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02

The Game and Rules

Everything you need to understand a match. CLASS = main synergy · BODY = sub-synergy · HORN = ultimate · RUNES = per-match choice. Canonical reference: docs/02-REGLAS-BASE · Balance Excel: Google Sheets.

At a glance

Commanders 8 per match (all-vs-all simultaneous) · 100 HP; at 0 = out
Board 4 rows × 7 columns per commander (28 tiles); in combat the rival mirror is attached (8×7)
Bench 9 units waiting
Reserve 36 Axies per player (18 cost 1 · 12 cost 2 · 6 cost 3)
Planning 25–30 seconds: buy, refresh, position, level up
Combat automatic, up to 40 seconds; on timeout: damage tie-break
Commander damage unit level × surviving units of the winner
Levels 1–9; each level = +1 deploy slot (max 9 on board)
Duration ~15 minutes per match

The match, step by step

  1. Planning (25–30 s). Receive gold, buy from shop, place units, manage bench, decide whether to level. Every decision weighs: Shuffle now or hold for interest?
  2. Combat (max 40 s). Units fight on their own — AI, range and attack speed decide. You watch your synergies become result.
  3. Result. Damage to the rival commander (or yours), gold and XP rewards — and on PvE rounds, Chimera components. Rounds alternate PvE → PvP → PvE… (owner decision, 15-sep). R1 delivery scope: minimum PvE = 1 Sapidae with visible intent.
  4. Repeat until one commander stands: Last one standing wins.

The layers (the heart of the game)

Each unit is class (main synergy) + body (sub-synergy) + horn (ultimate); layers stack. And like real Axie, every secondary part (eyes, ears, mouth, back, tail) has its own CLASS and grants stats from it — genetics matter: a Beast part is not the same as a Bird part.

1) CLASS rules — base stats + MAIN synergy (2 / 4 / 6)

Class Role HP Spd Skill Crit (2) (4) (6)
Plant Survival 43 31 31 35 Shield 15% max HP Shield 20% + adjacent regen 1%/s Team shield 25% + Plants regen 3%/s
Beast Crit 31 35 31 43 +25% crit chance / +20% crit dmg Each crit: team +5% atk speed (max 10) Crits heal 8% of damage; max rises to 15
Aquatic Speed / mana 39 39 35 27 +4 mana per basic +40% atk speed; first cast cleanses Ults cost 80 mana; on cast recover 15
Bug Disruption 35 31 35 39 −20% physical armor (4 s) On death: swarm (AoE + slow 50%, 3 s) Also −20% magic resist; swarm weakens −20% dmg
Bird Sniper 27 43 35 35 +1 range, +15% dmg to >3 tiles Guaranteed crit after 3 s without damage (+100%) +2 range; attacks bounce to 1 extra (30% dmg)
Reptile Sustain 39 35 31 35 20% physical damage → healing Below 40% HP: CC immune 3 s + double lifesteal Lifesteal also heals an adjacent 10%; immunity on each ult
Mech Scaling 31 39 43 27 +10 attack permanent every 5 s 30% of damage is true Pulse every 3 s; 45% true
Dawn Purify 35 39 39 27 Dawn units +10% mana per allied ult Team ults 10% cheaper On casting ult: team +8% max mana
Dusk Evasion / execute 43 39 27 31 25% evasion; execute below 10% 35% evasion; execute below 15% On execute: +25 mana and +15% speed (4 s)

Base stats adapted from original Axie (140 points per class). They stack on body HP and part stats.

2) BODY stacks — SUB-synergy (2 / 4 / 6) + stats

Body Role Base HP Passive stats Sub (2 / 4 / 6)
Normal Balanced 650 +15 dmg · +5% atk speed +10% basic dmg / +15% dmg and +10 armor to adjacent / +20% dmg and burst every 3 basics
BigYak Tank 900 +30 armor · −10% atk speed +150 HP / +300 HP and 10% reduction / +500 HP, 15% reduction and taunt
Sumo Brawler 750 +20 armor · +10 dmg +10% armor / +20% armor and 15% stun / +30% armor and stun 1s every 3 hits
WetDog Hunter 550 +20% atk speed · +1 mobility +15% speed / +25% speed and crit after 2s / +35% speed and +20% crit dmg
Curly Caster 500 +25% skill dmg · +10% mana/s +15% skill / +25% and +10% starting mana / +35% and each ult refunds 20% mana
Spiky Retribution 700 +15 armor · reflects 8% Reflect 10% / 15% and heal 3% / 20%, heal 5% and adjacent suffer 5%/s
Fuzzy Tactical 600 +100 shield · +5% CC resist +75 shield / +150 and +10% CC resist / +250, +20% CC resist and shields the most wounded

3) HORN decides — ultimate + unique passive

At 100 mana the ultimate fires. Mana: +10 per connected basic · +5 per damage taken. Each horn has its own passive (they no longer all give +10 starting mana).

Full pool: 36 horns. Sample of the first 9:

Horn Ultimate Passive
Piranha Leap to weakest enemy; massive physical damage +5% atk speed
Imp Spinning slash 3 front tiles; if crit, +20 mana +2 base damage
Little Branch Ground slam: stun 1.5 s and empower 2 basics +50 HP
Cactus Spine volley in a line; double damage to backline +15 starting mana
Kestrel 3 random projectiles; silence 2 s +2 mana per basic
Shoal Star Trident pierces the row with magic damage +15 starting mana
Rose / Strawberry Heal most wounded ally and shield them +2% evasion
Anemone Lifesteal and transfer half to an adjacent +3% magic resist
Incisor Mark that halves attack speed (4 s) +5 armor

All 36 horns live in the balance Excel and the Balance page.

4) SECONDARY PARTS — each part has a CLASS (like real Axie)

Each part (eyes, ears, mouth, back, tail) belongs to a class and grants micro-stats from it.

In game (15-sep): each roster unit carries its real part mix — Axies with genetics decode their genes (hybrids, like Lunacia) and new units have their assignment. Combat profile (HP, basic damage, speed, crit, effects) is derived from that mix + class + body + horn.

Eyes — Survival (no abilities)

Eye class HP Other
Plant +15 +1 regen/s
Beast +10 +0.1% crit
Aquatic +10 +2% atk speed
Bug +8 +2% skill damage
Bird +5 +3% atk speed
Reptile +12 +3 armor
Mech +8 +1% true damage
Dawn +8 +3 starting mana
Dusk +5 +2% evasion

Ears — Perception + speed (no abilities)

Ear class Atk speed Other
Plant +1% +5 HP
Beast +2% +0.1% crit
Aquatic +3% +3 mana per basic
Bug +1% +2% skill damage
Bird +4% +1 range tile
Reptile +1% +3 armor
Mech +2% +2 base damage
Dawn +1% +5 starting mana
Dusk +3% +2% evasion

Mouth — Offense (grants 1 minor ability card)

Mouth class Base dmg Other
Plant +3 +2% lifesteal
Beast +8 +0.2% crit
Aquatic +5 +3 mana per basic
Bug +6 -10% target armor (2s)
Bird +4 +2% dmg to range >3
Reptile +5 +3% lifesteal
Mech +7 +1% true damage
Dawn +3 +5 mana per basic
Dusk +4 +3% execute (<15% HP)

Back — Defense (grants 1 defense ability card)

Back class HP Other
Plant +12 +3 armor
Beast +8 +2% damage reflected
Aquatic +8 +5 shield on start
Bug +6 +3% on-death damage (swarm)
Bird +5 +3% atk speed
Reptile +10 +5% CC resist
Mech +8 +2 armor
Dawn +8 +3 mana on damage taken
Dusk +6 +3% evasion

Tail — Utility (pure passive, no ability)

Tail class Armor Other
Plant +5 +3 regen/s
Beast +3 +2% crit damage
Aquatic +3 +5 mana per basic
Bug +2 +3% slow on hit
Bird +2 +2% atk speed
Reptile +5 +3% lifesteal
Mech +3 +2% true damage
Dawn +3 +5 starting mana
Dusk +2 +3% evasion

Examples — how the 3 layers stack

Example 1: BigYak Plant "Pure" (classic tank)

Source HP Armor Atk speed Crit Effect
Plant class (base) +43
BigYak body +900 +30 −10%
Plant eyes +15 +1 regen/s
Plant ears +5 +1%
Plant mouth +2% lifesteal
Plant back +12 +3
Plant tail +5 +3 regen/s
TOTAL 975 +38 −9% 5 regen/s + lifesteal

Plant (2): shield 15% of 975 = +146 extra HP at start. A wall: 975 HP + 146 shield + 38 armor + 5 regen/s.

Example 2: Curly Bird "Hybrid" (assassin caster)

Bird class +27 · Curly body +500 HP +25% skill · hybrid parts → ~542 HP, +2 rango from Bird (2), fragile but lethal.

Example 3: WetDog Beast "Pure crit" (assassin)

Beast class +31 · WetDog +550 +20% speed · Beast parts → 25.4% crit with Beast (2) + 20% crit damage.

Why this works? Depth without complexity: look at an Axie and see silhouette (body) + color (class) + weapon (horn). Role in 2 seconds. Underneath, 3 decision layers. Compositions are a puzzle: mono-Plant for shield 6? Or Plant+Beast for tank + crit?

Basic attack per combo (body × class)

Each Axie attacks with its cell: the body modifies the class's base damage, speed and range (and can change type). These are the numbers that run in the game.

Class Body Dmg Spd/s Range Type DPS Style Visual
Plant Normal 55 0.8 1 Physical 44 balanced melee Spine strike
Plant BigYak 63 0.68 1 Physical 42.8 heavy melee Root punch
Plant Sumo 55 0.72 1 Physical 39.6 brawler melee Spine kick
Plant WetDog 50 1 1 Physical 50 fast melee Leap + roots
Plant Curly 47 0.72 2 Magic 33.8 caster ranged Root spell
Plant Spiky 58 0.76 1 Physical 44.1 retribution melee Reflect spine
Plant Fuzzy 44 0.8 2 Physical 35.2 tactical ranged Root shield
Beast Normal 70 0.9 1 Physical 63 balanced melee Claw
Beast BigYak 80 0.77 1 Physical 61.6 heavy melee Heavy gore
Beast Sumo 70 0.81 1 Physical 56.7 brawler melee Brutal punch
Beast WetDog 63 1.12 1 Physical 70.6 fast melee Fast claw
Beast Curly 60 0.81 2 Magic 48.6 caster ranged Magic claw
Beast Spiky 74 0.85 1 Physical 62.9 retribution melee Reflect claw
Beast Fuzzy 56 0.9 2 Physical 50.4 tactical ranged Protective claw
Aquatic Normal 45 0.7 3 Magic 31.5 balanced ranged Bubble
Aquatic BigYak 52 0.59 3 Magic 30.7 heavy ranged Shockwave
Aquatic Sumo 45 0.63 3 Magic 28.4 brawler ranged Water jet
Aquatic WetDog 40 0.88 3 Magic 35.2 fast ranged Fast bubble
Aquatic Curly 38 0.63 4 Magic 23.9 caster ranged Ice spell
Aquatic Spiky 47 0.66 3 Magic 31 retribution ranged Reflect wave
Aquatic Fuzzy 36 0.7 4 Magic 25.2 tactical ranged Healing bubble
Bug Normal 40 1.2 1 Physical 48 balanced melee Sting
Bug BigYak 46 1.02 1 Physical 46.9 heavy melee Massive venom
Bug Sumo 40 1.08 1 Physical 43.2 brawler melee Multi-sting
Bug WetDog 36 1.5 1 Physical 54 fast melee Fast sting
Bug Curly 34 1.08 2 Magic 36.7 caster ranged Magic venom
Bug Spiky 42 1.14 1 Physical 47.9 retribution melee Reflect venom
Bug Fuzzy 32 1.2 2 Physical 38.4 tactical ranged Support sting
Bird Normal 35 1 3 Physical 35 balanced ranged Feather
Bird BigYak 40 0.85 3 Physical 34 heavy ranged Heavy feather
Bird Sumo 35 0.9 3 Physical 31.5 brawler ranged Explosive feather
Bird WetDog 32 1.25 3 Physical 40 fast ranged Fast feather
Bird Curly 30 0.9 4 Magic 27 caster ranged Magic feather
Bird Spiky 37 0.95 3 Physical 35.1 retribution ranged Reflect feather
Bird Fuzzy 28 1 4 Physical 28 tactical ranged Healing feather
Reptile Normal 50 0.8 1 Physical 40 balanced melee Fang
Reptile BigYak 57 0.68 1 Physical 38.8 heavy melee Heavy bite
Reptile Sumo 50 0.72 1 Physical 36 brawler melee Tail slam
Reptile WetDog 45 1 1 Physical 45 fast melee Fast fang
Reptile Curly 42 0.72 2 Magic 30.2 caster ranged Magic drain
Reptile Spiky 52 0.76 1 Physical 39.5 retribution melee Reflect drain
Reptile Fuzzy 40 0.8 2 Physical 32 tactical ranged Ally drain
Mech Normal 60 0.6 2 True 36 balanced ranged Beam
Mech BigYak 69 0.51 2 True 35.2 heavy ranged Energy cannon
Mech Sumo 60 0.54 2 True 32.4 brawler ranged Heavy beam
Mech WetDog 54 0.75 2 True 40.5 fast ranged Fast beam
Mech Curly 51 0.54 3 Magic 27.5 caster ranged Magic beam
Mech Spiky 63 0.57 2 True 35.9 retribution ranged Reflect beam
Mech Fuzzy 48 0.6 3 True 28.8 tactical ranged Shield beam
Dawn Normal 40 0.7 3 Magic 28 balanced ranged Light
Dawn BigYak 46 0.59 3 Magic 27.1 heavy ranged Purifying beam
Dawn Sumo 40 0.63 3 Magic 25.2 brawler ranged Light smash
Dawn WetDog 36 0.88 3 Magic 31.7 fast ranged Fast light
Dawn Curly 34 0.63 4 Magic 21.4 caster ranged Heal
Dawn Spiky 42 0.66 3 Magic 27.7 retribution ranged Reflect light
Dawn Fuzzy 32 0.7 4 Magic 22.4 tactical ranged Mass heal
Dusk Normal 65 1 1 Physical 65 balanced melee Shadow
Dusk BigYak 75 0.85 1 Physical 63.8 heavy melee Heavy shadow
Dusk Sumo 65 0.9 1 Physical 58.5 brawler melee Ghost slam
Dusk WetDog 58 1.25 1 Physical 72.5 fast melee Fast shadow
Dusk Curly 55 0.9 2 Magic 49.5 caster ranged Teleport + strike
Dusk Spiky 68 0.95 1 Physical 64.6 retribution melee Reflect shadow
Dusk Fuzzy 52 1 2 Physical 52 tactical ranged Protective shadow

POWER RUNES — the choice each match

2 runes per match: chosen on round 3 and round 7 — 3 options each time, no re-roll. 5 types (economy · combat · synergy · positioning · scaling). Examples from the starting pool:

  • TRADE BOOM — +2 gold on every even round.
  • HEART OF STEEL — your cost-1 units: +150 HP and +10 armor.
  • CLASS RESONANCE — +1 to your most active class count.
  • DEFENSIVE FORMATION — front row: +20 armor and +100 HP.
  • MOMENTUM — +3% damage per consecutive win (max 5).
  • FIRST STRIKE — each unit's first ability: +40% damage.

(Full pool of 12 lives in the balance Excel.)

Level and combinations

You level with XP (4 gold = 4 XP) and each level gives +1 deploy slot. That's the puzzle:

Slots What you can mount
5 Class (2) + Body (2) + 1 extra · or Class (4) + 1
7 Class (4) + Body (2) + 1 · or Class (2) + Body (4) + 1
9 Class (6) + Body (2) + 1 · or Class (4) + Body (4) + 1

Synergy 6 = commitment: ~2/3 of the board on one class or body. Combining costs (e.g. 4 cost-1 + 2 cost-2 of the same class).

Your reserve (the deckbuilder)

36 Axies: 18 cost 1 · 12 cost 2 · 6 cost 3. Roster ladder: 9 → 18 → 36 (wallet optional, only at the end — before that, equal templates for everyone). Theoretical combos: 7 bodies × 9 classes × 36 horns = 2268.

Economy (summary)

Starting gold: 4 · Passive gold scales by round (2 rounds 1–3, 3 rounds 4–6, 4 rounds 7–9, 5 round 10+) · Interest +1 per 10 banked (cap +5) · Combat reward: +2 gold per round win, +1 per loss · Streaks for wins or losses (2–3: +1 · 4: +2 · 5+: +3; alternating W-L-W-L = 0) · XP: 4 gold = 4 XP · Shop: 5 cards per refresh · Sell: 100% of buy price.

XP curve: 1→2 free · 2→3 = 6 gold · 3→4 = 10 · 4→5 = 20 · 5→6 = 36 · 6→7 = 48 · 7→8 = 72 · 8→9 = 84.

Fusion: 3 copies = ★2 (×1.8 stats) · 3 × ★2 = ★3 (×3 stats). Cap ★3. Synergies count 1 Axie regardless of star. Commander damage: ★1 = level 1 · ★2 = level 2 · ★3 = level 3.

Shop odds by level: Level 1–2: 100% cost 1 · Level 3: 75/25/0 · Level 4: 55/30/15 · Level 5: 45/33/22 · Level 6: 30/40/30 · Level 7: 19/30/51 · Level 8: 10/20/70 · Level 9: 5/10/85.

Class advantage

Same class = 0% (no bonus). Strong against = +15% damage. Weak against = −15% damage. 3/3 triangle: each class is strong vs 3 and weak vs 3 (full symmetry).

Class Strong (+15%) Weak (−15%)
Plant Aquatic, Bird, Dawn Beast, Bug, Mech
Beast Plant, Reptile, Dusk Aquatic, Bird, Dawn
Aquatic Beast, Bug, Mech Plant, Reptile, Dusk
Bug Plant, Reptile, Dusk Aquatic, Bird, Dawn
Bird Beast, Bug, Mech Plant, Reptile, Dusk
Reptile Aquatic, Bird, Dawn Beast, Bug, Mech
Mech Plant, Reptile, Dusk Aquatic, Bird, Dawn
Dawn Beast, Bug, Mech Plant, Reptile, Dusk
Dusk Aquatic, Bird, Dawn Beast, Bug, Mech

Design note: this triangle is a symmetric redesign (3 strong / 3 weak) of Axie Classic's (which was 2/3). Validated in balance v0.2 (2026-09-14).


Full design (exact numbers per breakpoint) lives in the balance Excel — v0, calibrated with playtests.