Battles
In PvP you attack with three cards and change your rating. In PvE you send one card against a boss to win keys and sometimes essence. Each real fight uses one ticket, even if you lose.
Start a fight
- Open Battle and choose PvP or PvE.
- Select three different cards for PvP, or one for a boss. Use Pick strongest for a starting lineup, then adjust it by style. Click a selected fighter to remove it before choosing a replacement.
- Check the opponent's battle stats and your ticket balance, then press Attack or Fight.
- Watch the result. Watch again replays your latest fight without spending another ticket. PvP attacks and defences also appear in your battle history.
Listed cards cannot fight. Cards in mining warm-up can fight immediately. Mining HP, shiny and season mining bonuses, staking and mining-team bonuses do not increase battle stats. Rarity, level and style determine a fighter's stats.
Tickets
| Ticket | Where from | Use |
|---|---|---|
| 3 free tickets | every UTC day, if your account has 8+ hash power | PvP or PvE |
| +1 free ticket | with the season pass, also needs 8+ account HP | PvP or PvE |
| Extra battle | bought in the shop, up to 5 a day | PvP only |
| PvE ticket | bought in the shop, 0.50 USDC | bosses only |
Free tickets reset at 00:00 UTC and do not carry over. They are used first in either mode. After they run out, PvP uses purchased extra battles and PvE uses purchased PvE tickets. Extra PvP battles are for the day of purchase; unused PvE ticket items can be kept. Buying a ticket does not guarantee a win.
PvP: attack another collection
- You get 5 opponents. The game first looks within ±100 rating, then fills gaps with the nearest available players. Accounts younger than 3 days meet other newcomers first when possible. Refreshing does not reroll a full offer; it changes after you attack or when the UTC day changes.
- Practice bots fill empty places when there are few players. Their generated team is based on your strongest available cards, but can differ in style and level. They own no NFTs and never mine. These are rated fights that use tickets.
- The defender uses up to three unlisted cards with the highest card hash power. Defence happens automatically and uses no ticket; it can still raise or lower your rating. Your chosen attack lineup does not set your defence.
- Rating starts at 1000. A win adds 16, a loss subtracts 16, with a floor of zero. The defender receives the opposite change. You must attack at least once during a ranking period to appear on its leaderboard. Daily keys go to the top 200 (table).
If two players have the same rating, higher account mining HP breaks the tie; a remaining tie is settled by wallet address. The region filter only narrows the displayed global leaderboard. It does not create a separate prize pool.
Finished periods use the rating at the end of that period. When the closing day has been saved, its mining HP snapshot is used for ties and the 8 HP prize requirement. Later changes to your collection do not rewrite that saved snapshot.
Extra battles
| Extra battle today | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| Price (USDC) | 0.25 | 0.50 | 1 | 2 | 4 |
| Your ranking keys × | 1.1 | 1.2 | 1.4 | 1.7 | 2.0 |
Extra battles are bought in order; the multiplier applies to that day's ranking keys and grows with how many extra battles you actually used.
Weekly and monthly prizes
An extra battle paid in ZOO splits its fee: 45 % burned, 40 % into the prize pool, 15 % to the treasury. Paid in USDC it does not touch the pool. No new ZOO is ever minted for prizes.
| Board | Closes | Share of the pool | Paid places |
|---|---|---|---|
| Week | every Thursday 00:00 UTC | 60 % | top 50 |
| Month (4 weeks) | with every 4th week | the remaining 40 % | top 20 |
You need at least 8 account mining HP to qualify for weekly or monthly prizes. Higher places get larger shares, and fewer qualifying players means the shares are divided among fewer winners. An empty prize pool pays no ZOO. The running board shows an estimate, not a promised prize.
After a period closes and the reward record is published, the normal waiting period is 12 hours. Claim ready prizes on Leaderboard. They join the same 30-day esZOO vesting position as mining rewards; a new claim restarts the schedule for the remaining locked balance. Claim within 30 days of availability. The default payout cap for one published ranking record is 100,000 ZOO.
PvE: the daily bosses
| Boss | Appears | Rarity | Level | Style |
|---|---|---|---|---|
| Stone Golem | Morning, from 00:00 UTC | Rare | 5 | tank |
| Storm Wyvern | Evening, from 12:00 UTC | Epic | 0 | striker |
- Send one card against a boss. It costs a free ticket, or a PvE ticket when the free ones are gone. The evening boss shows up at 12:00 UTC.
- Win: 0.15 keys and a 5% chance of essence (Junk to Epic). One win per boss per day; after a loss you can try again with another ticket. PvE does not change your rating.
- In the live game, an essence win is saved to your account first. Use the earned-item claim below the bosses to put it in your wallet before feeding it in the Forge. This is a separate wallet transaction and uses gas. If claims are temporarily unavailable, the recorded reward stays saved.
- Bosses get tougher as the day goes on: +2% to every combat stat per defeat by any player that day. Early birds face a weaker boss.
After 10 total wins against a boss that day, its stats are 20% higher than at the start. The Stone Golem stays available after the evening boss arrives, until the UTC day ends. Each boss has its own daily win limit for your account.
Styles: tank, striker, balanced
| Style | attack | health | defence | crit | resilience |
|---|---|---|---|---|---|
| tank | 17% | 40% | 23% | 5% | 15% |
| striker | 29% | 22% | 14% | 21% | 14% |
| balanced | 20% | 30% | 20% | 15% | 15% |
A card's stat total (by rarity, +3% per level) is shared out by these weights. Every animal has all three styles across its tiers.
| Stat | What to look for |
|---|---|
| Attack | The starting strength of each hit, before defence, style and random rolls. |
| Health | How much damage a fighter can take in this battle. This is separate from mining HP. |
| Defence | Reduces incoming damage. For example, 100 defence halves the damage before the other multipliers. |
| Crit | A score used against the target's resilience. A critical hit deals 1.5× damage; the score is not a percentage. |
| Resilience | Reduces an enemy's chance of a critical hit. Equal crit and resilience scores give a 50% critical-hit chance. |
How a round works
- Both sides strike at the same time: every living card hits a random living enemy, and deaths are applied after the round. Nobody gets a first-strike edge.
- There is no protected back row or tank taunt. Putting a tank first does not make enemies target it. Each fight starts with full battle health; a defeat does not destroy a card or lower its mining HP.
- A fight lasts at most 60 rounds. If time runs out, the side with the larger share of health left wins. If both sides have exactly the same share, including a simultaneous knockout, the battle seed decides the winner.
This guide describes the current code and its defaults. Some app previews also use defaults; deployed settings can differ. Review the network, amount and action before confirming.
