Core system
Stats, rarity & growth
Six base stats, the rarity tiers and 16-point rule, the IP/AP potential split, and the investment systems that shape a finished build.
The six base stats
Species sets the base values; your build decides how they grow. Six stats define every creature.
Hit points — how much damage a creature can take before it goes down.
Physical attack — the power behind physical moves.
Physical defence — reduces incoming physical damage.
Magical defence — reduces incoming magical damage.
Break build-up — how fast a creature cracks a guarded foe open.
Regeneration — recovery over time in and out of battle.
Rarity & the 16-point rule
Rarity tiers — Common → Good → Elite → Perfect — gate how many points you can allocate or inherit. Higher tiers open more of a creature's potential.
The 16-point rule caps the stat allocation on a creature, so you spend limited points across the six stats. Choose what to emphasise; you cannot max everything.
IP vs AP potential
Innate Potential (IP) and Acquired Potential (AP) each tune a different part of growth — IP shapes what a creature brings from its species, while AP shapes what your investment adds on top through leveling and training.
Read both on a creature to judge how much headroom a build actually has before you invest.
Resonant Starup
Spend currency to unlock nodes on the skill board. Starup is where a finished build takes real shape, node by node.
Capability Fruit strategy
Spend Capability Fruit on creatures you will keep — not on starter commons you will outgrow.
Inheritance
Pay about 20,000 gold to transfer a finished build or growth to a new creature — a great way to kit out a top-tier catch.
Build with the end in mind
Rarity and the 16-point rule cap what a creature can become, while IP, AP, Starup and fruits define how you get there. Spend your fruit and currency on creatures you will keep, plan your stat emphasis against the point cap, and use Inheritance to move a proven build onto a better catch.