
XenoStrike(β)
Raise your character. Strike your way to the top.
Flick, hit, and chain. A battle of wits where elemental matchups and turn order decide the winner. Collect and raise your favorite official characters and climb to the top.
Win with strategy
Elemental matchups and turn order — plus field gimmicks and special moves — decide every battle.
Satisfying chains
Hit several foes in one flick to chain them. Landing it feels incredible.
Online PvP
Auto-match with other players in the Arena and climb the ranks.
Official creator characters
Collect and raise the unique characters that creators make.
New characters
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How to play
How to play XenoStrike(β)
A collect-raise-build battle RPG. A summary of the rules and numbers (subject to balancing).
Overview
Two paths: creators (make) and players (play). The moment your own character passes review, you receive it.
Ranks & Stats
Five rarity tiers. Higher ranks are stronger, cost more deck points, and have a higher max level — rare but heavy to field, a consistent design.
Base design per rank (stats + flick physics & piece size)
| Rank | Drop rate | Deck cost | Max Lv | HP (Lv1→Max) | Per-hit est. (Lv1→Max) | Launch speed | Deceleration | Bounces | Piece size |
|---|---|---|---|---|---|---|---|---|---|
| S+ | 1% | 30 | 120 | 34 → 153 | 10 → 27 | Fastest ×1.40 | Low | Very high | ×1.5 (max) |
| S | 4% | 25 | 90 | 28 → 117 | 8 → 20 | Very fast ×1.30 | Low | High | ×1.35 |
| A | 15% | 20 | 70 | 23 → 92 | 6 → 16 | Fast ×1.20 | Medium | Medium | ×1.2 |
| B | 35% | 15 | 50 | 18 → 67 | 4 → 11 | Slightly fast ×1.10 | Medium | Slightly low | ×1.1 |
| C | 45% | 10 | 30 | 14 → 43 | 3 → 7 | Standard ×1.00 (base) | High | Low | ×1.0 (min) |
Damage is based on Attack — an independent stat (separate from HP) set by rank × level × element. Attack also grows with level, so your damage keeps pace as HP rises and the feel stays consistent. One hit = Attack × chain × friendship combo × element affinity × damage-taken modifier. Higher ranks have both higher Attack and HP.
Unique Skills
A fixed skill you pick when registering a character. It takes effect during training and battle.
| Skill | Type | Effect |
|---|---|---|
| Mastery | Growth | When used as fusion material, this character grants 1.5× training EXP. |
| Prodigy | Growth | Needs 20% less EXP to level up, so it grows quickly. |
| Ironwall | Battle | Starts battle with +15% max HP for a more resilient fight. |
| Swift | Battle | Flick launch speed +15%, so it reaches farther. |
| All-Rounder | Balanced | +7% max HP, +7% launch speed, +15% material EXP — a small boost to everything. |
Skills are optional. Effects like "grants more training EXP when used as fusion material" give each character its own way to shine.
Gacha
A weighted draw by rarity (rank): (1) the rate decides the rank, then (2) a character is picked uniformly at random from approved characters of that rank.
Cost (diamonds)
- Single: 💎5
- 10-pull: 💎40 (save 💎10)
- Your first 5 are free (until you form a deck)
Duplicates & acquisition
- Duplicates add +1 to your count (used for evolution and fusion)
- Your own characters are granted automatically on approval (no gacha needed)
- Other creators' characters come from the gacha or dungeon rewards
Your own characters are yours without any gacha once approved. Registration is fully original only — no fan works, no sexual content.
Deck & Player Progression
A deck has 5 slots. Each rank has a cost, and the total can’t exceed the cap unlocked by your level. The cap rises +5 every 5 levels — exactly enough to raise one member by one rank. At Lv15 you can field one S, at Lv20 one S+, and at Lv100 a full team of S+.
Rank → deck cost
| Rank | Cost |
|---|---|
| C | 10 |
| B | 15 |
| A | 20 |
| S | 25 |
| S+ | 30 |
Every cost is a multiple of 5, and the cap moves in 5s too, so your points always fit exactly (nothing wasted).
+5 every 5 levels means you can raise one deck member by one rank each step.
Player Lv → cost cap → example build
| Player Lv | Cost cap | Example build |
|---|---|---|
| 1–4 | 50 | C×5 (all C) |
| 5 | 55 | C×4 + B×1 — first B |
| 10 | 60 | C×4 + A×1 / C×3 + B×2 — first A |
| 15 | 65 | C×4 + S×1 — first S |
| 20 | 70 | C×4 + S+×1 — first S+ |
| 25 | 75 | B×5 (all B) |
| 50 | 100 | A×5 (all A) |
| 75 | 125 | S×5 (all S) |
| 100 | 150 | S+×5 (all S+) |
Player rank → stamina
| Rank | Max stamina | Regen |
|---|---|---|
| Bronze | 60 | 1 / 5 min |
| Silver | 80 | 1 / 5 min |
| Gold | 100 | 1 / 4 min |
| Platinum | 130 | 1 / 4 min |
| Diamond | 160 | 1 / 3 min |
Growth has two axes: Level = deck power (cost cap) and Rank = how much you can play (stamina). Room to grow for both raisers and competitors.
Level design
- A high, unlockable max level: starting cap Lv50 → 100 → 150 → 200, unlocked in stages via achievements and materials (always something higher to aim for).
- Early levels fly by: Lv1–20 takes just minutes per level — a fast pace to keep new players engaged.
- Gradually steeper: required EXP climbs over time (up to Lv30 breezy / 30–60 gentle / 60+ a long-term goal).
- The deck cost cap reaches 150 (S+×5) at Lv100. Beyond that, levels keep you motivated with other rewards like more stamina, limit-break slots, and roster expansions.
Multiple decks
- You can save multiple named decks and switch by purpose (e.g. one for dungeons, one for PvP).
- The number of decks grows with level: 1 + floor(Lv / 20) (1 at Lv1, 2 at Lv20… up to 5).
- Each deck must be a full 5 to save. Set one as "active" and battle with it.
Battle (Flick Action)
A flick battle where you pull a character back and release. Bounce or pierce into enemies and hit allies to combo. Read the trajectory and remaining HP — and work in field gimmicks and special moves — to plan whether you can finish this turn: a game of strategy.
Core loop
Link through allies, then smash the enemy!
Hitting allies raises your attack (friendship combo) → hitting enemies in a row accelerates damage (chain). Route through allies, then strike enemies to spike your damage.
Basic rules
- Turn-based. On your turn, pull one ally back and release; it travels with momentum and bounces off walls, enemies, and allies.
- Every enemy it touches takes damage (you attack for each hit). Flick your piece into enemies, or into allies to trigger a friendship combo.
- Speed drops with each collision, and the turn ends when it stops. Reading the trajectory to land as many hits as possible is the key.
- Base damage is calculable. Layer in field and special-move mind games while you whittle down HP before an enemy's action counter reaches 0: calculated play.
Movement types
The arrow points to the advantaged matchup ×1.3 (the reverse is a disadvantage ×0.7). 🔥→🌪→💧→🔥 form a three-way cycle, plus ✨ ⇄ 🌑 (mutually advantaged).
Element affinity (multipliers)
| Attacker | Advantage ×1.3 | Disadvantage ×0.7 |
|---|---|---|
| 🔥 Fire | 🌪 Wind | 💧 Water |
| 🌪 Wind | 💧 Water | 🔥 Fire |
| 💧 Water | 🔥 Fire | 🌪 Wind |
| ✨ Light | 🌑 Dark | — (none) |
| 🌑 Dark | ✨ Light | — (none) |
Damage formula
- 1 hit = Attack × chain multiplier × combo multiplier × element affinity × damage-taken modifier
- Attack is an independent stat per rank (separate from HP; set by rank × level × element). Chain multiplier = +45% per step. Element affinity = advantage ×1.3 / disadvantage ×0.7. Damage-taken modifier: water is 0.85 (15% reduction).
- Poison = 7% of the target's max HP each turn / Heal = 10% of your own max HP (×2 for light). Since poison and heal scale with HP, they stay effective at high levels.
- Total damage = the sum of all hits. Faster, larger pieces land more hits.
- Friendship combo: hitting an ally raises your attack multiplier and triggers that ally's element combo skill (see table below). Routing through more allies boosts your damage.
* Per-rank launch speed, deceleration, bounciness, and piece size are summarized in the “02 Ranks & Stats” table.
Pieces are kept small by default to keep the field open (no cramping even with 5 allies plus enemies). Higher ranks are slightly larger — you can tell the rank at a glance, and the bigger hitbox lands more hits (matching their strength).
Element base traits
Even at the same rank and level, base stats vary a little by element (ELEMENT_MODS in strike-config.js).
Base modifiers by element (same-level comparison)
| Element | HP | Attack | Speed | Damage taken | Traits |
|---|---|---|---|---|---|
| 🔥 Fire | -15% | +25% | — | — | High attack, low HP (glass cannon) |
| 🌪 Wind | -10% | +5% | +18% | — | Fast, slightly low HP (hits and chains) |
| 💧 Water | +15% | -10% | -5% | 15% off | High HP, -15% damage taken, low attack (wall) |
| ✨ Light | +20% | -15% | — | — | Highest HP, low attack (healing / durability core) |
| 🌑 Dark | -5% | +15% | — | — | High attack, slightly low HP (poison comes from the Venom friendship combo) |
Friendship combos (skills by element)
Every time you hit an ally your attack goes up, and a combo skill fires based on that ally's element.
Friendship combos triggered by hitting allies (per element)
| Element | Skill | Effect |
|---|---|---|
| 🔥 Fire | Blaze | When you hit an ally, deals strong area damage (~20% of each target’s max HP) to enemies around the impact point (radius ≈3.25 pieces, shown in fiery red). Strong against clustered enemies; hit enemies briefly catch fire. |
| 💧 Water | Tide | When you hit an ally, slows the entire enemy team for several turns (~25% slower launch, with a bit of extra drag). A team-wide control role — it also stacks multiplicatively with boosts like Gale (a 🐌 slow marker with remaining turns appears on the piece). |
| 🌪 Wind | Gale | When you hit an ally, strongly accelerates the flicked piece (much longer glide), letting you land multi-hits. |
| ✨ Light | Heal | When you hit an ally, restores HP to your whole team. Doubles home-zone healing and revives fallen allies — the core of your recovery. |
| 🌑 Dark | Venom | When you hit an ally, poisons nearby enemies (radius ≈3.5 pieces, shown in purple). Poison chips away ~7% of each target’s max HP every turn (a ☠ poison marker with remaining turns appears on the piece). |
Home-zone healing & revival (✨ Light)
- Stop in your home zone to heal: a piece that comes to rest in your home zone recovers HP (10% of max HP). ✨ Light heals double. It heals every time it enters, any number of times per flick.
- Revival: when a ✨ Light piece stops in your home zone, it revives one fallen ally if any are down (back at 30% HP). With several down, one revives each time a Light piece stops at home.
The play screen assumes a mobile portrait layout (no PC-only layout). You can jump straight into a game from the top page.
Dungeon & Arena
The dungeon is a 100-floor tower. Clear one floor at a time to unlock the next. The arena auto-battles against other players’ decks.
- A 100-floor tower: enemy level and top rank rise the higher you climb (mostly C early, S+ late). All floors are visible in the list, and cleared floors can be replayed (to farm EXP and drops).
- Each floor shows a recommended level, top rank, stamina cost, and drop rate. You choose your deck on the confirmation screen before challenging.
- Drops = the characters that appear on that floor. On victory, a character from that floor joins you at Lv1 per the drop rate (if already owned, count +1 = fusion material).
- Enemies are auto-generated from real approved characters (nonexistent characters never appear). Floor contents are managed in the database and can be updated for events or balancing.
- Arena (quick battle): auto-matches you with a similar-level opponent (a CPU if none is found in time). Win to earn 1 diamond; leveling up fully restores stamina.
Evolution
Creators can make higher-rank evolutions (A / S / S+) from their own character (e.g. a B).
- Higher only: an evolution must be a higher rank than the base (C<B<A<S<S+).
- No duplicates: only one evolution per rank from the same base (e.g. if a S evolution of some B already exists, you can’t make another).
- Own characters only: only the base’s creator can make its evolutions.
- Element is fixed: evolving never changes the element (a group shares one element; registration is same-element only).
- Evolutions go through review too, clearly labeled with their base and evolution stage. Pre- and post-evolution are owned and deployed as separate characters.
Training (level-up) math
- Gain training EXP by fusing material characters into a character. The material is consumed (count −1).
- EXP per material by rank: C100 / B250 / A600 / S1,500 / S+4,000. Same-element material is ×1.5 (matching elements grows faster).
- EXP to the next level = 40×Lv + 10×Lv² (the requirement grows as level rises).
- Max level by rank: C30 / B50 / A70 / S90 / S+120.
- Evolution unlocks at max level (only if a higher-rank version exists in the same group). Evolving consumes the character to become the higher rank, and its level resets to 1.
- In your roster, characters that are max level with an evolution available get a ⭐ mark, so you can tell at a glance.
Creator terms & consent
You can’t submit unless you pass the required checkboxes in the registration form.
You must agree before submitting (checkboxes required):
- ☑ This is a fully original character
- ☑ It is not derivative work (contains no one else’s copyrighted works or characters)
- ☑ It contains no sexual content whatsoever
Violations are rejected in review. Violations found after approval lead to unpublishing or deletion.
XenoStrike(β) play guide (draft) — values (drop rates, costs, stats, stamina) are provisional and subject to balancing.