Roles and Stats
Every Elemixie has a role and five stats. The role tilts the stats, the stats decide how it fights, and its element decides its abilities. Here's the whole machine.
The Five Stats
Open any Elemixie's details and the Stats section lists five numbers:
| Stat | What it does |
|---|---|
| Health | Hit points. Damage comes off shields first, then Health. |
| Power | The damage base for attacks and damaging abilities. |
| Speed | Attack pace. An Elemixie with double the Speed attacks twice as often. |
| Agility | Dodge chance. It climbs with Agility: around a third at 100, half at 200. A dodged hit deals nothing and floats a "Missed". |
| Spirit | Ability charge speed. Higher Spirit makes the ability button count down faster. |
Stats rise every level, and the growth compounds. Rarity raises both the starting numbers and the growth rate, so rarity gaps widen as levels climb. Stars never touch the stat formula; they only raise the level cap. Critical hits are separate from stats: every auto-attack has a 5% chance to deal 1.5 times damage, and nothing raises or lowers that. Abilities never crit.
The Six Roles
A role is rolled when an Elemixie is generated and never changes. Balanced comes up 30% of the time; each of the five specialists comes up 14%.
| Role | Favors | The trade |
|---|---|---|
| Guardian | Health | Starts +5% Health, a little less everywhere else. |
| Bruiser | Power | Starts +5% Power, a little less everywhere else. |
| Speedster | Speed | Starts +5% Speed, a little less everywhere else. |
| Acrobat | Agility | Starts +5% Agility, a little less everywhere else. |
| Sage | Spirit | Starts +5% Spirit, a little less everywhere else. |
| Balanced | Nothing | No skew at all, and the highest starting total. |
The skew deepens with levels: a specialist's favorite stat also grows about one percentage point faster per level, paid for by slightly slower growth in the other four. So a Sage pulls further ahead in Spirit the longer you raise it, while a Balanced Elemixie stays a generalist. The details screen highlights a specialist's favorite stat in its stat list.
Two rules to plan around:
- Mixing: if both parents share a role, the child keeps it, guaranteed. If they differ, it's a 50/50 between the two, and the confirm screen shows both (for example "Bruiser / Sage").
- Merging keeps the Elemixie with the blue checkmark: the result is that exact one, same role, name, and everything else. The green checkmark duplicates melt into it as stars and XP. Blue stays, green goes in.
Abilities
Every Elemixie also brings element-based abilities to battle (mixed elements carry two), and Spirit decides how fast they charge. The full table with charge times and effects lives on the Abilities page.
Levels and XP
- The level cap is 10 at 1 star, rising by 10 per star to 50 at 5 stars.
- Elemixies earn XP from arena battles (each participant gets the full tier amount; a loss still pays 1), dojo training, and bond camp adventures. Elemixies+ subscribers earn 1.5 times XP from all three.
- XP past the cap is discarded, so merge for the next star before long training runs.
Collection Power
All five stats also feed your Collection Power score on the in-world leaderboard: every owned Elemixie's stats added up, with mixed elements counting extra.
Written by the Elemixies team. elemixies.com