How to play
XenoStrike(β)
Raise your character. Strike your way to the top.
Creators register their own characters, which go live after review. Players summon allies from the gacha, build a deck, and take on dungeons and the arena in auto-battles where reading element matchups decides the outcome — a collect, raise, and build battle RPG.
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.