There are thirty cards, but only six are open at the start. Here's the order that unlocks the rest fastest.
Last updated: 8 August 2026
The Skills tab starts with only the six Common-tier cards available. The remaining twenty-four unlock as you upgrade.
40 × 1.24^(total upgrades so far) gold.| Total upgrades | Cost of that upgrade | Cards open |
|---|---|---|
| 1 | 40 G | 6 |
| 3 | ~62 G | 7 |
| 10 | ~286 G | 9 |
| 20 | ~2,460 G | 12 |
| 30 | ~21,200 G | 16 |
| 40 | ~182,000 G | 19 |
A growth rate of 1.24 is steep. Cost multiplies about 8.6× every ten upgrades, so late upgrades cost several hours of idle income each.
Values in the middle column are per upgrade level. %p adds directly to a probability; % is a multiplier.
| Card | Per level | Effect |
|---|---|---|
| ATK | +5% | Base attack multiplier |
| DEF | +5% | Base defense multiplier |
| Max HP | +4% | More waves survived |
| Gold Gain | +5% | Applies to all gold income |
| XP | +5% | Levelling speed |
| Sell Price | +5% | Gear sale revenue |
| Card | Per level | Effect |
|---|---|---|
| Crit Chance | +3% | Critical hit rate |
| Drop Rate | +3%p | Chance loot appears |
| Healing Boost | +5% | Stronger campfire and shrine healing |
| Idle Boost | +5% | Idle gold per second |
| Energy Regen | +4% | Shorter refill interval, up to 60% |
| Kill Rewards | +6 G | Flat gold per field clear |
| Card | Per level | Effect |
|---|---|---|
| Lifesteal | +2% | Recover part of damage dealt |
| DMG Reduction | +3% | Less incoming damage |
| Luck | +4% | Higher-rarity drop chance |
| Boss Slayer | +8% | Damage to bosses — the highest single-card rate in the game |
| Evasion | +2% | Chance to nullify an attack |
| Combat Regen | +3% | HP recovered on each field clear |
| Card | Per level | Effect |
|---|---|---|
| Crit DMG | +10%p | Critical damage multiplier |
| Shard Gain | +10% | Hero shard income |
| Rarity Up | +3%p | Pushes drop rarity up directly |
| Gem Finder | +2%p | Chance of gems on clear |
| Energy Cap | +1 | Higher maximum Energy — more playtime per day |
| Revive Boost | +5%p | Chance to revive on death |
| Card | Per level | Effect |
|---|---|---|
| Mega ATK | +12% | Strict upgrade over ATK |
| Mega DEF | +12% | Strict upgrade over DEF |
| Mega HP | +10% | Strict upgrade over Max HP |
| Golden Hand | +12% | Strict upgrade over Gold Gain |
| Deathblow | +20%p | Large crit multiplier boost |
| Indomitable | +5% | Additional damage reduction |
Internally, ATK and Mega ATK are summed inside the same bracket. They aren't separate multiplications — they share one multiplier.
Attack resolves roughly like this:
(1 + 0.05×ATK + 0.12×Mega ATK + hero bonus)So one Mega ATK level equals 2.4 ATK levels. Since upgrade cost follows the same cumulative curve no matter which card you pick, once Legendary cards are open there is no reason to keep feeding their basic counterparts.
| Line | Basic card | Legendary card | Efficiency |
|---|---|---|---|
| Attack | ATK +5% | Mega ATK +12% | 2.4× |
| Defense | DEF +5% | Mega DEF +12% | 2.4× |
| Health | Max HP +4% | Mega HP +10% | 2.5× |
| Gold | Gold Gain +5% | Golden Hand +12% | 2.4× |
Costs are low and the goal is unlocking cards. If you want an order, Gold Gain → ATK → XP creates a growth loop: more gold means more upgrades, and more upgrades mean more cards.
In this range your runs almost always end at the boss. Boss Slayer (+8%) has the highest rate of any single card, and the boss gates your stage clear reward, so it pays back quickly.
Pair it with Idle Boost (+5%) so offline gold funds your next upgrades. With Energy capped at four runs a day, idle income is your real primary earner.
Once Legendary cards start opening, stop feeding the basics and move to Mega ATK and Golden Hand. From there, take Mega HP → Indomitable if survival is the problem, or Rarity Up → Luck if you want farming throughput.
Hero-tier Energy Cap (+1) gives no immediate combat power and is easy to overlook, but going from 4 to 5 maximum Energy is 25% more playtime every day. For anyone logging in daily, nothing compounds harder.