01The manual
Every character, ability, item and formula in Auto Ball - at the exact values the game plays them.
Auto Ball is an auto-battler played with a soccer ball. You draft a squad of animals, place them on the pitch, and then you stop playing - they take it from there, and the match runs itself to a goal or to full time. Everything you can decide, you decide before kickoff. This page is the reference for those decisions.
At a glance
| Characters | Active abilities | Passives | Items | Traits |
|---|---|---|---|---|
| 32 | 23 | 14 | 27 | 20 |
Press ⌘K or / to search. Nothing is ever hidden by search, so your browser's own find-in-page reaches the whole document too.
02Systems & formulas
The five stats, what each one buys, and the exact arithmetic behind them.
Stats are authored on a 0-100 scale. Star upgrades multiply strength,
speed, stamina and charge rate by 1 + 0.5 × (star − 1) - so ★2 is ×1.5 and ★3 is ×2.0 -
but deliberately leave accuracy alone, because accuracy is a probability, not a
magnitude.
The tables under each formula are produced by running it, so they are exact rather than illustrative.
Speed → movement
Applied in this order every tick: base speed, then Slowed (×0.5), then fatigue, then dash or speed boost. Fatigue comes before the dash multiplier on purpose - a burst you cannot afford should not be free.
| Speed stat | Units/s | Slowed | Boosted ×1.5 | Fully tired |
|---|---|---|---|---|
| 20 | 1 | 0.5 | 1.5 | 0.75 |
| 35 | 1.75 | 0.875 | 2.625 | 1.312 |
| 50 | 2.5 | 1.25 | 3.75 | 1.875 |
| 70 | 3.5 | 1.75 | 5.25 | 2.625 |
| 90 | 4.5 | 2.25 | 6.75 | 3.375 |
Strength → kick power
base and their own flat power factor - they ignore the strength boost, the Bull charge,
the heavy ball, Spike pops and the fatigue and downed penalties. An exhausted Mole snipes at
full power while its ordinary kick is at −25%.| Strength | Healthy | Fully tired | Downed | Str-boosted |
|---|---|---|---|---|
| 35 | 4.2 | 3.15 | 2.1 | 6.3 |
| 50 | 6 | 4.5 | 3 | 9 |
| 70 | 8.4 | 6.3 | 4.2 | 12.6 |
| 90 | 10.8 | 8.1 | 5.4 | 16.2 |
| 100 | 12 | 9 | 6 | 18 |
Stamina & the fatigue band
The drain is flat - it does not scale with speed. That is deliberate: a
speed-scaled drain made endurance stamina / speed, so the speed stat decided
endurance and the stamina stat barely registered. Now time-to-exhaustion is stamina /
2.75 and nothing else.
The last 5s of running are the fatigue band. Penalties ramp in linearly across it - none at the threshold, full at empty - and above it there is no penalty at all. Measured in seconds rather than as a percentage of the bar on purpose: a fixed slice off the end means a big bar spends proportionally less of its life impaired, so the stat pays off continuously instead of only at zero. The band is capped at 60% of maximum so the smallest bars are not permanently tired.
| At the bottom of the band | Penalty |
|---|---|
| Movement speed | −25% |
| Kick power | −25% |
| Accuracy | −20 points |
| Stamina stat | Seconds of running | Tired for | % of run impaired |
|---|---|---|---|
| 30 | 10.909s | 5s | 45.8% |
| 35 | 12.727s | 5s | 39.3% |
| 50 | 18.182s | 5s | 27.5% |
| 70 | 25.455s | 5s | 19.6% |
| 90 | 32.727s | 5s | 15.3% |
Accuracy, misses and whiffs
These are two different rolls on a contact kick, and the whiff is rolled first. A whiff is about the ball being hard to meet - it scales with how fast the ball is already moving and ignores the kicker entirely, letting the ball squirt through at 80% of its speed. A miss is about the kicker's accuracy stat and leaves the ball untouched.
The downed penalty (−40 accuracy) and the tired penalty (−20 at the bottom of the band) are mutually exclusive, never stacked: they are the same story at different depths, and stacking would break the Avian top tier, whose whole point is to refund a downed unit's penalty in full.
| Accuracy | Miss chance | Downed | Fully tired |
|---|---|---|---|
| 60 | 40% | 80% | 60% |
| 70 | 30% | 70% | 50% |
| 75 | 25% | 65% | 45% |
| 80 | 20% | 60% | 40% |
| 90 | 10% | 50% | 30% |
Ability charge
A unit with no active ability never charges at all, so charge-rate items and Mystic-style synergies are worth nothing on it. Charging is also frozen entirely while the unit is inside a suppression aura or locked in a shell.
| Charge stat | Meter/s | Seconds to full | Boosted |
|---|---|---|---|
| 20 | 9 | 11.111s | 7.407s |
| 35 | 15.75 | 6.349s | 4.233s |
| 50 | 22.5 | 4.444s | 2.963s |
| 70 | 31.5 | 3.175s | 2.116s |
| 90 | 40.5 | 2.469s | 1.646s |
03Match structure
The field, the clock, and what happens at kickoff and after a goal.
| Property | Value |
|---|---|
| Ball max speed | 12 |
| Kick cooldown | 0.35s |
| Missed-kick freeze | 0.75s |
Home defends the left goal, Away the right. A narrow neutral zone down the centre is off-limits during placement. Walls are solid and the ball bounces elastically off them; the goal mouths are open, and the ball leaving through one scores.
After each goal both teams return to their authored formation and the ball restarts from the centre, so placement pays off at every kickoff - not just the first one.
Why every player sees the same match
A match is not streamed from the server frame by frame. The server settles the starting conditions, every player's game is handed the same ones, and each machine then plays the identical match out on its own. The simulation is deterministic, so the same starting conditions can only ever produce the same match - the same bounces, the same misses, the same result. Nobody's connection can change what happens, and a laggy opponent cannot make the ball behave differently for you.
04Characters
Every unit in the roster, with its authored stats, abilities and star progression.
Ronny Furrington2g1×1Forward
A cover striker. It lines up on the ball–goal axis before committing, so its touches tend to be shots rather than shoves, and its dash converts a lined-up approach into a strike.
Offensive striker that lines up shots at the goal and dashes.
| Ability | Detail |
|---|---|
| Active | Dash - Immediate |
| Passive | none |
| Movement | BallToGoalSeeking |
| Stun time | 2s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 50 | - |
| ★2 | 75 | 75 | 75 | 75 | Stuns foes that hit him mid-dash (0.25s). |
| ★3 | 100 | 100 | 100 | 100 | Dash lasts twice as long. |
Marcus Pebbles III2g1×1Defender
A defensive builder. It patrols a fixed line in front of its goal and its shield wall is a real obstacle to both the ball and players - the most reliable way to deny a lane. Trickster makes the wall bigger.
Defensive builder that patrols the goal and raises a shield wall.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 70 | 35 | 50 | 35 | - |
| ★2 | 105 | 52.5 | 75 | 52.5 | Shield is one-way - the ball passes through from behind. |
| ★3 | 140 | 70 | 100 | 70 | Shield is placed facing the ball. |
Quincy Burrows1g1×1Midfielder
A sniper that never needs to reach the ball. It tunnels away when the ball comes near - untouchable, and paying no stamina while under - then strikes from wherever it is standing. Its shot ignores fatigue, so it is dangerous even on an empty bar.
Timid sniper that holds position and shoots the ball from afar - and tunnels underground when it gets close.
| Ability | Detail |
|---|---|
| Active | SniperShot - Immediate |
| Passive | TunnelWhenBallNear |
| Movement | Fixed |
| Stun time | 4s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 35 | 35 | 35 | - |
| ★2 | 75 | 52.5 | 52.5 | 52.5 | Enemies that walk over the buried Mole trip (stun + stamina drain). |
| ★3 | 100 | 70 | 70 | 70 | Fires a quick double shot, 0.4s apart. |
Croc Johnson2g1×1Midfielder
An attrition unit. Its drain both refills its own bar and pushes nearby opponents toward collapse, which is how it beats units it cannot out-muscle.
Hunts opponents and drains their stamina to refill its own.
| Ability | Detail |
|---|---|
| Active | StaminaDrain - Immediate |
| Passive | none |
| Movement | PlayerSeeking |
| Stun time | 4s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 70 | - |
| ★2 | 75 | 75 | 75 | 105 | Increased drain range. |
| ★3 | 100 | 100 | 100 | 140 | Even greater drain range and drains 20 stamina. |
Bullius Caesar1g1×1Midfielder
Builds charge stages continuously while free to move; each stage multiplies its kick. At full charge its next touch aims at the goal instead of glancing off, turning a body check into a shot. Touching the ball spends the whole charge.
Charges in a straight line, building power until it hits something.
| Ability | Detail |
|---|---|
| Active | none |
| Passive | ChargeOnKick |
| Movement | Linear |
| Stun time | 2s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 90 | 70 | 35 | 0 | - |
| ★2 | 135 | 105 | 52.5 | 0 | Charges in 2.0s; a full-charge hit stuns and knocks foes back. |
| ★3 | 180 | 140 | 70 | 0 | Charges in 1.0s; the full-charge hit splashes to nearby foes. |
Bubba Tusks3g2×2Defender
An area denier. Its stomp fires the instant the meter fills, pushing every nearby opponent and the ball away and stunning them - no positioning required.
Huge disruptor that slams a radial shockwave, scattering the ball and foes.
| Ability | Detail |
|---|---|
| Active | AreaKnockback - Immediate |
| Passive | none |
| Movement | Linear |
| Stun time | 4s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 90 | 35 | 70 | 50 | - |
| ★2 | 135 | 52.5 | 105 | 75 | More knockback distance. |
| ★3 | 180 | 70 | 140 | 100 | Even more knockback distance. |
Dash Veloce1g1×1Forward
Pure speed with a small bar. Every ball touch gives stamina back, so it stays viable exactly as long as it keeps reaching the ball.
Blazing ball-chaser with poor stamina that recovers by touching the ball.
| Ability | Detail |
|---|---|
| Active | none |
| Passive | StaminaOnBallContact |
| Movement | BallSeeking |
| Stun time | 3.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 70 | 20 | 0 | - |
| ★2 | 52.5 | 105 | 30 | 0 | Recovery stun cut to 2.5s. |
| ★3 | 70 | 140 | 40 | 0 | Gains extra stamina from touching the ball. |
Steve Waddleton1g1×1Defender
Control rather than damage: its burst halves the movement speed of everything around it, and at higher stars adds a stun on top.
Linear trap-layer that slows nearby opponents when his ability fires.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 35 | 70 | 50 | - |
| ★2 | 75 | 52.5 | 105 | 75 | Slow burst also freezes foes for 0.5s. |
| ★3 | 100 | 70 | 140 | 100 | Freeze lasts a full second. |
Cappie Barre1g1×1Midfielder
A medic with no meter at all - its heal is a standing aura, always on, so it matters where it is parked rather than when it fires. It commits stickily to one hurt ally instead of thrashing between two.
Support medic that commits to a hurt teammate and bathes it in a continuous healing aura until it recovers.
| Ability | Detail |
|---|---|
| Active | none |
| Passive | HealAura |
| Movement | PlayerSeeking |
| Stun time | 4s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 20 | 50 | 70 | 0 | - |
| ★2 | 30 | 75 | 105 | 0 | Wider healing aura. |
| ★3 | 40 | 100 | 140 | 0 | Widest aura that also heals faster. |
Wolfe Packston3g1×1Midfielder
Permanently speed-boosted while up, and its howl hands that speed to the whole team - each ally flying at its own rate, so it is best beside units with their own speed multipliers.
Ball-chaser that howls to rally allies (and itself) with a burst of speed, but tires quickly.
| Ability | Detail |
|---|---|
| Active | HowlRally - Immediate |
| Passive | none |
| Movement | BallSeeking |
| Stun time | 3s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 70 | 35 | 50 | - |
| ★2 | 75 | 105 | 52.5 | 75 | Longer 2.5s rally with more range. |
| ★3 | 100 | 140 | 70 | 100 | 4s rally that also stuns nearby foes (0.5s). |
Gary Ramhorn2g1×1Forward
A contact unit twice over: its headbutt holds at full charge until it actually bumps someone, and kicking the ball leaves it strength-boosted for the next few seconds.
Chaotic disruptor that chases down the ball carrier and headbutts on contact.
| Ability | Detail |
|---|---|
| Active | AreaKnockback - Opponent contact |
| Passive | StrengthOnKick |
| Movement | PlayerSeeking |
| Stun time | 1.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 35 | - |
| ★2 | 75 | 75 | 75 | 52.5 | Meter refills 2x for 3s after a headbutt. |
| ★3 | 100 | 100 | 100 | 70 | Headbutt becomes a proximity burst (radius 2.0, no contact needed). |
Clive Clearfield1g1×1Forward
A dedicated clearer. Its charge is spent on the next ball touch rather than fired from the ability loop, so the corner-bound clear actually lands. It only clears from its own half.
Defensive clearer that only chases on its own half and blasts the ball away.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 35 | 35 | 20 | - |
| ★2 | 52.5 | 52.5 | 52.5 | 30 | Meter refills 2x for 3s after a clear. |
| ★3 | 70 | 70 | 70 | 40 | Stronger clear that knocks aside the first foe in the ball's path. |
Victor Hoverton2g1×1Midfielder
A precision striker with a cost. Its burst waits for the ball to be genuinely in range, then empties its stamina - every strike is followed by a collapse.
Precision striker that hovers behind the ball and fires a devastating exhausting burst.
| Ability | Detail |
|---|---|
| Active | ExhaustingBurst - Ball within 1.35 |
| Passive | none |
| Movement | Complex |
| Stun time | 0.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 70 | 50 | 70 | 50 | - |
| ★2 | 105 | 75 | 105 | 75 | Burst fires from farther away. |
| ★3 | 140 | 100 | 140 | 100 | A burst that hits the ball fully restores stamina (no self-stun). |
Rocky Shellsworth1g1×1Defender
An anchor. Immovable by default, and its shell turns it into a 2×2 immovable wall for a few seconds. It cannot charge while locked, so the shell cannot chain.
Stout defender that patrols its zone and shells up into an immovable 2x2 wall.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 70 | 20 | 70 | 35 | - |
| ★2 | 105 | 30 | 105 | 52.5 | Bigger shell that locks for 3.5s. |
| ★3 | 140 | 40 | 140 | 70 | Biggest shell, locked for 4s. |
Priya Sharpclaw2g1×1Forward
A playmaker. Its lead pass never self-fires: it waits for a touch and then plays the ball in front of the most advanced ally. With nobody up-field a ★3 Falcon shoots at goal instead of wasting the charge.
Interceptor that cuts off the moving ball and, when primed, flicks a lead pass upfield.
| Ability | Detail |
|---|---|
| Active | LeadPass - Never (spent on touch) |
| Passive | none |
| Movement | PredictiveIntercept |
| Stun time | 3s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 35 | - |
| ★2 | 75 | 75 | 75 | 52.5 | Leads passes farther (2.0). |
| ★3 | 100 | 100 | 100 | 70 | With no up-field ally, shoots at the goal instead. |
Hazel Thornback1g1×1Defender
Area control through projectiles. Its quill fan stuns whoever it hits and nudges the ball, and each quill dies on the first wall or obstacle.
Disruptor that hounds the ball carrier and fires a radial spray of stunning quills.
| Ability | Detail |
|---|---|
| Active | QuillSpray - Immediate |
| Passive | none |
| Movement | PlayerSeeking |
| Stun time | 3s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 35 | - |
| ★2 | 75 | 75 | 75 | 52.5 | Quill range increased to 5.0. |
| ★3 | 100 | 100 | 100 | 70 | Quill stun increased to 2.0s. |
Miriam Wavecrest1g1×1Midfielder
A hard counter to meter-driven teams: opponents standing in its radius simply stop charging. It contributes nothing to the ball itself.
Floaty saboteur that hovers near an opponent and freezes their ability meter.
| Ability | Detail |
|---|---|
| Active | none |
| Passive | SuppressNearbyAbilities |
| Movement | ProximityOrbit |
| Stun time | 3s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 20 | 35 | 0 | - |
| ★2 | 52.5 | 30 | 52.5 | 0 | Wider suppression (2.5) and a closer shadow. |
| ★3 | 70 | 40 | 70 | 0 | Suppression also drains 4 stamina/s from the target. |
Walter Tuskmore3g1×1Defender
A defensive distributor. Every touch is guided forward to the furthest up-field ally - never backwards - so a back-line clear becomes a pass. Its shove clears space around it without stunning.
Slow defensive tank that body-checks opponents and passes the ball forward to its most advanced teammate - never backwards - instead of clearing it blindly.
| Ability | Detail |
|---|---|
| Active | Shove - Immediate |
| Passive | PassToMostAdvancedAlly |
| Movement | Complex |
| Stun time | 4s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 90 | 50 | 35 | 50 | - |
| ★2 | 135 | 75 | 52.5 | 75 | Shove also slows foes it hits for 1s. |
| ★3 | 180 | 100 | 70 | 100 | Shove leaves a 1s knockback wake. |
Pan Da-Ling2g1×1Midfielder
Sustain: it regenerates its own stamina continuously and its pulse tops up both the stamina and the ability meters of allies around it.
Gentle support that hovers beside its nearest teammate, restoring their stamina and charging their abilities while slowly recovering its own stamina.
| Ability | Detail |
|---|---|
| Active | StaminaAura - Immediate |
| Passive | Regeneration |
| Movement | AllyOrbit |
| Stun time | 2.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 35 | 35 | 50 | - |
| ★2 | 75 | 52.5 | 52.5 | 75 | Aura also boosts ally charge rate (+20% for 3s). |
| ★3 | 100 | 70 | 70 | 100 | Larger aura (3.5) that heals every ally in range. |
Eddie Talon3g1×1Forward
An aerial striker built around the Avian anti-stun package - it recovers from knockdowns faster than the units that knocked it down.
Swift aerial predator that anticipates the ball's path and dives in with a speed burst.
| Ability | Detail |
|---|---|
| Active | Dash - Immediate |
| Passive | none |
| Movement | PredictiveIntercept |
| Stun time | 1.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 70 | 35 | 20 | - |
| ★2 | 52.5 | 105 | 52.5 | 30 | Dashing into the ball refills 40% of the meter. |
| ★3 | 70 | 140 | 70 | 40 | A ball-contact dash immediately re-fires (double strike). |
Marco Mischief1g1×1Midfielder
An agile ball-handler that regains stamina on every touch. At ★3 its touches redirect toward the nearest forward ally, making it a passer as well as a carrier.
Quick trickster that reads the play and cuts off passing lanes.
| Ability | Detail |
|---|---|
| Active | none |
| Passive | StaminaOnBallContact |
| Movement | PredictiveIntercept |
| Stun time | 1.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 50 | 50 | 50 | - |
| ★2 | 52.5 | 75 | 75 | 75 | Redirects the ball to the nearest forward ally on touch. |
| ★3 | 70 | 100 | 100 | 100 | Speed burst for 1.5s after touching the ball. |
Armando Rollins2g1×1Defender
A rolling blocker: heavy enough to win contact, built to sit in the way rather than chase.
Curls into a tight ball and charges at high speed, bowling over anyone in the way.
| Ability | Detail |
|---|---|
| Active | Dash - Immediate |
| Passive | none |
| Movement | BallSeeking |
| Stun time | 2s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 70 | 50 | 50 | 35 | - |
| ★2 | 105 | 75 | 75 | 52.5 | Immune to stuns while dashing. |
| ★3 | 140 | 100 | 100 | 70 | Dashing through foes knocks them back and stuns (0.5s). |
Olive Inksworth3g2×2Midfielder
Pulls the ball toward itself with a steady per-tick nudge whenever it is in radius - a magnet, not a grab, so it bends play rather than seizing it.
Wide-reaching defender with a ball-magnet passive that draws the ball in from a distance.
| Ability | Detail |
|---|---|
| Active | none |
| Passive | BallMagnet |
| Movement | Patrol |
| Stun time | 2.5s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 20 | 50 | 50 | - |
| ★2 | 75 | 30 | 75 | 75 | Wider magnet with a stronger pull; foes near the pulled ball are slowed. |
| ★3 | 100 | 40 | 100 | 100 | Strongest, widest magnet pull. |
Vex Slither3g1×1Forward
A ranged striker with a real weakness: its beam travels, so a moving ball can slip a shot the Mole's instant strike would have hit. It passes through units and stops only at walls.
Coiled turret that holds position and fires a beam at the ball, knocking it along the beam's path.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 35 | 50 | 50 | - |
| ★2 | 52.5 | 52.5 | 75 | 75 | Beam width increased to 2.0 units. |
| ★3 | 70 | 70 | 100 | 100 | Beam stuns foes caught in its path (0.5s). |
Finn Pufferton1g1×1Defender
A blocker that inflates on cue. While puffed it is a large awkward body and contact with it slows opponents - but outside that window it does nothing on contact.
Defensive blocker that patrols vertically and puffs up into a slowing, spiky wall.
| Ability | Detail |
|---|---|
| Active | PuffUp - Immediate |
| Passive | SlowOnContact |
| Movement | Patrol |
| Stun time | 3s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 35 | 50 | 50 | - |
| ★2 | 75 | 52.5 | 75 | 75 | Puff Up lasts 3.5s. |
| ★3 | 100 | 70 | 100 | 100 | Puffed contact also stuns for 0.75s. |
Sully Flippers2g1×1Midfielder
Misdirection. Its decoy pulls enemy pathing off the real ball because opponents chase whichever ball is nearest them, but a decoy can never score. Trickster makes decoys faster and eventually doubles them.
Tricky defender that hurls a decoy ball - enemies chase whichever ball is closest, real or fake. Trickster: faster decoys (2), then two at once (3).
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 50 | - |
| ★2 | 75 | 75 | 75 | 75 | Decoy survives up to 3 hits. |
| ★3 | 100 | 100 | 100 | 100 | Decoy can score a real goal (no kickoff reset). |
Miller Lowrider1g1×1Midfielder
Never tires from running - the self-inflicted drain is skipped entirely, so it ignores the fatigue band that everyone else manages. External drains still bite. Its holes stun the first enemy to step in.
Tireless digger that weaves a figure-8 across the field and drops a hole each time its meter fills, mining both halves. Holes stun the next enemy to fall in. Never loses stamina from running (though Thief and other drains still bite). Trickster: longer-lasting holes (4s at 2, 5s at 3).
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 70 | 90 | 50 | - |
| ★2 | 75 | 105 | 135 | 75 | Hole stun increased to 2s. |
| ★3 | 100 | 140 | 180 | 100 | Hole stun increased to 2.5s. |
Leo Embermane3g1×1Midfielder
Sets the ball alight on its next touch and, being a Fire unit itself, kicks the burning ball onward in the same motion.
Fierce ball-chaser that sets the ball ablaze on a charged touch - only Fire units can handle a burning ball.
| Ability | Detail |
|---|---|
| Active | Ignite - Ball contact |
| Passive | none |
| Movement | BallSeeking |
| Stun time | 2s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 70 | 50 | 50 | 50 | - |
| ★2 | 105 | 75 | 75 | 75 | Ball stays on fire for 1s. |
| ★3 | 140 | 100 | 100 | 100 | Ball stays on fire for 2s. |
Cyrus Cinderhump2g1×1Forward
Zone control with the largest stamina pool in the game: it drops lingering fire that ignites the real ball rolling through it.
Tireless plodder that holds the enemy half and lays down a fire aura, lighting the ball that passes through it.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 20 | 90 | 50 | - |
| ★2 | 52.5 | 30 | 135 | 75 | Fire aura lights the ball for 1s. |
| ★3 | 70 | 40 | 180 | 100 | Fire aura lights the ball for 2s. |
Dot Skimmerwing2g1×1Forward
Never holds its meter. In range it bursts - striking the ball goalward with power scaled by proximity, and topping up every teammate's meter with a grant that cannot miss. Out of range the same charge becomes a blink toward the ball.
Mystic striker that hovers by the ball and, each time its meter fills, bursts a magic radius - striking the ball and charging nearby allies' abilities - or blinks toward the ball when it drifts out of reach.
| Ability | Detail |
|---|---|
| Active | MagicBurst - Immediate |
| Passive | none |
| Movement | Complex |
| Stun time | 2s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 50 | 50 | 90 | - |
| ★2 | 75 | 75 | 75 | 135 | Wider 1.5-unit burst that grants allies more charge. |
| ★3 | 100 | 100 | 100 | 180 | Widest 2.0-unit burst that grants the most ally charge. |
Buzz Stingwell1g1×1Midfielder
Two units in one. Running out of stamina flips it between Angry and Calm profiles rather than collapsing, swapping stats, movement and ability; only the Angry phase charges a meter, and its sting waits for an enemy genuinely in reach before firing.
Two-faced swarmer: an Angry scout that charges up a stunning sting, then a Calm ball chaser - flipping every time it runs out of stamina.
| Ability | Detail |
|---|---|
| Active | Sting - Enemy within 0.15 |
| Passive | BeePhaseShift |
| Movement | PlayerSeeking |
| Stun time | 2s |
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 50 | 70 | 90 | 90 | - |
| ★2 | 75 | 105 | 90 | 135 | Sting stuns for 5s. |
| ★3 | 100 | 140 | 90 | 180 | Sting stuns for 7s. |
Webster Silkins3g1×1Forward
Board control. A standing web circle re-slows enemies inside it every tick, and its web shot drags the ball in - unless the ball is already goal-side, in which case it is pushed onward instead.
Sage zone-controller that holds the enemy half, webs any ball in range straight at the enemy goal, and slows enemies caught in its web circle.
| Star | STR | SPD | STA | CHG | Perk |
|---|---|---|---|---|---|
| ★1 | 35 | 35 | 50 | 50 | - |
| ★2 | 52.5 | 52.5 | 75 | 75 | Longer 3.0 web range. |
| ★3 | 70 | 70 | 100 | 100 | Longest 3.5 web range and a wider 2.0 web circle. |
05Abilities
Every active and passive ability: its live parameters, its firing rule, and exactly what it does.
Active abilities
Dash
A burst of speed along the current heading. The multiplier stacks on top of the unit's normal movement speed, and because the fatigue penalty is applied before it, a tired unit's dash is scaled down too - a burst you cannot afford is not free.
Gating: Fires the moment the meter fills.
Carried by Raccoon, Eagle, Armadillo. Values shown are Raccoon's.
Shield
Spawns a solid rectangular wall centred offset units ahead of the caster and leaves it there for duration seconds. Both the ball and characters collide with it, and so do enemy projectiles - but not its own team's, so an ally can shoot straight through it. The Trickster synergy enlarges it.
Gating: Fires the moment the meter fills.
Carried by Beaver. Values shown are Beaver's.
SniperShot
Strikes the ball toward the opponent goal from anywhere on the field - no line of sight and no range limit. Rolls the caster's accuracy, so it can miss outright. Power is the raw strength base times power: unlike an ordinary contact kick it ignores the fatigue and downed penalties, so an exhausted sniper still fires at full strength.
Gating: Fires the moment the meter fills.
Carried by Mole. Values shown are Mole's.
StaminaDrain
Takes amount stamina from every opponent inside the radius and gives it back to the caster. A drained unit that hits zero collapses from exhaustion exactly as if it had run itself out.
Gating: Fires the moment the meter fills.
Carried by Crocodile. Values shown are Crocodile's.
AreaKnockback
Fires the instant the meter fills. Pushes every opponent and the ball radially away from the caster and stuns them for stun seconds. Allies are unaffected.
Gating: Fires the moment the meter fills.
SlowBurst
Applies Slowed to every opponent inside the radius for duration seconds, halving their movement speed. At higher stars it also stuns briefly.
Gating: Fires the moment the meter fills.
Carried by Penguin. Values shown are Penguin's.
HowlRally
Grants SpeedBoosted to the caster and every ally in radius for duration seconds. The multiplier each ally uses is read off that ally, so an Avian teammate flies at its own higher rate rather than the global one.
Gating: Fires the moment the meter fills.
Carried by Wolf. Values shown are Wolf's.
ClearKick
Never fires from the ability loop. The charge is held and spent on the caster's next ball touch, so the corner-bound clear actually lands instead of being overwritten by the incidental contact kick on the same tick. Only clears while the ball is on the caster's own half.
Gating: Never fires from the ability loop. The charge is consumed elsewhere, on the caster's next ball touch.
Carried by Pelican. Values shown are Pelican's.
ExhaustingBurst
A dash that waits until the ball is genuinely within strike range rather than firing into empty space, drives along a locked heading, and empties the caster's stamina when it ends - so it is always followed by an exhaustion collapse.
Gating: Holds a full meter until the ball is within this distance, so the cast is spent on the ball rather than on empty space.
Carried by Lynx. Values shown are Lynx's.
ShellLock
The caster grows to a 2×2 footprint and becomes completely immovable for duration seconds, walling off whatever is behind it. It cannot charge its meter while locked, so the shell cannot re-fire before the body has shrunk back.
Gating: Fires the moment the meter fills.
Carried by Tortoise. Values shown are Tortoise's.
LeadPass
Primed, never self-firing. It is spent on the caster's next ball touch, redirecting the ball lead units in front of the most advanced ally between the ball and the opponent goal. With no such ally the touch is an ordinary kick.
Gating: Never fires from the ability loop. The charge is consumed elsewhere, on the caster's next ball touch.
Carried by Falcon. Values shown are Falcon's.
QuillSpray
Fires count quills in an even radial fan. Each flies up to range units, despawns on any wall or obstacle, stuns the first opponent it strikes for stun seconds, and nudges the ball on contact.
Gating: Fires the moment the meter fills.
Carried by Porcupine. Values shown are Porcupine's.
Shove
A radial push on every unit in range - allies included - and the ball. Unlike a knockback it does not stun; it exists to clear space.
Gating: Fires the moment the meter fills.
Carried by Walrus. Values shown are Walrus's.
StaminaAura
An instant pulse, not a lasting field: every ally inside the radius (including the caster) is healed amount stamina and granted charge ability meter on the tick it fires.
Gating: Fires the moment the meter fills.
Carried by Panda. Values shown are Panda's.
BeamShot
Fires one fast, width-wide beam at wherever the ball was when the shot went off. It travels in a straight line, so a moving ball can slip it (unlike the Mole's instant strike). It passes through units, is stopped only by walls and by obstacles the other team placed - a teammate's shield wall lets it through - and shoves the ball along its heading whenever it overlaps it.
Gating: Fires the moment the meter fills.
Carried by Cobra. Values shown are Cobra's.
PuffUp
Inflates the collision radius to scale× the authored size for duration seconds. The body stays movable - it is a big awkward blocker, not a wall like the Tortoise's shell.
Gating: Fires the moment the meter fills.
Carried by Pufferfish. Values shown are Pufferfish's.
DecoyBall
Throws a fake ball in a random direction. Enemy pathing chases whichever ball, real or decoy, is nearest - so it pulls opponents out of position - but a decoy can never score. It deflates after hits touches or when lifetime expires. Trickster makes the throw faster and eventually spawns a second decoy.
Gating: Fires the moment the meter fills.
Carried by Seal. Values shown are Seal's.
DigHole
Digs a hole at the caster's feet the moment the meter fills. The first enemy to step in is stunned for stun seconds and the hole then collapses; otherwise it fades after duration. The ball never interacts with holes. Trickster makes them last longer.
Gating: Fires the moment the meter fills.
Carried by Dachshund. Values shown are Dachshund's.
Ignite
Held at full charge until the caster next touches the ball, then sets the ball alight for duration seconds. The touch itself is still a normal kick, so the caster launches the now-burning ball on the same contact.
Gating: Holds a full meter until the caster touches the ball.
Carried by Lion. Values shown are Lion's.
FireAura
Drops a lingering fire zone at the caster's feet for duration seconds. The real ball rolling through it catches fire for the ignite duration listed above. Decoy balls are unaffected.
Gating: Fires the moment the meter fills.
Carried by Camel. Values shown are Camel's.
MagicBurst
Fires the instant the meter fills, every time - it never holds. With the ball inside the radius it bursts: the ball is struck goalward with power scaled by how near the burst centre it sat (this strike can miss on an accuracy roll), and every teammate in radius gets a flat charge meter top-up that never misses. With the ball out of reach the same full meter is spent on a short blink dash toward it instead.
Gating: Fires the moment the meter fills.
Carried by Dragonfly. Values shown are Dragonfly's.
Sting
Holds a full meter until an enemy is genuinely within reach - measured surface to surface, so it scales correctly against larger hitboxes - then stuns that enemy and instantly exhausts the caster.
Gating: Holds a full meter until the nearest active opponent's body surface is within this distance - surface to surface, not centre to centre.
Carried by Bee. Values shown are Bee's.
WebShot
Waits until the ball is within range, then drags it toward the caster. A ball already sitting between the caster and the opponent goal is pushed goalward instead, so the web never hauls the ball back into its own half.
Gating: Holds a full meter until the ball is within this distance, so the cast is spent on the ball rather than on empty space.
Carried by Spider. Values shown are Spider's.
Passive abilities
TunnelWhenBallNear
Dives underground when the ball comes near, becoming untouchable - the ball and other units pass straight through - until it leaves. While tunnelling the unit also pays no stamina.
Carried by Mole.
ChargeOnKick
Builds a charge stage (0–3) continuously while free to move, and each stage multiplies kick power. At full charge the unit's next kick also aims at the opponent goal instead of bouncing off its body. Touching the ball spends the whole charge and resets it to zero.
Carried by Bull.
StaminaOnBallContact
Every ball touch restores gain stamina, capped at the unit's maximum.
HealAura
A standing field, not a pulse: every ally inside the radius gains rate stamina per second for as long as it stays there. It needs no meter, so the healing is always on.
Carried by Capybara.
StrengthOnKick
Kicking the ball grants StrengthBoosted for a few seconds, multiplying the power of kicks made inside that window.
Carried by Goat.
Immovable
Collision mass is multiplied far beyond what the strength stat implies, so the unit barely moves when shoved and stays near where it was placed.
Carried by Tortoise.
SuppressNearbyAbilities
Freezes the ability meter of every opponent inside the suppression radius: they stop charging entirely while they stand in it.
Carried by Seahorse.
PassToMostAdvancedAlly
Every ball touch is guided through the body to the teammate furthest up-field rather than bouncing off it. Only allies ahead on the up-field axis are eligible, so it is never played backwards; with nobody ahead the touch becomes a clear toward the opponent goal. Needs no charge - it fires on every contact.
Carried by Walrus.
Regeneration
Recovers rate stamina per second continuously, capped at the unit's maximum.
Carried by Panda.
BallMagnet
Applies a small velocity nudge to the ball toward the unit every tick it is inside the radius - a steady pull, not a grab.
Carried by Octopus.
SlowOnContact
Slows opponents that touch this unit - but only while its active ability is running, i.e. while it is puffed up. Outside that window contact does nothing.
Carried by Pufferfish.
Tireless
The self-inflicted running cost is skipped entirely, so movement never depletes stamina and the unit never enters the fatigue band on its own. External drains - contact steal, Crocodile, Reptilian pulses, Seahorse suppression - still apply in full.
Carried by Dachshund.
BeePhaseShift
Running out of stamina flips the unit between two complete profiles (Angry and Calm), swapping stats, movement and active ability rather than collapsing. Only the Angry phase charges a meter.
Carried by Bee.
WebAura
Keeps a small web circle around the unit; every enemy inside it is re-Slowed each tick, so the slow persists while they remain and lapses shortly after they leave.
Carried by Spider.
06Movement AI
How each unit decides where to run. Movement is pure: given a view of the field it returns a desired velocity.
BallToGoalSeeking
Lines itself up on the ball–goal axis first, then drives through - so the contact is a shot on target rather than a shove from whatever angle it arrived at.
Used by Raccoon.
Patrol
Paces back and forth along a fixed axis through its spawn anchor, turning a fixed distance either side of it.
Used by Beaver, Tortoise, Octopus, Pufferfish.
PlayerSeeking
Chases a chosen opponent or ally rather than the ball. Which one is picked is the seek target below.
BallSeeking
Runs at the ball, aiming for the surface furthest from the opponent goal so the resulting contact sends it forward rather than backward.
Complex
A named composite behaviour with its own rules; see the complex moves below.
Used by Pelican, Lynx, Walrus, Seal, Camel, Dragonfly, Spider.
PredictiveIntercept
Aims at where the ball is going rather than where it is, leading the ball by its current velocity to cut it off.
ProximityOrbit
Closes to standoff distance from the nearest opponent and then circles it, holding station instead of colliding. Orbit handedness mirrors with attack direction.
Used by Seahorse.
AllyOrbit
The same standoff circling, but around the nearest ally - an escort. Picks the nearest ally, not the most hurt one.
Used by Panda.
Figure8
Traces a figure-eight through its anchor, so the two lobes straddle it - a midfield unit crosses into enemy territory and back. The path mirrors with attack direction, keeping the two sides exact mirror images.
Used by Dachshund.
Composite behaviours
HoverBehindBall
Holds a supporting position behind the ball relative to the opponent goal, ready to collect a loose touch rather than crowding the contact.
HoverNearBall
Stays close to the ball without committing to it, keeping a short standoff.
ClearOwnHalf
A sweeper: chases the ball while it is on its own half, and retreats to its back line - holding its lane's Y - once the ball crosses over.
HoldEnemyMidfield
Occupies the opponent's midfield, sitting in the passing lanes rather than pressing the ball.
Seek targets
NearestOpponent
The nearest opponent that is not incapacitated.
NearestHurtAlly
The hurt teammate this medic has committed to. The choice is sticky - resolved in the simulation and handed to the mover - so a medic does not thrash between two equally injured allies.
NearestOpponentToBall
Whichever opponent is closest to the ball - a marker that follows the threat.
EnemyNearestTheirGoal
The deepest opponent, nearest their own goal - a high press on the last defender.
Footprints
| Size | Meaning |
|---|---|
| 1×1 | Standard single-tile footprint. |
| 1×2 | Tall: one tile wide, two deep. Occupies two board cells. |
| 2×1 | Wide: two tiles across, one deep. Occupies two board cells. |
| 2×2 | Large: a full 2×2 block, four board cells, and a correspondingly larger collision radius and mass. |
07Items
Equippable modifiers: a flat stat buff and/or a contact effect, folded in at match spawn.
Items are bought from the shop's item slot, which unlocks at round 3; from then on each reroll has a 40% chance of stocking it (raised by the Scavenger synergy). A team holds at most 6 items and equips one per unit.
The six base items are Tier 1. Any two Tier 1 items combine - order-independently - into one of 21 Tier 2 items. Tier 2 is the ceiling: they never combine further. A Tier 2 item's cost is the sum of its components, which is also what it sells for.
Tier 1 - base items
Winged CleatsT12g
Featherlight boots. +10 speed.
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Iron HornsT12g
Heavy headgear. +15 strength.
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Protein ShakeT12g
Pre-match fuel. +15 stamina.
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Charge CrystalT12g
Hums with energy. +15 ability charge rate.
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Marksman MonocleT12g
Sees the goal clearly. +5 accuracy.
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Sticky GlovesT12g
Saps 5 stamina from opponents on contact.
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Tier 2 - combined
Rocket CleatsT24g
Thrusters on your heels. +25 speed.
Recipe: Winged Cleats + Winged Cleats
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Steel Toe CleatsT24g
Boots that bruise. +10 speed, +15 strength.
Recipe: Winged Cleats + Iron Horns
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Endurance CleatsT24g
Run all day. +10 speed, +15 stamina.
Recipe: Winged Cleats + Protein Shake
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Magic CleatsT24g
Enchanted stride. +10 speed, +15 ability charge.
Recipe: Winged Cleats + Charge Crystal
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Precision CleatsT24g
Sure-footed aim. +10 speed, +5 accuracy.
Recipe: Winged Cleats + Marksman Monocle
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Phantom GlovesT24g
Fast hands that drain. +10 speed, 5 stamina steal.
Recipe: Winged Cleats + Sticky Gloves
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Titan HornsT24g
Immovable and battering. +35 strength.
Recipe: Iron Horns + Iron Horns
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Iron SerumT24g
Brawn and grit. +15 strength, +15 stamina.
Recipe: Iron Horns + Protein Shake
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Power ResonatorT24g
Charged muscle. +15 strength, +15 ability charge.
Recipe: Iron Horns + Charge Crystal
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Sniper HornsT24g
Aimed force. +15 strength, +5 accuracy.
Recipe: Iron Horns + Marksman Monocle
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Crushing GlovesT24g
Bone-crushing grip. +15 strength, 5 stamina steal.
Recipe: Iron Horns + Sticky Gloves
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Protein SerumT24g
Bottomless tank. +35 stamina.
Recipe: Protein Shake + Protein Shake
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Fortified CrystalT24g
Enduring power. +15 stamina, +15 ability charge.
Recipe: Protein Shake + Charge Crystal
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Steady MonocleT24g
Tireless aim. +15 stamina, +5 accuracy.
Recipe: Protein Shake + Marksman Monocle
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Draining GlovesT24g
Sap and outlast. +15 stamina, 5 stamina steal.
Recipe: Protein Shake + Sticky Gloves
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Radiant OrbT24g
Overflowing charge. +35 ability charge.
Recipe: Charge Crystal + Charge Crystal
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Focused OrbT24g
Channeled aim. +15 ability charge, +5 accuracy.
Recipe: Charge Crystal + Marksman Monocle
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Vampiric OrbT24g
Charge that drains. +15 ability charge, 5 stamina steal.
Recipe: Charge Crystal + Sticky Gloves
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Eagle EyeT24g
Pinpoint vision. +11 accuracy.
Recipe: Marksman Monocle + Marksman Monocle
A flat stat buff, folded into the holder once at match spawn. It does not scale with star level and cannot be a no-op: the bonus rides the same buffs path the sim already honours.
Thief's MonocleT24g
Aimed larceny. 5 stamina steal, +5 accuracy.
Recipe: Marksman Monocle + Sticky Gloves
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Leech GauntletsT24g
Relentless drain. 12 stamina steal.
Recipe: Sticky Gloves + Sticky Gloves
Carries a contact effect: bumping an opponent takes stamina from it and gives it to the holder. It fires on body contact, needs no ability charge, and stacks with the Thief synergy's own steal.
Combine matrix
| Winged Cleats | Iron Horns | Protein Shake | Charge Crystal | Marksman Monocle | Sticky Gloves | |
|---|---|---|---|---|---|---|
| Winged Cleats | Rocket Cleats | Steel Toe Cleats | Endurance Cleats | Magic Cleats | Precision Cleats | Phantom Gloves |
| Iron Horns | Steel Toe Cleats | Titan Horns | Iron Serum | Power Resonator | Sniper Horns | Crushing Gloves |
| Protein Shake | Endurance Cleats | Iron Serum | Protein Serum | Fortified Crystal | Steady Monocle | Draining Gloves |
| Charge Crystal | Magic Cleats | Power Resonator | Fortified Crystal | Radiant Orb | Focused Orb | Vampiric Orb |
| Marksman Monocle | Precision Cleats | Sniper Horns | Steady Monocle | Focused Orb | Eagle Eye | Thief's Monocle |
| Sticky Gloves | Phantom Gloves | Crushing Gloves | Draining Gloves | Vampiric Orb | Thief's Monocle | Leech Gauntlets |
08Trait synergies
Fielding enough units of a trait activates a tier. Only fielded units count - bench units never do.
Predator6 units
Straight movement speed for its holders, scaling across three tiers.
Hunters move faster. Speeds up Predator units.
| Count | Effects |
|---|---|
| 2 |
|
| 4 |
|
| 6 |
|
Brute4 units
Raw strength for its holders - more kick power and more collision mass.
Raw muscle. Strengthens Brute units.
| Count | Effects |
|---|---|
| 2 |
|
| 4 |
|
Monster4 units
A heavy, high-commitment line: large bodies with big stat multipliers.
Menacing presence. Weakens the enemy team's strength.
| Count | Effects |
|---|---|
| 2 |
|
| 4 |
|
Herd4 units
Side-wide stamina regeneration, derived as a fraction of the running drain so the tiers curve correctly rather than inverting. The mirror of Thief.
Safety in numbers. Continuously regenerates the whole team's stamina - Thief's mirror.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
| 4 |
|
Mystic6 units
Ability charge rate, so the meter-driven units fire more often.
Arcane focus. Charges Mystic abilities faster.
| Count | Effects |
|---|---|
| 2 |
|
| 4 |
|
| 6 |
|
Carried by Beaver, Penguin, Porcupine, Panda, Cobra, Dragonfly.
Sage3 units
Support-oriented: charge rate and accuracy for the whole board.
Shared wisdom. Charges the whole team's abilities faster.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
Pest3 units
Harassment - slows and disruption aimed at the enemy's best unit.
Irritating swarm. Slows enemy ability charge.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
Tactician4 units
Denies the enemy their meters at kickoff and after every goal, which is strongest in a high-scoring match.
Mind games. Freezes enemy ability meters at the whistle and after every goal.
| Count | Effects |
|---|---|
| 2 |
|
| 4 |
|
Thief4 units
Stamina denial: contact steal at the low tiers and a continuous side-wide enemy bleed at the top. Herd's exact mirror.
Light fingers. Herd's mirror: continuously drains the whole enemy team's stamina, and Thief units steal more on contact.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
| 4 |
|
Aquatic4 units
Mobility and control for the water units.
Slippery. Makes the whole team's kicks harder to miss.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
| 4 |
|
Carried by Beaver, Seahorse, Octopus, Pufferfish.
Reptilian3 units
Periodic team-wide stamina pulses against the enemy, no contact needed.
Cold-blooded. Periodically saps stamina from the whole enemy team.
| Count | Effects |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
Avian5 units
Anti-stun: flight speed on recovery and a refund of the downed accuracy penalty, cancelling it outright at the top tier.
Flighty. Avian units get double speed boosts, take off after shaking off a stun, and aim straighter while knocked down.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
Spike3 units
Punishes contact - reflects knockback back at the source and gives its holders a chance at an exceptionally powerful kick.
Sharp defense. Reflects part of incoming knockback, and Spike kicks can pop the ball for a huge hit.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
| 4 |
|
Carried by Porcupine, Armadillo, Pufferfish.
Scout4 units
Speed and vision-flavoured mobility for light units.
Spotted! Makes the enemy team miss more often.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
| 4 |
|
Arctic3 units
Leaves ice behind: every ability cast drops a slow circle, which at the top tier also speeds up its own side.
Deep freeze. Arctic units leave an ice circle when they use their ability - slowing enemies, and at 3 also speeding up your own team inside it.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
Scavenger2 units
Improves item odds in the shop rather than acting during the match.
Versatile. Scales with how many other synergies you run.
| Count | Effects |
|---|---|
| 2 |
|
Trickster3 units
Empowers placed objects - shields, decoys and holes - rather than the units themselves.
Schemers. Empowers the objects Tricksters place: bigger Beaver shields, faster/extra Seal decoys, longer Dachshund holes.
| Count | Effects |
|---|---|
| 2 |
|
| 3 |
|
Fire2 units
Burning: ignition effects, plus a chance for the team to shrug off fire.
Playing with fire. Fire units can always handle a burning ball; at 2, every unit on the team has a 25% chance to as well.
| Count | Effects |
|---|---|
| 2 |
|
Bruiser3 units
Turns being bumped into stored power: banked strength is spent in full on the next ball contact.
Takes hits, hits back. Enemies bumping a Bruiser charge its meter; its next ball hit lands harder.
| Count | Effects |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
Effect glossary
SpeedFactor
Multiplies movement speed. Applied to the stat, so every later multiplier (dash, boost, fatigue) compounds on top of it.
StrengthFactor
Multiplies the strength stat, which raises kick power and collision mass together.
StaminaRegen
Adds a flat stamina-per-second regain to the whole team, offsetting the running drain rather than replacing it.
ChargeRateFactor
Multiplies how fast the ability meter fills. Worthless on a unit with no active ability, since it never charges at all.
TacticianFreeze
Freezes every enemy ability meter at kickoff and again after each goal - scored by either side.
EnemyStaminaDrain
The exact mirror of the team regen: every enemy unit bleeds this much stamina per second, continuously, with no contact or proximity needed.
ContactStaminaSteal
Bumping an opponent transfers stamina to the holder, the same hook the glove items use, and stacks with them.
MissChanceDelta
Shifts miss chance additively - negative makes kicks land more often. Applied to the accuracy roll only; it does nothing to kick power.
ReptilianDrain
A periodic pulse that takes stamina from the entire enemy team at once, with no contact or proximity required. Distinct from the continuous enemy bleed, though the two overlap heavily in practice.
AvianFlight
Grants a burst of SpeedBoosted the moment a trait holder recovers from a stun, including an exhaustion collapse. The multiplier is not scoped to that window: it replaces the global speed-boost multiplier for that unit whatever granted the boost, so an Avian caught in a friendly howl flies at it too.
DownedAccuracyOffset
Refunds accuracy points against the downed penalty, cancelling it outright at the top tier. It touches the accuracy roll only - a downed kick is still reduced in power.
KnockbackReflect
Returns a fraction of any knockback received back at whoever caused it.
SpikePop
Each kick by a trait holder has a chance to 'pop' - one exceptionally strong hit. The roll happens only for Spike units, deliberately, so the RNG stream is identical for everyone else.
ArcticIceCircle
Every time a trait holder uses its active ability it leaves a lingering ice circle where it stood, slowing enemies inside. A unit that already lays down a slow gets a larger circle, and at the top tier the circle also speeds up its own side.
DiversityBonus
Scales with how many other synergies are active, rewarding a broad board rather than a stacked one.
TricksterObjectBuff
Empowers the objects Trickster units place - bigger shields, faster and eventually extra decoys, longer-lived holes. The tier is stamped on each unit at spawn and read when its object is created.
TeamFireImmunity
Gives the whole team a chance to ignore being set on fire.
BruiserBump
Enemies bumping a trait holder bank bonus strength on it, up to a cap. The whole bank is spent on its next ball contact and then cleared. It is added to strength before the scale conversion, so the boosts multiply the total rather than the bank.
InsectSwarm
A temporary flat additive stat boost - a swarm - rather than a multiplier, so it helps low-stat units proportionally more.
Targets
| Target | Meaning |
|---|---|
| TraitHolders | Only units on this side carrying the trait. |
| WholeTeam | Every unit on this side, trait or not. |
| EnemyTeam | Every unit on the opposing side. |
09Shop, economy & session
Where units come from, what they cost, and how the RNG actually rolls.
| Setting | Value |
|---|---|
| Default lobby size | 8 |
| Shop slots | 5 |
| Starting gold | 5 |
| Base income per round | 5 |
| Reroll cost | 2 |
| Setup phase | 45s (first: 30s) |
| Bench slots | 9 |
| Item capacity | 6 |
| Max team level | 5 |
Shop odds by team level
A roll first picks a cost tier from this table, then picks a unit within that tier weighted by how many copies remain in the shared pool - so scarce units show up less often, and what your opponents buy changes what you see. Levelling up is what unlocks access to stronger units.
| Level | 1-cost | 2-cost | 3-cost | Field cap | Level-up cost |
|---|---|---|---|---|---|
| 1 | 95% | 5% | 0% | 3 | 6 |
| 2 | 75% | 24% | 1% | 4 | 10 |
| 3 | 65% | 30% | 5% | 5 | 14 |
| 4 | 50% | 35% | 15% | 6 | 18 |
| 5 | 38% | 37% | 25% | 7 | 22 |
Shared unit pool
The pool is global and shared: buying a unit removes it from everyone's supply. Copies scale with lobby size.
| Players | 1-cost copies | 2-cost | 3-cost |
|---|---|---|---|
| 2 | 18 | 14 | 10 |
| 4 | 22 | 18 | 14 |
| 6 | 26 | 22 | 18 |
| 8 | 30 | 26 | 22 |
Income, streaks and selling
A streak pays a bonus once it reaches 3, capped at 3 gold. A draw holds the current streak steady rather than breaking it.
| Streak | Bonus | Win total | Draw total | Loss total |
|---|---|---|---|---|
| 0 | 0 | 5 | 4 | 3 |
| 1 | 0 | 5 | 4 | 3 |
| 2 | 0 | 5 | 4 | 3 |
| 3 | 1 | 6 | 4 | 4 |
| 4 | 2 | 7 | 4 | 5 |
| 5 | 3 | 8 | 4 | 6 |
Selling returns a unit's cost per star level: a ★1 sells for what it cost, but a ★2 took three copies (3× cost) to assemble and sells for only 2× - a deliberate sink on speculative combining.
| Cost tier | ★1 sells | ★2 sells | ★3 sells | ★2 build cost | ★3 build cost |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 3 | 3 | 9 |
| 2 | 2 | 4 | 6 | 6 | 18 |
| 3 | 3 | 6 | 9 | 9 | 27 |