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Balance v0.2

The exact numbers of the design (v0.2 · 2026-09-14). Class = main synergy · Body = sub-synergy · Horn = ultimate + unique passive · Runes = per-match choice.

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The 9 classes

Each class grants base stats (140 pts, Axie-style) and a main synergy at 2 / 4 / 6.

PlantPlantSurvival
BeastBeastCrit
AquaticAquaticSpeed / mana
BugBugDisruption
BirdBirdSniper
ReptileReptileSustain
MechMechTrue scaling
DawnDawnPurify
DuskDuskEvasion

The 7 bodies

Silhouette dictates function: the board reads without a single number. Body = sub-synergy (2 / 4 / 6) + base HP.

NormalNormalBalanced
BigYakBigYakTank
SumoSumoBrawler
WetDogWetDogHunter
CurlyCurlyCaster
SpikySpikyRetribution
FuzzyFuzzyTactical

CLASSES — base stats + MAIN synergy (2 / 4 / 6)

ClassTheme roleHPSpdSkillCrit(2) units(4) units(6) units
Plant (green)Survival / durability43313135Shield 15% of max HP at combat start.Shield 20% + adjacent allies regenerate 1% HP per second.Whole team gains 25% shield; Plants regenerate 3% HP per second.
Beast (red)Crit / brute force31353143+25% crit chance and +20% crit damage.Each team crit grants +5% attack speed (max 10 stacks).Crits heal the attacker 8% of damage dealt; max rises to 15.
Aquatic (blue)Speed / mana39393527+4 mana per connected basic attack.+40% attack speed; on first cast they cleanse negative effects.Ults cost 20% less mana (80) and recover 15 mana on cast.
Bug (purple)Disruption / attrition35313539Attacks reduce target physical armor by 20% (4s).On death: swarm — AoE magic damage + 50% slow for 3s.Also reduce magic resist 20%; swarm weakens −20% damage (4s).
Bird (pink)Ranged assassin27433535+1 range tile; +15% damage to enemies beyond 3 tiles.First attack after 3s without damage is a guaranteed crit +100%.+2 range tiles; attacks bounce to 1 extra target (30% of damage).
Reptile (violet)Sustain / lifesteal39353135Convert 20% of physical damage into self-healing.Below 40% HP: immune to control 3s and double lifesteal.Lifesteal also heals an adjacent ally 10%; CC immune 2s after ult.
Mech (grey/neon)Scaling / true damage31394327Every 5s: pulse of +10 attack power permanent for the round.30% of their damage becomes true (ignores armor and resists).Pulse every 3s; 45% of damage is true.
Dawn (white/gold)Purify / magic35393927Each allied ult: Dawn units gain 10% of their max mana instantly.Team ults cost 10% less mana.On casting an ult, the whole team gains 8% of their max mana.
Dusk (night blue)Evasion / execute4339273125% evasion vs basics; execute enemies below 10% HP.35% evasion; execute below 15%.On execute: gain 25 mana and +15% speed for 4s.

BODIES — sub-synergy + base stats

BodyRoleBase HPPassive statsSub (2)Sub (4)Sub (6)
NormalBalanced biped650+15 base damage · +5% attack speed+10% basic attack damage+15% damage · +10 armor to adjacent allies+20% damage · every 3 basics, the next deals 50% more
BigYakColossal tank900+30 armor · −10% attack speed+150 max HP+300 HP · 10% damage reduction+500 HP · 15% reduction · taunt to 1 tile
SumoMuscular brawler750+20 armor · +10 base damage+10% armor+20% armor · 15% chance to stun 0.5s on hit+30% armor · stuns 1s every 3 hits (max 1 per 4s per target)
WetDogFast hunter550+20% attack speed · +1 mobility tile+15% attack speed+25% speed · first attack after 2s without damage = crit+35% speed · +20% crit damage
CurlySpecial caster500+25% ability damage · +10% mana/s+15% ability damage+25% ability · +10% starting mana+35% ability · each ult refunds 20% mana
SpikyRetribution beast700+15 armor · reflects 8% of damage takenReflect 10% of physical damage takenReflect 15% · heal 3% of reflected damageReflect 20% · heal 5% · adjacent enemies suffer 5% damage per second
FuzzyTactical specialist600+100 starting shield · +5% CC resist+75 shield on start+150 shield · +10% CC resist+250 shield · +20% CC resist · every 10s shields the most wounded ally

HORNS — ultimates + passives (36 weapons)

HornWeaponTypeUltimate (100 mana)Passive
PiranhaAquatic dagger/spearPhysical impactLeaps to the lowest-% HP enemy and deals massive physical damage.+5% attack speed
ImpAxe / clawsPhysical impactSpinning slash across the 3 front tiles; if it crits, restores 20 mana.+2 base damage
Little BranchWooden macePhysical impactSlams the ground: stuns 1.5s and empowers the next 2 basics.+50 HP
CactusSpine lanceProjectile/magicSpine volley in a straight line; double damage to backline.+15 starting mana
KestrelBow / feathersProjectile/magicThree projectiles at random targets; silences abilities 2s.+2 mana per basic
Shoal StarMarine tridentProjectile/magicPierces the full row dealing magic damage to everyone in the path.+15 starting mana
Rose / StrawberryFloral staffSupport/shieldRestores HP to the most wounded ally and grants them a temporary shield.+2% evasion
AnemoneAbsorption relicSupport/drainSteals life from the target and transfers half as healing to the nearest adjacent ally.+3% magic resist
IncisorBroken greatswordControlMark that halves the target's attack speed for 4s.+5 armor
Bamboo ShootBlunt sproutPhysical impactStrikes the target for physical damage and gains +20% damage reduction for 4s.+5 armor
BeechHeavy logPhysical impactAttacks with brute force, pushing the target 1 tile back and stunning 1s.+50 HP
WatermelonFruit projectileSupport/magicLaunches a melon at the farthest enemy, damaging them and healing allies in the path.+15 starting mana
Dual BladeTwin swordsPhysical impactTwo quick strikes; the second deals 100% true damage.+5% attack speed
MerryFestive hornSupport/shieldGrants a shield equal to 20% of max HP to self and an adjacent ally.+2% evasion
PockyCandy staffMagic/healDeals magic damage to the target; if the target dies, heals 15% HP to the whole team.+15 starting mana
UmaCurved hornPhysical impactCharges the target, dealing bonus damage based on missing HP (execute).+2 base damage
BabyloniaHard shellPhysical impactGains a massive shield; next basic deals extra damage equal to remaining shield.+50 HP
Teal ShellMystic carapaceSupport/magicLaunches a wave that silences the target 2s and reduces their attack speed.+2 mana per basic
ClamshellClam clawPhysical impactTraps the target, dealing physical damage and reducing their physical armor 30% for 4s.+5 armor
OrandaSea crestProjectile/magicFires a pressure water jet that pierces enemies in a line, reducing their damage.+15 starting mana
EggshellShell casingUtility/tauntTaunts enemy attacks in a 2-tile radius for 3s and gains 50% evasion.+2% evasion
CuckooCuckoo clockSupport/buffGrants the highest-damage ally +30% attack speed and +10% damage for 4s.+3% magic resist
TrumpTrumpetProjectile/magicSonic frontal cone; applies −20% healing received (Grievous Wounds).+15 starting mana
Wing HornWinged hornPhysical impactLeaps to the enemy backline and strikes, ignoring 50% of armor.+5% attack speed
Feather SpearFeather spearProjectile/physicalThrows a javelin that hits the target and bounces to another enemy for 50% damage.+2 base damage
AntennaReceiver antennasMagic/disruptionSteals 20 mana from the target and gives it to the lowest-mana ally on board.+2 mana per basic
CaterpillarsVenomous caterpillarMagic/poisonSpits poison that deals magic damage over 5s and slows movement.+15 starting mana
PliersPincersPhysical impactGrabs the target; if the enemy has an active shield, deals double damage and breaks it.+2 base damage
ParasiteParasitic tendrilControl/drainDrains life and mana for 3s; target cannot attack during the drain (Channel).+3% magic resist
EarwingCutting wingPhysical impactSweeping AoE attack (1 tile around) dealing massive physical damage.+5% attack speed
Leaf BugSharp leafMagic/economyLaunches a cutting leaf; if it kills the target, 30% chance to generate 1 gold.+15 starting mana
UnkoOrganic projectileMagic/debuffThrows mud, reducing the target's basic-hit chance (Blind) 40% for 3s.+2 mana per basic
Scaly SpoonScaly spoonPhysical impactHits the target and reflects 30% of magic damage taken for the next 4s.+50 HP
CerastesViper hornPhysical impactBites the target; deals 50% more if the target has higher base speed.+2 base damage
BumpyBony growthDefenseGrows spikes, returning true damage to any enemy that attacks with basics for 4s.+5 armor
Bone SailBone sailSupport/shieldGrants self a shield; if the shield breaks by damage before expiring, recovers 30 mana.+50 HP

SECONDARY PARTS — stats by slot and class

SlotPart classStat 1Stat 2
EyesPlant+15 HP+1 regen/s
EyesBeast+10 HP+0.1% crit
EyesAquatic+10 HP+2% attack speed
EyesBug+8 HP+2% ability damage
EyesBird+5 HP+3% attack speed
EyesReptile+12 HP+3 armor
EarsPlant+1% attack speed+5 HP
EarsBeast+2% attack speed+0.1% crit
EarsAquatic+3% attack speed+3 mana per basic
EarsBug+1% attack speed+2% ability damage
EarsBird+4% attack speed+1 range tile
EarsReptile+1% attack speed+3 armor
MouthPlant+3 base damage+2% lifesteal
MouthBeast+8 base damage+0.2% crit
MouthAquatic+5 base damage+3 mana per basic
MouthBug+6 base damage−10% target armor (2s)
MouthBird+4 base damage+2% damage at range >3
MouthReptile+5 base damage+3% lifesteal
BackPlant+12 HP+3 armor
BackBeast+8 HP+2% damage reflected
BackAquatic+8 HP+5 shield on start
BackBug+6 HP+3% on-death damage (swarm)
BackBird+5 HP+3% attack speed
BackReptile+10 HP+5% CC resist
TailPlant+5 armor+3 regen/s
TailBeast+3 armor+2% crit damage
TailAquatic+3 armor+5 mana per basic
TailBug+2 armor+3% slow on hit
TailBird+2 armor+2% attack speed
TailReptile+5 armor+3% lifesteal

Visual pieces (the real ones): the Axie pack contains the 6 real classes (Plant · Beast · Aquatic · Bug · Bird · Reptile). Mech, Dawn and Dusk Axies combine with the closest real pieces (Beast · Bird · Reptile); their own pieces arrive with the Blender plugin (V2).

POWER RUNES

RuneTypeTierExact effectNumbers
TRADE BOOMEconomyCommonGain +2 gold on every even round.≈ +6–8 gold per match
HEART OF STEELCombatRareYour cost-1 units gain +150 HP and +10 armor.+600–750 team HP depending on units
CLASS RESONANCESynergyEpic+1 to your most active class count.3 Beast count as 4 (hits a breakpoint)
DEFENSIVE FORMATIONPositioningCommonFront-row units: +20 armor and +100 HP.+60–80 armor · +300–400 team HP
MOMENTUMScalingRare+3% damage for the whole team per consecutive win (max 5).Up to +15% damage on a 5-streak
FIRST STRIKECombatEpicEach unit's first ability deals 40% more damage.Strong burst on 9 first casts
OPEN MARKETEconomyCommonShop shows 1 extra card for the next 3 rounds.≈ +3 extra cards seen per round
LIVING WALLSynergyRare+1 to your most active body count.4 BigYak count as 5
VETERANSCombatCommonCost-2 and cost-3 units: +8% damage and +8% HP.Scales with your late comp
LAST WILLScalingEpicThe first allied unit to die each round revives at 30% HP.1 revive per round
BACKLINEPositioningRareUnits in rows 3 and 4: +15% damage and +10 starting mana.Protects ranged carries
RUNE FLOWEconomyRareYour interest gains +2 extra at 50+ banked gold.+2 gold/round on high economy

LEVEL → SLOTS

LevelBoard slotsReachable synergies (examples)
11
22Class (2)
33Class (2) + 1 extra
44Class (2) + Body (2) · or Class (4)
55Class (2) + Body (2) + 1 · or Class (4) + 1
66Class (2) + Body (2) + Body (2) · 3 active synergies
77Class (4) + Body (2) + 1 · or Class (2) + Body (4) + 1
88Class (6) + Body (2) · or Class (4) + Body (4)
99Class (6) + Body (2) + 1 · or Class (4) + Body (4) + 1

ROSTER 36

AspectValueNote
Total reserve36 Axies18 cost 1 · 12 cost 2 · 6 cost 3 (50/33/17%)
Class coverage (goal)≥ 4 per class36 ÷ 9 classes = 4 average — each class can hit 2/4 and, mixing costs, 6
Body coverage (goal)≥ 5 per body36 ÷ 7 bodies ≈ 5.1 — bodies are the sub layer
Theoretical combinations7 × 9 × 36 = 2268Body × Class × Horn
Synergy-6 ruleCommitment6 of one class or body = ~2/3 of the board (9 slots). Reachable by mixing costs (e.g. 4 cost-1 + 2 cost-2 of the same class)
Design of the 36 unitsDone (15-sep)All 36 carry their part mix (6 with real genes; 30 assigned) — unique profiles; final names/costs adjust on import

BASICS × BODY — 63 combos (each Axie's basic comes from its cell)

ClassBodyDamageAtk spdRangeTypeDPSStyleVisual
PlantNormal550.81Physical44balanced meleeSpine strike
PlantBigYak630.681Physical42.8heavy meleeRoot punch
PlantSumo550.721Physical39.6brawler meleeSpine kick
PlantWetDog5011Physical50fast meleeLeap + roots
PlantCurly470.722Magic33.8caster rangedRoot spell
PlantSpiky580.761Physical44.1retribution meleeReflected spine strike
PlantFuzzy440.82Physical35.2tactical rangedRoot shield
BeastNormal700.91Physical63balanced meleeSwipe
BeastBigYak800.771Physical61.6heavy meleeHeavy horn charge
BeastSumo700.811Physical56.7brawler meleeBrutal punch
BeastWetDog631.121Physical70.6fast meleeFast swipe
BeastCurly600.812Magic48.6caster rangedMagic claw
BeastSpiky740.851Physical62.9retribution meleeReflected swipe
BeastFuzzy560.92Physical50.4tactical rangedProtective claw
AquaticNormal450.73Magic31.5balanced rangedBubble
AquaticBigYak520.593Magic30.7heavy rangedShockwave
AquaticSumo450.633Magic28.4brawler rangedWater jet
AquaticWetDog400.883Magic35.2fast rangedFast bubble
AquaticCurly380.634Magic23.9caster rangedIce spell
AquaticSpiky470.663Magic31retribution rangedReflected wave
AquaticFuzzy360.74Magic25.2tactical rangedHealing bubble
BugNormal401.21Physical48balanced meleeSting
BugBigYak461.021Physical46.9heavy meleeMass poison
BugSumo401.081Physical43.2brawler meleeMulti-sting
BugWetDog361.51Physical54fast meleeFast sting
BugCurly341.082Magic36.7caster rangedMagic poison
BugSpiky421.141Physical47.9retribution meleeReflected poison
BugFuzzy321.22Physical38.4tactical rangedSupport sting
BirdNormal3513Physical35balanced rangedFeather
BirdBigYak400.853Physical34heavy rangedHeavy feather
BirdSumo350.93Physical31.5brawler rangedExplosive feather
BirdWetDog321.253Physical40fast rangedFast feather
BirdCurly300.94Magic27caster rangedMagic feather
BirdSpiky370.953Physical35.1retribution rangedReflected feather
BirdFuzzy2814Physical28tactical rangedHealing feather
ReptileNormal500.81Physical40balanced meleeFang
ReptileBigYak570.681Physical38.8heavy meleeHeavy bite
ReptileSumo500.721Physical36brawler meleeTail strike
ReptileWetDog4511Physical45fast meleeFast fang
ReptileCurly420.722Magic30.2caster rangedMagic drain
ReptileSpiky520.761Physical39.5retribution meleeReflect drain
ReptileFuzzy400.82Physical32tactical rangedAlly drain
MechNormal600.62Pure36balanced rangedBeam
MechBigYak690.512Pure35.2heavy rangedEnergy cannon
MechSumo600.542Pure32.4brawler rangedHeavy beam
MechWetDog540.752Pure40.5fast rangedFast beam
MechCurly510.543Magic27.5caster rangedMagic beam
MechSpiky630.572Pure35.9retribution rangedReflected beam
MechFuzzy480.63Pure28.8tactical rangedShield beam
DawnNormal400.73Magic28balanced rangedLight
DawnBigYak460.593Magic27.1heavy rangedPurifying beam
DawnSumo400.633Magic25.2brawler rangedLight strike
DawnWetDog360.883Magic31.7fast rangedFast light
DawnCurly340.634Magic21.4caster rangedHeal
DawnSpiky420.663Magic27.7retribution rangedReflected light
DawnFuzzy320.74Magic22.4tactical rangedMass heal
DuskNormal6511Physical65balanced meleeShadow
DuskBigYak750.851Physical63.8heavy meleeHeavy shadow
DuskSumo650.91Physical58.5brawler meleePhantom strike
DuskWetDog581.251Physical72.5fast meleeFast shadow
DuskCurly550.92Magic49.5caster rangedTeleport + strike
DuskSpiky680.951Physical64.6retribution meleeReflected shadow
DuskFuzzy5212Physical52tactical rangedProtective shadow

SHUFFLE — cost per use (2 gold base)

Use #CostRunning total
12 gold2 gold
22 gold4 gold
32 gold6 gold
42 gold8 gold
52 gold10 gold
62 gold12 gold
72 gold14 gold
82 gold16 gold
92 gold18 gold
102 gold20 gold
113 gold23 gold
124 gold27 gold
135 gold32 gold
146 gold38 gold
157 gold45 gold

RULES v0 (interactions)

v0 rule (interactions)Decision
Class vs BodyClass = MAIN synergy · Body = SUB-synergy. Distinct layers that STACK.
BreakpointsBoth layers use 2/4/6.
Genetic Fusion (Parts)STRICT RULE: to fuse copies and raise an Axie to ★2 or ★3, secondary parts (eyes, ears, mouth, back, tail) must match exactly.
Class advantage3/3 triangle: strong vs = +15% damage; weak vs = −15% damage; same class = 0%. Each class is strong vs 3 and weak vs 3.
RunesPermanent · 2 per match (rounds 3 and 7) · 3 options · no re-roll.
Mana100 mana per ult · +10 per connected basic · +5 per damage taken · horn passive varies.
Level1–9; each level = +1 board slot (max 9).

ECONOMY — resources and prices

ConceptDetail
Starting gold4 gold
Passive gold (rounds 1–3)2 gold
Passive gold (rounds 4–6)3 gold
Passive gold (rounds 7–9)4 gold
Passive gold (round 10+)5 gold
Interest+1 per 10 banked (cap +5 from 50)
Streaks 2–3+1 gold (wins OR losses in a row)
Streak 4+2 gold
Streak 5++3 gold
Alternating streak (W-L-W-L)0 — punishes inconsistency
Combat reward (win)+2 gold
Combat reward (loss)+1 gold
XP purchase4 gold = 4 XP
Base shuffle2 gold (+1 per extra use in the same round, first 10 uses stay 2)
Shop5 cards per refresh
Sell100% of buy price
Fusion ★23 copies of the same Axie (stats ×1.8)
Fusion ★33 × ★2 (stats ×3). Cap ★3
Synergies and starsA ★3 counts as 1 Axie for synergies
Commander damageunit level × surviving units of the winner
Star level for damage★1 = level 1 · ★2 = level 2 · ★3 = level 3
Cost-1 price1 gold
Cost-2 price3 gold
Cost-3 price5 gold

ECONOMY — XP curve

LevelXP requiredXP totalApprox. gold
1→222free
2→3686
3→4101810
4→5203820
5→6367436
6→74812248
7→87219472
8→98427884

ECONOMY — shop odds by level

LevelCost 1Cost 2Cost 3
1100%0%0%
2100%0%0%
375%25%0%
455%30%15%
545%33%22%
630%40%30%
719%30%51%
810%20%70%
95%10%85%

CLASS ADVANTAGE — 3/3 triangle (+15% / −15%)

ClassStrong vs (+15%)Weak vs (−15%)Total
PlantAquatic, Bird, DawnBeast, Bug, Mech3 / 3
BeastPlant, Reptile, DuskAquatic, Bird, Dawn3 / 3
AquaticBeast, Bug, MechPlant, Reptile, Dusk3 / 3
BugPlant, Reptile, DuskAquatic, Bird, Dawn3 / 3
BirdBeast, Bug, MechPlant, Reptile, Dusk3 / 3
ReptileAquatic, Bird, DawnBeast, Bug, Mech3 / 3
MechPlant, Reptile, DuskAquatic, Bird, Dawn3 / 3
DawnBeast, Bug, MechPlant, Reptile, Dusk3 / 3
DuskAquatic, Bird, DawnBeast, Bug, Mech3 / 3