Common -- +2 max
Uncommon -- +3 max + Branch
Rare -- +3 max + Branch
Epic -- +3 max + Branch
Legendary -- +3 max + Branch
| # | Fighter | Lv | Wins | Fights |
|---|---|---|---|---|
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Every Fish Fight term in one place. Bookmark this — every other section of the guide assumes you know these.
- ATB Gauge — your speed-based attack bar. Fills with time; full = your turn.
- DR — Damage Reduction. % of incoming damage you ignore.
- DoT — Damage over Time. Poison, Bleed, Burn, etc. Ticks per turn.
- Lifesteal — heal yourself for % of damage you deal.
- Thorns — reflect % of incoming damage back at the fish.
- Enrage — countdown buff for the fish. Once it expires, fish gets +50% ATK, +1 attack, +50% speed.
- Perk I / Perk II — gear-specific abilities unlocked at +1 / +2 enchant.
- Mastery Perk — the +3 enchant payoff. Pick Path A or B per epic+ piece. Fires only on Epic / Legendary fights.
- Set Bonus — class-wide reward for wearing a full epic 3-piece set with weapon at +3. Pick A / B / C in the Forge.
- Evolve — upgrade a common+2 weapon to uncommon (Forge cost: 5 coins + 3 fragments).
- Branch (Path A/B) — at +3 enchant, upgrade to next tier. Pick one of two paths. Costs prism.
- Warrior · Vigilance — gauge fills from team damage taken. Full = next fish hit gets Parry'd (blocked) + countered for big damage.
- Rogue · Marks — build via attacks (1 per hit, 2 per crit). At 8 Marks, fire a Sneak Attack — 3× weapon-max burst.
- Berserker · Rage — stacks 0-10 from taking damage. At 10, enter BERSERK: +50% damage, +50% speed, but DR drops to 0.
- Cleric · Devotion — fills per heal. At 100%, next heal becomes Benediction — empowered + team-wide.
- Warlock · Corruption — stacks on the fish per attack (permanent). Thresholds at 5/10/15 unlock perk effects. Self-damage cost.
- Paladin · Aegis — pips earned by Covering (auto-blocking for allies). 3 pips fires Invincible — team-wide block + reflect.
- Bard · Notes — fill 3 per cycle. Full = a Song fires (team buff). Every 3rd Song = Finale, doubled effect.
- Hexer · Hex Stacks — apply to the fish (shared pool, max 5). 3 = HEXED (+team dmg), 5 = max (huge effects).
- Mage · Runes — fill 6 per cycle (each rune called a Manafont). At 6, fire Flare (a.k.a. Release) — path-specific spell finisher.
When you're fishing on stream, caught fish have a chance to fight back! A boss fight begins and you have 30 seconds to type !fight to join the battle.
Combat uses an Active Time Battle (ATB) system. Every fighter and the fish has a gauge that fills based on speed. When your gauge fills, you attack. Faster fighters attack more often!
Getting hit by the fish knocks your ATB gauge back 20%, delaying your next attack. Tanks absorb the knockback for the team.
Fish have passives (always-on effects) and skills (dramatic abilities). When a fish uses a skill, it replaces their normal attack for that turn.
A countdown timer shows when the fish will ENRAGE. Enraged fish get +50% ATK, +1 attack, and 50% faster speed!
Win = 1 fight coin (subs). Lose = 0. Subscribers earn XP every fight (reduced if you outlevel the fish). Non-subs still get their dex, wins, and stats tracked.
| Rarity | Attacks | Target Levels | Difficulty |
|---|---|---|---|
| Junk | x2 | Lv 1-3 | 3-4 fighters minimum |
| Common | x2 | Lv 3-6 | 5+ fighters, weapons help |
| Uncommon | x2 | Lv 5-10 | Need weapons + armor |
| Rare | x3 | Lv 8-14 | Healer + debuffer recommended |
| Epic | x3 | Lv 12-18 | Full team required |
| Legendary | x3 | Lv 15-20 | 8+ people, 2 healers, tank |
• Fish HP scales up with your party's average level.
• Damage is capped against lower-tier fish.
• Fighting below your level gives reduced fight coin and XP rewards.
Warrior — Vigilance fills from team damage. Full bar arms Retaliation Strike: next fish hit is parried + counter that scales with wait time.
Rogue — Every hit adds a Mark. 8 marks unleashes Sneak Attack. Paths: Speed (fast cycling) vs Poison (DoT stacks).
Berserker — Rage stacks on taking damage. 10 rage = BERSERK MODE. The more hurt, the stronger. No paths — pure fury.
Cleric — Devotion fills per heal. Full bar arms Benediction. Paths: Guardian (single-save burst) vs Zealot (team recovery).
Warlock — Corruption stacks on attacks (permanent). Trade self-HP for escalating damage. Paths: Infernal (burn DoTs) vs Void (self-DR, halved self-damage).
Paladin — Aegis pips build from protecting allies. 3 pips = Invincible (team-wide block + reflect). Paths: Guardian (tank) vs Crusader (counter-pressure).
Bard — Build 3 Notes per cycle. When Notes fill: a Song (a.k.a. Anthem) fires. Every 3rd Song = FINALE (doubled effect, longer duration). Paths: War Drummer (team dmg + speed), Minstrel (team heal-over-time), Skald (team dmg + fish debuff).
Hexer — Hex stacks build on the fish (shared pool, max 5). At 3 stacks: HEXED threshold (team gets +12% damage). At 5 stacks: MAX HEX (a.k.a. MAX HEX (5 stacks)) — biggest effects. Paths: Plague (DoTs), Witch (silence/slow), Necromancer (Shade summons).
Mage — 6 manafont per Flare. Bypasses 25% fish DR innately. Paths: Elementalist (burn AoE), Chronomancer (freeze/slow), Arcanist (pure nuke).
→ See the Classes subtab for deep-dive mechanics, path details, and Class Power abilities.
• Speed controls how fast your ATB gauge fills. Higher speed = more attacks.
• Speed comes from your level (+3/level), weapon, and armor.
• Crit weapons are fastest (+10 to +18). Glass Cannon and Tank are slowest (-3 to -10).
• Evasion armor gives speed (+5 to +12). Heavy armor slows you (-3 to -15).
• Speed 135 attacks nearly twice as often as speed 75!
• Win fights to earn fight coins (subs only). Spend them on gear and enchanting.
• Subscribers earn XP per fight (reduced if you outlevel the fish). Level up for +HP, +Speed, +Damage, +DR.
• You start with 9 junk starter weapons -- try each class, then buy a real common weapon from the shop (7 fight coins).
• Every fight builds weapon mastery. Master your weapon, then enchant it in the Forge.
• Defeated fish drop materials needed for enchanting. Stay alive to loot!
• Higher tier weapons come from evolution, not the shop. Invest in your weapon!
• Buy armor and accessories from the shop to round out your build.
• Fight fish at your level for full rewards. Farming easy fish gives reduced coins/XP.
• Team comp matters. Diverse teams beat rare fish. No single class can solo. Healer + Tank + DPS + support = best odds.
• Watch for ENRAGE! The timer counts down to when the fish powers up.
• Mage bypasses fish with damage reduction (Titanium, Pork Chop).
• Debuffer Blind makes the fish miss. Essential against hard hitters.
• Accessories with tradeoffs (Cursed Eye, Bloodstone) are powerful if you build around them.
• Check the Bestiary to learn each fish's abilities before fighting them.
Your weapons grow stronger as you use them. Every fight with a weapon equipped earns Weapon XP (win or lose). When the mastery bar fills, you can enchant it using fight coins and materials.
HOW ENCHANTING WORKS
1. Equip a weapon and fight fish to fill its mastery bar
2. When mastery is full, go to the Forge tab
3. Pay fight coins + materials to enchant (100% success)
4. Each level gives +15% damage and +5 speed
ENCHANT COST (scales by weapon rarity)
Higher-rarity weapons cost more fight coins + heavier materials per level.
| Rarity | +1 | +2 | +3 |
|---|---|---|---|
| Junk | cannot enchant | ||
| Common | 2 coin + 3 shard | 3 coin + 5 shard + 1 frag | — |
| Uncommon | 3 coin + 4 shard + 1 frag | 5 coin + 2 frag | 8 coin + 3 frag + 1 crys |
| Rare | 5 coin + 3 frag | 8 coin + 4 frag + 1 crys | 12 coin + 3 crys + 2 frag |
| Epic | 10 coin + 3 crys | 15 coin + 4 crys + 5 frag | 22 coin + 6 crys + 1 ess |
| Legendary | 15 coin + 1 ess + 5 crys | 25 coin + 2 ess + 8 crys | 35 coin + 1 prism + 3 ess |
Each enchant level grants +15% damage and +5 speed.
WEAPON EVOLUTION
At +3, rare and above weapons can evolve into one of two specialized forms. Each path gives unique abilities you can't get any other way.
Cost: 8 fight coins + 2 Essences + 1 Prism
Evolution is permanent -- choose wisely! Higher tier weapons can only be obtained through evolution, not from the shop.
MATERIAL DROPS
When you win a fight, every surviving sub rolls for material drops based on the fish's rarity. Each material has its own roll chance per fighter (party size adds +1% to each roll).
| Fish | Shard | Fragment | Crystal | Essence | Prism | Random Orb |
|---|---|---|---|---|---|---|
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Materials: Shard (cheap fuel) → Fragment → Crystal → Essence → Prism (top-tier evolve).
Random Orb drops on rare+ fish — when it rolls, a random orb type (1 of 7) is added to your inventory. See the Armor & Orbs card below.
ARMOR PERKS
Every armor in the shop has a built-in ★ perk that always applies (no enchant required). The perk is shown on your armor card in the Equip tab.
Perks span tank, evasion, thorns, and class-flavor builds. A few examples:
| Armor | Rarity | Perk |
|---|---|---|
| Adventurer's Tunic | Uncommon | Stamina — +20% max HP at fight start |
| Padded Tunic | Common | Combat Regen — +3 HP per turn during combat |
| Cactus Mail | Uncommon | Spike Growth — Each hit taken +1 thorns (cap +5) |
| Wind Cloak | Uncommon | Ally's Wake — +3% dodge per KO ally (cap +12%) |
| Briar Mail | Rare | Briar's Bite — Thorns also trigger on dodged attacks |
| Phantom Shroud | Epic | Spectral Edge — Dodges convert to crit on your next attack |
| Heart of Mountain | Epic | Mountain Heart — Cannot drop below 1 HP from a single hit (1×/fight) |
| Razor Shell | Epic | Razor Edge — Thorn damage is TRUE (ignores fish DR) |
Most armors are class-agnostic. A handful are class-flavor (e.g. Cloth Wraps boosts your class gauge fill rate, Performer's Vest extends Bard Songs).
ORB SLOTS
Higher-rarity armor has orb sockets. Slot orbs into your armor for permanent stat bonuses on top of the armor's perk.
| Armor Rarity | Slots |
|---|---|
| Junk | 0 |
| Common | 1 |
| Uncommon | 1 |
| Rare | 2 |
| Epic | 2 |
| Legendary | 3 |
THE 7 ORBS
| Orb | Bonus | Best For |
|---|---|---|
| ⚒ Iron Orb | +5% damage reduction | Tanks (Paladin, Berserker) |
| 💚 Vital Orb | +20 max HP | Anyone (universal survivability) |
| 🌹 Thorn Orb | +8 thorns | Thorn builds (Briar/Razor/Cactus armor) |
| 🪶 Feather Orb | +5% dodge | Cloak builds, Rogue, light fighters |
| ⚡ Swift Orb | +5 speed | Class-agnostic tempo (faster ATB) |
| 🛡 Guard Orb | +5% Cover trigger | Paladin builds |
| 🌙 Lunar Orb | +1 HP regen/turn | Sustain builds, Cleric synergy |
Orbs stack additively (e.g. 3× Vital Orb = +60 HP). Combat caps protect against runaway: DR 50%, thorns 75, dodge 60%.
HOW TO GET ORBS
• Drops — random orb drops on rare/epic/legendary fish wins (8% / 12% / 15%). The drop picks 1 of the 7 orb types at random.
• Crafting — Forge tab → Orb Crafting card. Spend 5 of any material to craft 1 orb of your choice. No RNG.
SOCKETING ORBS
• In the Equip tab, click any orb slot dot on your armor card.
• Empty slot → pick from your inventory to insert (free).
• Filled slot → click to remove the orb back to inventory (costs 1 nova).
Orbs persist when you swap armor — they live in your inventory until socketed. Switching armors does NOT eat your orbs.
Fish have unique passives and skills!
• Phase Shift -- Fish phases in and out, unhittable every other turn
• Charm -- Chance to make fighters attack their own allies
• Reflect Damage -- Portion of damage dealt is reflected back
• Revenge -- Fish gains ATK every time it is hit
• Adapt -- Repeated hits from same fighter deal less damage
• Life Link -- Damage to fish also hurts a linked fighter
• Resurrect -- Fish revives once after being killed
• Doom Aura -- Periodically marks fighters with a death countdown
• Last Stand -- Survives one lethal blow at 1 HP
• Metal Body -- All damage capped to 1, no exceptions
Core mechanic: The Vigilance bar fills as your allies take damage from the fish. The more your team gets hit, the faster you charge up.
Charging (bar filling): normal play — attack, watch the bar climb.
Armed (bar full, gold-glowing): a countdown starts. Your damage bonus grows the longer you wait without being hit. Base 1.75× → +0.1× per second, capped at 4× (uncapped with the Iaijutsu perk on Samurai Katana).
Counter (fish hits you while armed): Parry the incoming blow (block ALL damage) AND fire a Retaliation Strike for scaled damage. Vigilance bar resets to empty.
Paths: none — single-path balanced class.
Tip: Hold your retaliation for a scary incoming hit (an upcoming fish skill or crit), not the first basic attack. The longer you wait, the bigger the counter.
Core mechanic: Marks are diamond pips that build via your attacks. Normal attack adds 1 Mark; crit adds 2. At 8 Marks, you automatically fire Sneak Attack on your next swing — a 3× weapon-max burst that resets Marks back to 0.
Speed path: Each attack adds 2 Marks instead of 1. You fire Sneak Attacks roughly twice as often. Goal: as many Sneak Attacks per fight as possible.
Poison path: Every Mark also stacks poison on the fish (2 stacks on crits). Goal: stack poison until DoT ticks shred fish HP.
Iconic weapons: Shiv / Assassin's Dagger (Speed), Stiletto / Chakram (Poison), Void Scythe (hybrid).
Core mechanic: Each time you take damage, Rage stacks tick up (max 10). Each stack adds +6% damage to all your attacks.
At 5+ Rage (Blood Frenzy threshold): 20% chance per attack to heal yourself for 7% max HP. Sustains you while you ramp up.
At 10 Rage (BERSERK mode): 1.5× damage, +50% speed (your ATB fills MUCH faster). BUT — your DR drops to 0 (you take full damage) and healers can't heal you. Glass cannon mode.
Paths: none — pure DPS escalation. No tankiness, no support — the more hurt you get, the stronger you hit.
Tip: Best paired with Paladins/Clerics who keep you just-barely alive through BERSERK mode. Don't go solo — you're meant to be raging WHILE the team protects you.
Core mechanic: Your Devotion bar fills 18% each time you heal an ally. At 100% (about 6 heals): your next heal becomes Benediction — a massively-empowered heal that splashes onto more allies (AoE splash = some healing also lands on nearby teammates).
Guardian path: Single-target savior. Benediction = 2.5× heal on the lowest-HP ally, with smaller (20%) splash to others. Built to clutch-save the one dying.
Zealot path: Team recovery. Benediction = 1.8× heal on lowest-HP, with bigger (55%) splash to all. Full-team top-off.
Tip: The Regen 💧 HoT (heal-over-time effect on allies) only triggers when you save someone in critical danger (below 30% HP) — don't expect a permanent safety blanket. Save Benediction for the worst moments.
Core mechanic: Each of your attacks places 1 Corruption stack on the fish AND damages yourself for 2% max HP. Corruption stacks are permanent for the fight — they never expire. Scaling: your damage goes up +4% per Corruption stack on the fish. Threshold perks unlock at 5, 10, and 15 stacks. Self-damage can't kill you (min 1 HP).
Infernal path: DoT focus. At 10+ Corruption, your attacks burn 2% of fish max HP per tick (Hellfire). At 15+: your damage ignores fish DR entirely. Big late-fight scaling.
Void path: Self-preservation. Self-damage halved (1% per attack instead of 2%). Builds you personal DR at 5/10/15 Corruption thresholds.
Tip: Trade your HP for overwhelming damage. Pairs incredibly well with Clerics who keep you topped up while you burn yourself building Corruption.
Core mechanic: Each time you auto-block damage for a teammate (Cover), you earn 1 Aegis pip (max 3). Team-wide scaling: 1 pip = whole team gets +5% DR, 2 pips = +10% DR plus team takes -5% damage, 3 pips fires Invincible — a huge team-wide block + reflect burst.
Guardian path: 50% chance to Cover, 20% damage reflect (tanky, low offense). Soaks hits, protects team.
Crusader path: 30% chance to Cover, 45% damage reflect (counter-pressure, offensive). Punishes the fish for hitting you.
Tip: Cover triggers automatically when a fish attack would KO an ally — your Paladin intercepts. The Aegis benefits EVERYONE on the team, not just you, so a good Paladin makes the whole team tankier.
Core mechanic: You build 3 melody Notes per attack cycle. When Notes fill, a Song (a.k.a. Anthem) fires — a team-wide buff. Every 3rd Song is your FINALE — same Song, doubled effect, longer duration.
War Drummer 🥁: Team +9% damage AND +12% ATB speed per Song (17% / 20% on Finale). Offensive buff package.
Minstrel 🎶: Smaller damage buff, but adds team HoT (heal-over-time, +2-4 HP/turn on every teammate). Sustain buff.
Skald ⚔: Damage buff + applies a curse to the fish (fish takes extra damage from all sources). Offensive debuff hybrid.
Tip: Songs last 15 seconds (25s for Finale) regardless of attacks — they're time-based, not per-hit. Build Notes early so Finales fire on the hardest fights.
Core mechanic: Hex stacks build on the fish (max 5). The pool is shared — multiple Hexers stack onto the same fish, building faster together. Two threshold rewards: HEXED at 3 stacks (team gets +12% damage on the fish), MAX HEX / MAX HEX (5 stacks) at 5 stacks (+20% team damage plus your path's apex effect).
Plague Doctor ☠: Every attack adds poison. At 3 Hex stacks, also applies burn. At 5 Hex (MAX HEX), massive DoT burst fires. All poison ticks amplified — Plague pairs with anything else that DoTs.
Witch 🔇: 20% chance per attack + every crit silences the fish (fish can't use skills). At 3 Hex: double-debuff (slow + silence). At 5 Hex: long-duration lockdown.
Necromancer 👻: Builds a soul counter per attack. When an ally gets KO'd, spends 3 souls to summon a Shade — a phantom that ticks 0.5× your weapon damage on the fish for 6 seconds.
Tip: The Hexer is the team's damage amp — even when not dealing the highest direct damage, you multiply EVERYONE'S damage via Hex thresholds.
Core mechanic: Build 6 Rune pips (each Rune-gain is called a Manafont). Normal attack adds 1 Rune; crit adds 2. At 6 Runes, fire Flare (also called Release) — a path-specific spell finisher that consumes all Runes. Innate passive: Arcane Affinity automatically bypasses 25% of fish DR on every attack.
Elementalist 🔥: Flare deals 3× burst damage AND applies 3 Burn stacks to fish. Pairs with Warlock / Hexer DoTs for multiplicative DoT damage.
Chronomancer ❄: Flare deals 2.5× burst AND freezes the fish (slow + silence for several turns). Control specialist.
Arcanist 💥: Flare is a pure 5.5× nuke — the single biggest hit in the game. With Void Codex or Oblivion Tome: ignores all DR or deals true damage.
Tip: Mage is the answer to armored fish (the ones with DR). Stack Mage with Rogue Poison or Warlock Burn for multiplicative damage chains.
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Wooden Sword | Junk | — | Trainer blade |
| Iron Sword | Common | Classic | Steady Hand — attacks hit 20% harder while Vigilance is full. Payback — Retaliation knocks fish ATB back 25%. |
| Broadsword | Common | Classic | Battle Scars — Ally falls = +30% Vigilance. Avenger — Ally KO'd this cycle doubles your Retaliation. |
| Longsword | Uncommon | Classic | Focused Strikes — Every third attack fills 10% Vigilance. Riposte — Retaliation refills your ATB to half. |
| Rapier | Uncommon | Classic | Swift Counter — Retaliation costs no ATB. Duelist — Vigilance bar fills twice as fast. |
| War Hammer | Rare | Heavy | Shockwave — Retaliation hits 50% harder, shoves fish ATB back 30%. Tremor — Stuns the fish for a full turn. |
| Battle Axe | Rare | Heavy | Rend — Fish takes +10% from all sources for 3 turns. Executioner — Retaliation triples below 25% HP. |
| Samurai Katana | Epic | Iaijutsu | Iaijutsu — Parry counter damage has no cap (longer wait = bigger counter). Zanshin — 3-turn ready stance after Retaliation, mini-parry anything incoming. |
| Dragon Blade | Epic | Flamebringer | Dragon's Roar — Team +15% damage for 2 turns after Retaliation. Dragonfire — Burns 5% fish max HP per tick, three ticks. |
| Excalibur | Legendary | Sovereign | Sovereign — Retaliation heals your most injured ally for 30% of the damage. Avalon — Dying at full Vigilance auto-revives you at max Retaliation. Once per fight. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Wooden Dagger | Junk | — | Practice dagger |
| Shiv | Common | Speed | Quick Hands — After Sneak Attack, ATB refills completely. Rush — Next 3 attacks each fill 2 marks. |
| Stiletto | Common | Poison | Toxic Blades — Every crit adds 2 poison stacks instead of 1. Lethal Dose — At 5+ poison, fish takes +15% from all sources. |
| Throwing Knives | Uncommon | Speed | Fan of Blades — Sneak Attack hits three times at 1.5× each. Chain Kill — Any Fan crit refunds 2 marks. |
| Poison Dart | Uncommon | Poison | Corrode — Every poison stack adds 2% damage to the fish from all sources. Venom Rush — At 3+ poison your ATB fills 15% faster. |
| Assassin's Dagger | Rare | Speed | Ambush — Your first Sneak Attack auto-crits. Shadow Step — 100% dodge for a full turn after Sneak Attack. |
| Chakram | Rare | Poison | Ricochet — Sneak Attack deals +25%. Spinning Edge — Crits fill 3 marks instead of 2 for 3 attacks. |
| Sniper Crossbow | Epic | Speed | Steady Aim — Crit chance builds while loading. Headshot — Sneak Attack always crits. |
| Phantom Edge | Epic | Hybrid | Phantom Strike — Sneak Attack hits for 6× weapon max. Ghost Walk — Untargetable for 2 turns after Sneak Attack. |
| Void Scythe | Legendary | Hybrid | Soul Rip — Heal 15% HP on Sneak Attack. Death's Harvest — Instantly execute fish below 10% HP. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Broomstick | Junk | — | Novice's staff |
| Herbal Pouch | Common | Zealot | Inspire — Benediction grants team +10% damage for 3 turns. Fervor — Above 50% Devotion, your attacks deal double damage. |
| Mending Wand | Common | Guardian | Emergency Care — Heals on allies under 25% HP charge Devotion twice as fast. Phoenix Touch — Benediction revives one KO'd ally at 30% HP. |
| Crystal Wand | Uncommon | Zealot | Bloom — Heals splash 30% to a second injured ally. Battle Prayer — Benediction grants team +15% crit chance for 3 turns. |
| Prayer Beads | Uncommon | Guardian | Renew — Heals apply a 2-turn regen of 3 HP/turn. Sanctuary — Benediction makes the lowest-HP ally immune to KO for 2 turns. |
| Life Staff | Rare | Zealot | Radiance — Benediction cleanses ALL debuffs from the team. Holy Fire — Divine also deals damage equal to 20% of total healing this fight. |
| Nature Staff | Rare | Guardian | Living Shield — Divine grants the whole team a one-hit absorb shield. Regrowth — Every HoT ticks twice for 3 turns after Divine. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Pointy Stick | Junk | — | Apprentice focus |
| Cracked Orb | Common | Infernal | Overcharge — Every third attack hits for triple. Searing Soul — At 10+ Corruption, attacks apply Burn. |
| Spark Rod | Common | Void | Void Siphon — Heal yourself for 8% of damage dealt. Last Stand — Under 30% HP, every attack auto-crits. |
| Fire Orb | Uncommon | Infernal | Ignite — At 10+ Corruption, attacks apply stacking Burn (max 5). Meltdown — Under 20% HP, damage scales up 2.5×. |
| Flame Gauntlet | Uncommon | Void | Dark Pact — Self-damage reduced from 4% to 2.5% per stack. Consume — Every 5th Corruption stack heals you for 10% max HP. |
| Hellfire Tome | Rare | Infernal | Hellfire — At 10+ Corruption, every attack burns 2% of fish max HP. Immolation — At 15+ Corruption, your damage ignores all fish armor. |
| Thunder Staff | Rare | Void | Chain Lightning — At 8+ Corruption, attacks Shock (damage + ATB pushback). Storm Shield — Every 5th Corruption stack grants a one-hit absorb shield. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Pot Lid | Junk | — | Makeshift shield |
| Wooden Buckler | Common | Guardian | Brace — Take 25% less damage when protecting. Sacred Oath — Invincible heals the protected ally for 15% max HP. |
| Tower Shield | Common | Crusader | Fortify — Each Protect Ally grants +3% permanent DR (caps at 15%). Holy Smite — Invincible reflects 100% of blocked damage. |
| Steel Shield | Uncommon | Guardian | Provoke — Fish targets you 40% of the time. Bulwark — While above 75% HP, team takes 10% less damage. |
| Reinforced Mace | Uncommon | Crusader | Thorny — Reflect 15% of all damage taken. Retribution — Post Divine-Shield, your next 3 attacks hit for triple. |
| Fortress Wall | Rare | Guardian | Iron Wall — Once per fight, absorb ALL damage from one attack. Unbreakable — At 2+ Oath, survive a fatal hit at 1 HP (consumes 2 Oath, must rebuild via intercepts). |
| Iron Mace | Rare | Crusader | Consecrate — Each Oath charge gives +15% damage (3 = +45%). Judgment — Invincible deals holy damage equal to 20% of total damage absorbed. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Broken Lute | Junk | — | Three strings left |
| Battle Drum | Common | War Drummer | Double Time — Your next attack after a Song costs half ATB. Relentless — Attacks during an active Anthem refresh its duration. |
| Inspire Bell | Common | Minstrel | Rally — Gentle healing buff on the team. War Drums — Stacking team speed boost that grows with attacks. |
| War Horn | Uncommon | War Drummer | Battle Cry — Your first Anthem of the fight becomes a Finale. Rallying Horn — Finale refills every ally's ATB to 100%. |
| Ancient Lyre | Uncommon | Minstrel | Grace Note — Crits add 2 Melody instead of 1. Duet — With another Bard in the party, Lyre Songs last 50% longer. |
| Symphonic Harp | Rare | Minstrel | Maestro — Finale fully heals the lowest-HP ally (once per fight). Counterpoint — When any ally drops below 30% HP, a Song instantly triggers (once). |
| War Chant | Rare | Skald | Mocking Verse — Songs apply 2 turns of Weaken. Death Dirge — Finale marks the fish for +25% damage for 2 turns. |
| Rallying Flag | Epic | Unified | Anthem — Team gains a permanent +5% crit while you live. Harmony — +3% damage per unique class in the party. |
| Valor Horn | Epic | War Drummer | Inspiring Presence — At 0 Melody, your attacks fill 2 Melody each. Last Stand Anthem — When team average drops below 30%, all Anthem effects double. |
| Commander's Banner | Legendary | Unified | Unbreakable — Finale grants every ally a shield absorbing 50% of the next hit. Warlord — Finale refills every ally's ATB completely. |
| Warlord's Standard | Legendary | Skald | Tyranny — Every Anthem applies a Burn stack to the fish. Legacy — Finale summons a spectral echo that mimics your next 3 attacks at 50% damage. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Broken Charm | Junk | — | Cracked talisman |
| Curse Charm | Common | Plague Doctor | Blight — Your poison ticks deal +1 extra damage. Taint — While the fish is Hexed, all poison ticks hit twice. |
| Hex Doll | Common | Witch | Voodoo — Slow applications also reduce fish attack by 10% for 2 turns. Eye of Newt — While at 3+ Hex stacks, fish attacks have a 10% chance to miss. |
| Shadow Whip | Uncommon | Plague Doctor | Miasma — At 3 Hex stacks, permanently weaken fish attack (stacks up to −15%). Plague Aura — While at 3+ Hex stacks, attacks apply 2 poison stacks each. |
| Wicker Effigy | Uncommon | Necromancer | Graveward — Whenever an ally is KO'd, gain a free Hex stack. Shade — At 3+ Hex stacks, ally KOs summon a Shade at 50% HP and 50% damage for 3 turns. |
| Doom Bell | Rare | Plague Doctor | Funeral Knell — Every 3rd attack places a Doom counter (15% max HP in 3 turns). Catastrophe — At MAX HEX (5 stacks), every DoT on the fish deals triple damage for 3 turns. |
| Cursed Tome | Rare | Witch | Forbidden Word — At 3 Hex stacks, silence the fish for 2 turns. Bewitch — At MAX HEX (5 stacks), fish skips its next skill AND freezes for 2 turns. |
| Grave Lantern | Rare | Necromancer | Reanimate — Shades become tougher (70% damage, 70% HP). Spectral Echo — At MAX HEX (5 stacks) with no KO'd allies, your next 3 attacks echo at 40% damage. |
| Plaguebringer's Staff | Epic | Plague Doctor | Pandemic — Allies' crits also apply poison. Black Death — At MAX HEX (5 stacks), your next attack deals 5% fish max HP as true damage. |
| Witch Queen's Wand | Epic | Witch | Mass Hysteria — Disorient chance and duration both doubled. Hex Domain — While at 3+ Hex stacks, fish cannot apply new debuffs to the team. |
| Gravekeeper's Scythe | Epic | Necromancer | Soul Harvest — Each KO'd ally permanently adds +3% damage for you. Necropolis — Maintain up to 2 Shades simultaneously. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Pointy Stick | Junk | — | Apprentice wand |
| Spark Wand | Common | Elementalist | Penetrate — Attacks ignore 2 additional fish DR. Arcane Burst — Every 3rd attack fills 2 Manafont. |
| Arcane Focus | Common | Arcanist | Spell Weave — Each Manafont gives +2% ATB speed (resets on Release). Resonance — A second Mage in the party grants both +5% damage. |
| Frost Wand | Uncommon | Chronomancer | Frostbite — Attacks stack Frost, up to 15 stacks (slows fish). Flash Freeze — Every 6th attack freezes the fish for a full turn. |
| Flame Rod | Uncommon | Elementalist | Kindle — At 3+ Manafont, attacks apply Burn. Wildfire — Flare applies 3 Burn stacks instantly. |
| Arcane Staff | Rare | Elementalist | Empower — When Manafont fills, your next attack hits for +10%. Cascade — Release triggers a 50% secondary hit one turn later. |
| Elder Tome | Rare | Arcanist | Recall — At 6 Manafont, your next attack auto-crits. Arcane Mastery — Crits fill 3 Manafont instead of 2. |
| Wind Staff | Rare | Chronomancer | Gust — 20% chance to shove fish ATB back 15%. Cyclone — Every 5th attack deals 200% damage. |
| Incendiary Orb | Epic | Elementalist | Inferno — Burn ticks on the fish deal +50%. Supernova — Release applies Burn ×5 plus bonus damage per existing Burn stack. |
| Chronocrystal | Epic | Chronomancer | Time Dilation — Fish ATB permanently filled 10% slower. Rewind — Release gives you one free rune to start the next cycle. |
| Void Codex | Epic | Arcanist | Void Channel — Your attacks ignore 50% of fish DR. Annihilate — Release ignores DR entirely (true damage). |
| Phoenix Wand | Legendary | Elementalist | Phoenix Flame — Burn ticks deal +100%. Rebirth — Release revives the lowest-HP KO'd ally at 25% (once). |
| Timekeeper's Glass | Legendary | Chronomancer | Temporal Grasp — Fish ATB permanently filled 20% slower. Time Stop — Release freezes the fish for 2 turns AND resets every ally's ATB to 100%. |
| Oblivion Tome | Legendary | Arcanist | Oblivion — Your attacks fully ignore fish armor. Annihilate — Release deals 15% of fish max HP as true damage. |
| Weapon | Tier | Path | Abilities |
|---|---|---|---|
| Leech Fang | Common | — | Bloodlust — +2 speed per Rage stack. Savage Feast — 30% chance to self-heal 15% max HP on Blood Frenzy. |
| Siphon Fang | Uncommon | — | Unstoppable — At 5+ Rage, immune to all debuffs. Rampage — Berserk Mode grants an extra attack per turn. |
| Thorn Whip | Uncommon | — | Battle Scars — Rage stacks grant DR instead of removing it. Undying Rage — In Berserk, survive a lethal hit at 1 HP once per fight. |
| Vine Lash | Uncommon | — | Rage Pulse — Entering Berserk deals 12% of fish max HP. Fury Cascade — Rage stacks drain fish ATB. |
| Berserker Axe | Rare | — | Rage Bonus — +8% damage per hit taken (stacks up to 5). Berserker Roar — Burst of damage on entering Berserk. |
| Blood Scimitar | Rare | — | Blood Thirst — +3 speed per Rage stack. Crimson Edge — Crits bleed the fish for 3 damage per turn over 3 turns. |
| Vampire Blade | Epic | — | Vampiric Strike — +10% lifesteal per Rage stack. Bloodletting — Crits bleed 4 damage × 3 turns. |
| Soul Reaper | Epic | — | Soul Drain — Executes the fish below 15% HP for 4× damage. Reaper — Extra attack per Rage stack in Berserk. |
Takes damage at the start of each of your turns. Wears off after a few turns.
Comes from:Some boss skills. Healers can cleanse it.
Your ATB bar fills at half speed. You attack half as often.
Comes from:Some boss attacks. Cleric cleanse can remove it.
Takes fire damage at the start of each turn. Stacks — more stacks = more damage.
Comes from:Boss fire attacks. Cleanse removes all stacks.
Cannot use class skills. Cleric can't cast Benediction, Mage can't Release, etc.
Comes from:Boss silence skills — usually target healers first.
Healing you receive is reduced (usually by half).
Comes from:Boss curse skills. Cleric cleanse removes it.
You deal about 50% less damage until fear wears off.
Comes from:Fear-aura boss passives.
You attack a random teammate instead of the boss on your next turn.
Comes from:A few boss skills. Watch out for Psychic and Ghost fish.
Forced to hurt yourself instead of attacking the boss.
Comes from:Rare — certain ghost-type bosses.
Skip your next turn entirely. Your ATB bar pauses.
Comes from:Ice-themed boss attacks. Cleric cleanse unfreezes you.
Countdown timer. If nobody cleanses you in time, you're instantly knocked out.
Comes from:Very rare, deadliest legendary skills. Cleanse fast!
Boss takes poison damage every time it acts. Stacks up to 5 — each stack adds damage.
Comes from:Rogue crits, Plague Doctor Hexer, Stiletto, Poison Dart, Curse Charm.
Boss takes fire damage each action. Stacks up to 3.
Comes from:Fire Orb (Ignite perk), Hellfire, Hexer Shadow Whip.
Boss bleeds for damage each turn. Refreshes when re-applied.
Comes from:Berserker Shiv crit perk. Mostly a Berserker thing.
Boss ATB fills slower. Each stack is another 15% slower (down to 30% minimum).
Comes from:Frost Wand (Frostbite perk), Hexer Hex Doll Voodoo.
Boss has a chance to miss its attacks.
Comes from:Debuffer weapon perks.
Boss deals less damage to the team.
Comes from:Debuffer perks, Hexer Witch Voodoo, Warlock Corruption at 5 stacks.
Boss cannot use skills. Normal attacks still happen.
Comes from:Hexer Witch Cursed Tome, Warlock Corruption at 15 stacks.
Boss's next few attacks have a chance to miss entirely.
Comes from:Hexer Witch Cursed Tome (the Witch path's signature).
Warlock's permanent stacks on the boss. Never reset. At 5/10/15 stacks, boss gets weaker and weaker.
Comes from:Every Warlock attack. This is the Warlock class mechanic.
Build up from Hexer attacks on the fish. At 3 stacks = HEXED (fish takes +15% damage from all sources). At 5 = MAX HEX a.k.a. PLENTIFUL HARVEST (+25% damage + the Hexer's path apex effect).
Comes from:Every Hexer attack. Multiple Hexers share the pool — stacks faster with more Hexers in the fight.
Countdown on the boss. After a few turns, triggers a big burst of damage.
Comes from:Hexer Doom Bell, Enfeeble Rod "Doom Mark" perk.
Your whole team deals more damage for a few turns.
Comes from:Bard Songs, Warrior War Cry, Cleric Inspire. Mostly from Bard.
Absorbs the next boss hit. Breaks after one hit.
Comes from:Paladin Protect Ally, Cleric Living Shield, Bard Shield Anthem.
Heals you a bit every turn for a few turns.
Comes from:Nature Staff, Prayer Beads "Renew", Bard Minstrel weapons.
Team ATB fills faster. Everyone attacks more often.
Comes from:Bard War Drummer — Battle Drum, Valor Horn.
Team crit chance goes up. More crits = more damage + more Rogue marks.
Comes from:Rallying Flag "Anthem" (permanent!), Bard Concerto, Battle Prayer.
Higher chance to dodge the boss's attacks.
Comes from:Ancient Lyre (Bard), Rogue Shadow Step perk.
You cannot be knocked out. Any hit that would kill you leaves you at 1 HP instead.
Comes from:Prayer Beads Sanctuary, Cleric's Benediction sometimes.
If knocked out, you revive at 30% HP once per fight.
Comes from:Mending Wand "Phoenix Touch", Phoenix Staff.
Paladin steps in and takes the hit instead of an ally. Builds Aegis shields.
Comes from:Paladin class mechanic. Taunt perks.
Berserker unleashed. 1.5× damage, attacks 50% faster, but cannot be healed by allies.
Trigger:Berserker builds Rage to 10 stacks. Stay above 5 to keep Berserk active.
Warrior's Vigilance is full. Next boss attack gets parried — blocked + counter-attacked.
Trigger:Warrior builds Vigilance by taking / watching team damage.
Cleric's next heal is massively empowered. May revive an ally or cleanse the whole team.
Trigger:Cleric builds Devotion from healing. About 6 heals fills it up.
Rogue's next attack deals 4× damage. One-shot moment.
Trigger:Rogue fills 8 Marks. Attacks = 1 mark, crits = 2 marks.
Mage unleashes a burst. Effect depends on path (AoE, freeze, or nuke).
Trigger:Mage fills 6 Manafont, then releases.
Paladin reflects half of all incoming damage back to the boss for a few turns.
Trigger:Paladin builds 3 Oath pips by protecting allies.
Boss takes +15% damage from the whole team. Path-specific bonuses also trigger.
Trigger:Hexer applies 3+ Hex stacks to the boss.
At 5 Hex stacks on the fish: takes +25% damage from all sources, AND the Hexer's path triggers a big effect (triple DoTs, skill-skip, or summon a Shade).
Trigger:Hexer attacks build the stack count to 5.
A Bard played a Song — team gets a buff for ~15 seconds. The specific effect depends on the Bard's weapon (damage / heal-over-time / debuff fish).
Trigger:Bard attacks fill 3 melody Notes. Every 3 Notes fires a Song.
Every 3rd Song the Bard plays is a Finale — same effect DOUBLED in strength and lasts 25 seconds (vs the 15s of a normal Song). The biggest Bard moment.
Trigger:The Bard fires 3 Songs in a fight. Long fights make Finales more common.
Necromancer Hexer raises a knocked-out ally as a ghost. Shade fights at 50% HP and damage for 3 turns.
Trigger:Necromancer Hexer at 3+ Hex stacks when an ally is KO'd.
Epic gear isn't just stronger — it's a JOURNEY. Each piece you acquire and enchant brings you closer to unlocking the most powerful builds in the game. This guide walks you through every step from your first epic drop to a maxed-out Epic loadout.
Where you are right now → where you're going:
Every Epic weapon, armor, and accessory grants a Mastery Perk — a 3rd perk slot beyond your normal +1 and +2 perks.
- Weapons unlock at +3 enchant. Reach the max mastery level, then pick.
- Armor & accessories unlock the moment they're epic or legendary rarity.
- Mastery Perks only fire on Epic or Legendary fights — they're tier-locked rewards for engaging the hardest content.
- You commit to Path A or Path B per piece, in the Forge under the "⚡ MASTERY PERKS" card. The choice is free to change, but it persists across fights.
Example — Crystal Orb (Epic Mage) at +3 picks between:
Path A — Refraction Mastery: your double-hit chance jumps 30% → 50%, AND double-hits can crit.
Path B — Burst Cascade: Crystalline Burst fires every 3rd attack instead of 4th, and the first burst each fight is 3×.
Each makes a different Mage. Pick what fits your team.
When you have all 3 Epic pieces equipped + each at +3 enchant, you unlock the Class Set Bonus. Each class has 3 set bonuses — you commit to one. This is the climactic moment of the Epic journey.
Example — Berserker 3-piece picks between:
A. Endless Rage — your Rage stacks never decay (sustain matchups).
B. Endless Wrath — begin at 5 Rage; each Rage stack adds +1% lifesteal (caps +10%).
C. Final Stand — at lethal hit: BERSERK + KO-immune 10s + +50% damage + 15% lifesteal during the window. Earnable survival — keep landing hits and you live past it.
A 🌟 EPIC SET callout fires on your card whenever your Set Bonus activates in a fight.
To prevent maxed-Epic players from steamrolling sub-Epic fish, the Epic systems are TIER-GATED:
| Effect | Junk → Rare fight | Epic or Legendary fight |
|---|---|---|
| Stat boosts (raw dmg, DR, HP) | ✓ Active | ✓ Active |
| Standard perks (perk 1 + 2) | ✓ Active | ✓ Active |
| Mastery Perk (3rd perk slot) | ✗ Dormant | ✓ Active |
| Class Set Bonus (3-piece) | ✗ Dormant | ✓ Active |
So your Epic gear still hits harder on a junk fish — you just don't get the magic until the fish actually deserves it.
Orbs slot into your armor. They have their own progression:
| Tier | Stat power | Bonus mechanic | How to make |
|---|---|---|---|
| Common | baseline | none | Craft from raw materials |
| Epic + | 2× stat | + small effect | 3 commons + 25 fight coins + 2 fragments |
| Legendary ★ | 3× stat | + meaningful effect + class affinity | 3 epics + 60 fight coins + 2 crystal + 1 essence |
Example — Iron Orb path:
Common (+5% DR) → Epic + (+10% DR + reflects 5% blocked dmg) → Legendary ★ (+15% DR + reflected dmg also burns the fish).
Epic armor has 3 orb slots (vs 2 on rare). More slots = more loadout choices.
Class Affinity — some orbs synergize with specific classes. The Forge shows "★ Class affinity" tags so you know which orbs match your build.
Epic fish are coming soon as REAL fights. They'll be harder than rares but rewarding:
- Unique passives — not just "+3 ATK per turn". Each archetype has a distinct mechanic (adaptive resistance, time pressure, counter-attacker, healer-hater, phase shifter, etc.)
- Multiple actives — 2-3 skills firing on different conditions (every X attacks, at HP threshold, on team action)
- Designed for maxed Epic loadouts — winnable with rare gear + skilled team, but really built for full epic Mastery Perk + Set Bonus power
- Drop legendary orbs — the only way to get them, besides combining 3 epics
For now epic fish are dex-only (no fight triggered). Once epic mechanics + balance are tuned, the trigger rate will be enabled. Watch chat for the "Epic fight is live" announcement.
- Reach player level ~6 (epic gear has level requirements)
- Save ~75-150 fight coins (epic items cost 49-105 coins each)
- Buy your first epic from the Shop tab — pick the piece that complements your class
- Win fights to gather crystals + essence from rare/epic drops
- Use the Forge → Enchant sub-tab to take that epic to +1 → +2 → +3
- At +3, pick your Mastery Perk (Path A or Path B). This is your build commitment.
- Repeat for armor + accessory. Each must reach +3 to unlock the Set Bonus.
- Build orbs in the Forge → Orbs sub-tab. Combine 3 commons → 1 epic → eventually combine into legendaries.
- When all 3 epic pieces are at +3, your Set Bonus activates. 🌟 EPIC SET callout fires on your card every Epic or Legendary fight.
- Now go fight Epic fish. Then Legendary.
This is intentionally a multi-stream journey. Every fight matters. Every drop matters.