Cards and teams
Your cards are your collection. In the live game they are NFTs in your wallet. Each card has mining power and separate battle stats; you can inspect both on the Cards page.
See every version
Holo cards shimmer all the time; hover any Epic or better card to see its foil.
Rarities
| Rarity | Base mining HP | Battle stat total | Zoo box base odds | Can level up |
|---|---|---|---|---|
| Junk | 1 | 100 | 45% | no |
| Normal | 2 | 140 | 30% | no |
| Rare | 4 | 200 | 17% | no |
| Epic | 10–30 | 330 | 7% | yes |
| Legendary | 60–100 | 500 | 1% | yes |
| Mythic | 150–200 | 590 | lottery | yes |
HP means mining power here. It is different from health in a battle. Epic, Legendary and Mythic cards receive a base mining HP within the range when minted. A higher base HP improves mining, but does not improve battle stats. Box odds above apply to ordinary Zoo box draws; guarantees and other box types are explained in Boxes.
Hash power and levels
Only Epic, Legendary and Mythic cards level up, in the Forge. At level 30 a card mines 5.5× its basic hash power. Combat stats grow too, by 3% per level.
| Card | Level 0 | Level 10 | Level 20 | Level 30 |
|---|---|---|---|---|
| Epic, basic 20 | 20 | 50 | 80 | 110 |
| Legendary, basic 80 | 80 | 200 | 320 | 440 |
Warm-up: 24 hours
A new card from a box, chest or merge mines straight away. A transferred card or market purchase needs 24 hours before it mines. Listing a card stops its mining; cancelling the listing also starts a new 24-hour wait. Check the card's warm-up timer.
Unlisted cards can fight during warm-up. Listed cards cannot mine or fight.
Build a team for +50 HP
A saved mining team adds a flat bonus on top of its four cards' own mining power. The cards stay separate and remain yours. You can still use unlisted team cards in battles. Combine in Cards is a different action: it burns three cards to make one universal card.
- Open Teams and choose an animal. 4/4 means you have a card available for every required rarity slot.
- Review the suggested cards: one Junk, one Normal, one Rare and one Epic or Legendary. Click a different eligible card to replace the choice in its slot.
- Check Combined mining HP now and Included team bonus, then press Activate [animal] team. Owning the four cards alone does not activate the bonus.
- Find the saved team under Active teams. You can save it during warm-up; the team bonus starts when all four cards can mine.
| Example | Cards' own HP | Team bonus | Total HP |
|---|---|---|---|
| Junk + Normal + Rare + Epic with base 20 | 27 | +50 | 77 |
| Junk + Normal + Rare + Mythic with base 180 | 187 | +100 | 287 |
These examples use level-0 cards, no shiny or season boost, and no account bonuses. In the first row, the cards mine 27 HP before saving the team and 77 HP afterwards. +50 means extra mining power, not +50% and not battle health.
Team rules and useful tips
- One team per animal. A second set of the same animal does not add another team bonus. Teams of different animals each add their own bonus. A card can belong to only one saved team.
- Keep at least one regular card of the chosen animal. Four wildcard cards alone cannot make an animal team. A regular top card must match the animal; an Epic and a Legendary both fill the same top slot.
- Universal Junk, Normal, Rare and Epic cards from merging can fill their rarity's slot for another animal. A universal Legendary currently cannot fill the top slot.
- A Mythic can fill the Epic/Legendary slot of any animal and gives +100 instead of +50. You can have only one active team containing a Mythic.
- Spare cards still mine. Every eligible card adds its own HP, even outside a team. Replacing an Epic with a Legendary in a team changes which cards are assigned, but both cards can already contribute their individual HP to your account.
- Change a team with Disband → Confirm disband. This removes the team bonus and frees its cards; it does not burn or transfer them. Build and activate the new selection afterwards.
- Check teams before selling or using cards as materials. Listing a member removes the full team bonus while that card cannot mine. Team members must be freed before they can be fed to another card or combined. You can upgrade an unlisted team card itself without disbanding.
Account hash power
| Bonus | How you get it | Maximum |
|---|---|---|
| Activity streak | +1% for each active day with a battle or reward claim; a gap of 3 missed days resets it | +15% |
| Stars | 1 star per 10 levels on Epic+ cards (max 3 per card), +2% each | +12% |
| Staking | lock ZOO for 30, 90 or 180 days | +20% |
These account bonuses add together. At their current caps the multiplier is 1.47×. A gap of one or two missed days keeps your activity streak; three missed days reset it. You need 8 account mining HP for free tickets and participation keys, and to qualify for weekly or monthly prizes. See Keys & chests for the other key rewards.
The Teams page shows the selected cards' mining HP plus their team bonus. Mining shows the whole account, including other mining cards, stars, your activity streak and staking. These totals can differ without anything being missing.
Mythics
Mythics are a sixth tier: not a version of an animal but a separate roster of mythical creatures for each season. Basic hash power 150–200, combat stat total 590.
| Season | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Mythics scheduled | 20 | 10 | 5 | 3 | 2 |
| Base chance per eligible card | 1 in 1,000 | 1 in 2,000 | 1 in 4,000 | 1 in 6,667 | 1 in 10,000 |
- The chance applies to eligible card draws from Zoo boxes and Keeper's Crates. Pocket boxes and chests do not draw Mythics. Once the cap is reached, eligible draws use their normal rarity rules.
- In the live contract the chance is fixed at season start. Mythics not drawn in a season roll over into the next season's cap, so the actual chance can be higher than this base table. Pending orders from an old season stop drawing Mythics once its unused allocation rolls forward.
- Mythics can be traded and levelled, but never merged or fed to another card.
Shiny
Every box or chest card has a 2% chance to come out shiny: a recoloured palette that marks it as rare in the collection and on the market. The shiny flag is written on-chain at mint, and a shiny card mines +10% hash power.
Ordinary cards of the current season's animals also mine +10%. Mythic and universal cards do not get the season-animal bonus. The shiny and season bonuses multiply, so a shiny season-animal card mines +21%. The animal matters, not the season when that card was minted.
These two boosts apply to the card's HP, before adding team bonuses. A base-20 level-0 Epic with both boosts mines 24.2 HP. A regular team still adds +50; shiny does not increase that flat bonus. Check the current season when comparing cards, because its featured animals can change.
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.
