Guild progression
Cost to max every tech
Points are calculated from MaxLevel × PointsPerLevel. Fixed-point values preserve their raw limbs and expose the decoded six-decimal value.
| Tech | Max level | Points / level | Total points | Value / level | Value at max |
|---|
Clan planning
Guild season optimizer
Reserve static Damage and Health investment, then split the remainder between payback-positive GP income and exact rounded task-war gains.
Recommended purchases
Static combat reserves + optimized GP and task-war caps| Source | Tech | Level | Points | Bonus |
|---|
GP upgrade path
One legal level at a time toward the exact final GP optimum| Step | Tech | Level | Points | Cumulative | GP / week gain |
|---|
War-point upgrade path
One legal level at a time toward the exact final war optimum| Step | Tech | Level | Points | Cumulative | Points / week gain |
|---|
Expected GP per week
Rounded per member reward event| Source | Before tech | With plan | Gain |
|---|
Weekly war points
Task rewards are rounded per action; day-win match score is separate| Source | Before tech | With plan | Gain |
|---|
Weekly clan resources
Steady-state potential from the selected averages| Source | Currency | No tech | With GP tech | Change |
|---|
Pet hatch planning
Egg hatch gem optimizer
Compare immediate hatch skips with rushing personal timer research or buying clan timer levels first. Every timer and gem cost uses the recovered game rounding formula.
Eggs and current research
Tier fields are completed personal levels; clan is the current level| Rarity | Eggs | T1 | T2 | T3 | T4 | T5 | Clan |
|---|
Optimal result by rarity
Upgrade gems plus hatch-skip gems| Rarity | Timer | Gems / egg | Personal levels | Clan | Upgrade gems | Hatch gems | Total |
|---|
Personal research path
Research rush and discounted currency per level| Rarity | Tier | Level | Timer | Rush gems | Currency |
|---|
Clan research path
One gem per tree point, or two GP per point| Rarity | Level | Points | Gems | GP alternative |
|---|
Deterministic combat lab
PvP battle simulator
Compare resolved combat stats directly, or assemble max-account builds from source-derived game choices.
Outcome sampling
Run without playback
Run up to 1,000 battles without allocating or rendering frame snapshots. Randomized mode chooses a fresh starting seed and varies it for every run.
Timing model: version 2.7.0 runs 10 fixed simulation ticks per second. Attack timers accumulate continuously in fixed-point units, but attacks and resets occur on the first tick that crosses a threshold.
Player
Supported skills
Import player JSON
Opponent
Supported skills
Import opponent JSON
Frame playback
Frame 0Arena, Cat, and Hover Board sprites are extracted from 2.7.0. Positions, colliders, attack thresholds, and 100 ms state transitions use the exact simulation scale; the Cat pose reconstruction uses the source clips’ 60 Hz / 1.0 s walk and 1.5 s attack timing.
Active mechanics
Frame events
Evidence boundary: resolved-stat mode accepts effective combat values. Max-build mode is intentionally limited to the perfectly maxed-account optimizer domain: ascension, levels, personal tech, guild tech, Cat weapon-skin geometry, and mount index 1 are fixed at their verified maxima while item substats, skin stats, pet archetypes, and melee/ranged family vary. Visual pose curves are a timing-backed browser reconstruction; the simulation state and geometry remain authoritative. Dodge is absent because no 2.7.0 player stat source activates it.
Release intelligence
Compare parsed config dumps
See added, removed, and changed configs, then inspect every changed JSON path and its before/after value.
| Config | JSON path | Kind | Before | After |
|---|