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
- 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?
- Combat (max 40 s). Units fight on their own — AI, range and attack speed decide. You watch your synergies become result.
- 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.
- 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.