Stats
Every Elemixie has five stats, set by its rarity, its level, and its stars. Each star above 1 adds 5% to every stat. The stats decide how it fights, and its element decides its abilities.
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. A level 1 common has about a 9% chance to dodge. A level 50, 5-star mythic has the most Agility and about a 38% chance. A dodged hit deals nothing, and "Missed" floats over the Elemixie that dodged. |
| Spirit | Ability charge speed. Higher Spirit makes the ability button count down faster. The charge times on the Abilities page are for 25 Spirit. A level 1 Elemixie has less, so it charges slower than listed. A level 50, 5-star mythic has the most Spirit and charges about twice as fast as listed, so a 4-second ability takes about 2 seconds. No ability ever charges faster than that. |
Stats rise every level, and the growth compounds at the same rate for every rarity. Rarity raises the starting numbers, about 8% per step, so at the same level and stars a mythic has 1.5 times a common's stats. A common catches up by out-leveling it, and the slower-growing stats take longer: about 12 levels higher matches a mythic's Health and Power (a level 13 common has the Health and Power of a level 1 mythic), about 16 levels higher matches its Speed and Agility, and about 20 levels higher matches its Spirit. Rarity is a head start, never a ceiling. Stars multiply on top: a 5-star Elemixie has 20% more of every stat than a 1-star of the same rarity and level. 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.
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
- Every Elemixie can level up to 50, whatever its 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 about 1.5 times XP from all three.
- XP past level 50 is discarded, so a level 50 Elemixie has nothing to gain from training.
Collection Score
Every Elemixie has a collection score for the play that went into it, shown on its details. Your collection score adds up the scores of all your Elemixies, and it's what the in-world leaderboard ranks. Each Elemixie's score is rounded to one decimal, so the scores you see may not add up exactly to your total.
- Catching adds a little. Rarer fresh catches add more: a fresh common scores 0.1 and a fresh mythic 19.8.
- Merging and mixing keep what went in. A merged Elemixie counts every duplicate merged into it, and a mixed one counts both parents. The only loss is what the game throws away, like XP past level 50 or a mix's extras.
- Training adds the most, and each level adds more than the last. An Elemixie trained to level 50 scores about 2,500 to 2,700, whatever its rarity or stars.
Elemixies+ gives about 1.5 times XP, so a subscriber's score grows faster from training. Catching counts the same for everyone.
Written by the Elemixies team. elemixies.com