown before you buy.
Pack
Right away
Every day
Limit
Starter
600 Crystals, 600 gems, 600 energy
1 Normal capsule + 30 Crystals, for 30 days
once per account
Novice Cache
100 Crystals, 6 Normal capsules, 1,200 energy
—
1 per 7 days
Treasury
150 Crystals, 500,000 gold, 600 energy
40,000 gold + 20 Crystals + 240 energy, for 7 days
1 per 7 days
Epic
2 Epic capsules, 300 Crystals, 1,200 energy
1 Normal capsule + 70 Crystals + 240 energy, for 7 days; an Epic capsule on day 7
1 per 7 days
Light & Dark
2 Light & Dark capsules, 300 Crystals
50 Crystals, for 7 days
1 per 7 days
Legendary
1 Legendary capsule, 850 Crystals, 2,400 energy
1 Normal capsule + 60 Crystals + 120 energy, for 30 days; an Epic capsule on day 30
1 per 30 days
Summoner's Cache (400 Crystals)
20 Normal capsules, 1 Epic capsule, 500,000 gold, 1,200 energy
1 Normal capsule + 50 gems, for 7 days
3 per 7 days; up to three run at once and their gifts add up
Top-left corner
Mailbox
Shop purchases, event prizes, weekly Arena and Coliseum rewards, referral and Discord rewards and gifts from the team arrive as mail. Mail waits 10 days (real-money purchases 100 days); collect one at a time or everything at once. Energy is mailed only when your bar is full. The badge counts waiting mail and today's unclaimed daily rewards. Missions, collections, biome rewards and battle loot still pay instantly.
Inventory
Storage
400 free slots, expandable to 1,000 at 50 Crystals per 20 slots. Slots bought before the change sit on top of the new free amount. Nothing goes in unless it fits under the limit, and nobody ever loses a monster to it.
Account
Your save is guarded
The game never writes a save it has not loaded first, the server refuses any save that would empty an account, and a second device with an old copy cannot overwrite newer progress — “Play here” loads the latest save before you continue. Guests are warned before logging out: a guest account that is not connected cannot be recovered.
Live event · until 28 October 2026
Fall of Fortune
Autumn has come to the islands. Every won stage — scenario or dungeon, either island — has a 20% chance to drop 3–7 Emberleaves, up to 100 a day. Open Events on the Summon screen. Every prize arrives in your Mailbox, and unclaimed prizes can still be collected for seven days after the event ends.
Total collected
Leaf Rewards
Ten rewards unlocked by your running total — spending leaves never lowers it.
Spend leaves
Leaf Shop
Crystals, Epic-to-Legendary runes, gold, capsules and energy. Every item has a limit for the event, so a big collector has to buy more than one kind of thing.
21 days
Check-in
One minute in the game on a day checks you in. Twenty-one check-ins, twenty-one rewards.