Battles
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Battles
Battles in SLKARDS are turn-based 6v6 PvP duels. You pick kards from your collection, the bot runs the turn order by action priority, and the last player with a kard standing wins. This page covers formats, stakes, mechanics, kard stats, SKILLs and [REDACTED] GAMBITs .
[REDACTED]
Section titled “[REDACTED]”Players start a duel with /slkards battle. Each match runs inside a short-lived private thread under the slkards-battles channel — both players are added to the thread, and the bot drives the turn loop there until a winner is decided or the match force-concludes.
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Section titled “[REDACTED]”Battles combine a format (how kards are selected) with stakes (what’s on the line).
| Casual | Ranked | |
|---|---|---|
| Random | Bot picks six kards from each player’s collection at random; match starts immediately. No ELO or GP. You can invite a specific player. | Not available. |
| Set | You pick your six kards, hidden from your opponent. Default battle type. No ELO or GP. You can invite a specific player. | You pick your six kards, hidden from your opponent. Win or lose ELO, earn GP on wins. |
Random is a quick-play option for casual matches only — no deckbuilding required. Set is the default battle type for both casual and ranked: you choose your team, the opponent can’t see your picks until their kards meet yours in the arena.
Casual is risk-free — use it to practise or test decks. Ranked feeds the server’s competitive ladder: wins and losses move your ELO, wins also pay GP.
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Section titled “[REDACTED]”SLKARDS ranks are percentile-based — your letter rank reflects where your ELO sits relative to the rest of your server, not an absolute number. Someone at the 51st percentile lands in C rank; someone at the 99th percentile lands in S+. Percentiles recalculate regularly as new players join and the ELO distribution shifts, so your rank can move day-to-day even if your own ELO is flat.
| Rank | Percentile range |
|---|---|
| F- | 0 – 5 |
| F | 6 – 10 |
| F+ | 11 – 15 |
| E- | 16 – 20 |
| E | 21 – 25 |
| E+ | 26 – 30 |
| D- | 31 – 35 |
| D | 36 – 40 |
| D+ | 41 – 45 |
| C- | 46 – 50 |
| C | 51 – 60 |
| C+ | 61 – 65 |
| B- | 66 – 70 |
| B | 71 – 75 |
| B+ | 76 – 80 |
| A- | 81 – 83 |
| A | 84 – 87 |
| A+ | 88 – 90 |
| S- | 91 – 95 |
| S | 96 – 98 |
| S+ | 99 – 100 |
[REDACTED]
Section titled “[REDACTED]”Ranked battles follow a monthly season structure. Each season lasts one calendar month; at the end of each season:
Season end rewards. You receive koin and GP rewards based on your final rank. Higher ranks earn better rewards. Rewards are cumulative from the tier below — a player finishing S earns the S bundle plus every tier down to F-.
| Final Rank | Koin Reward | GP Reward |
|---|---|---|
| F- to F+ | 100 | 0 |
| E- to E+ | 250 | 3 |
| D- to D+ | 500 | 5 |
| C- to C+ | 750 | 7 |
| B- to B+ | 1,000 | 10 |
| A- to A+ | 1,500 | 15 |
| S- to S | 2,500 | 20 |
| S+ | 5,000 | 30 |
Soft ELO reset. At the start of each new season, every player’s ELO is pulled 50% toward the 1000 baseline — a player at 1400 ELO starts the next season at 1200, a player at 600 ELO starts at 800. This prevents rank stagnation at the top while letting skilled players skip re-climbing from scratch.
Season history. Your peak rank and final rank for each season are recorded on your stats page as a historical record of your competitive performance.
[REDACTED]
Section titled “[REDACTED]”SLKARDS uses the standard Elo rating system with a fixed K-factor of 32 for all players and all ranked matches.
Example outcomes at equal ELO (both at 1,000):
- Win: +16 ELO · Loss: −16 ELO
Example outcomes with a 200-point gap:
- Player at 1,000 beats player at 1,200: +26 ELO (upset bonus)
- Player at 1,000 loses to player at 1,200: −6 ELO (expected loss, low penalty)
- Player at 1,200 beats player at 1,000: +6 ELO (expected win, low reward)
- Player at 1,200 loses to player at 1,000: −26 ELO (upset loss, high penalty)
[REDACTED]
Section titled “[REDACTED]”GP are a unique and expensive currency earned from ranked battles. They can be spent at Zeno’s Colosseum to unlock various different buffs, abilities and discounts. Due to their usefulness, they are scarcely distributed after a win in a ranked battle, and sometimes from events as well. GP also have the benefit of not being snapped away after wipes!
See the Glory Points formula in the Currency page.
Base GP by MMR percentile:
| Winner’s MMR percentile | Base GP |
|---|---|
| ≤ 50% | 1 |
| 51 – 75% | 2 |
| 76 – 98% | 3 |
| ≥ 99% (top 1%) | flat 6 GP (MMRDiff multiplier does not apply) |
Below the top 1%, the MMRDiff multiplier (OpponentMMR / PlayerMMR) adjusts the payout:
MMRDiff ≥ 1.3→2 × BaseGP(you beat someone meaningfully higher-rated).MMRDiff ≤ 0.7→0.5 × BaseGP(you stomped someone meaningfully lower-rated).- Otherwise →
BaseGPunchanged.
In the top 1%, the flat 6 GP is paid as-is — there’s rarely a meaningfully higher opponent to scale against, so the multiplier is intentionally skipped.
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Section titled “[REDACTED]”[REDACTED]
Section titled “[REDACTED]”Both players select their action each turn. The options are ATTACK, SKILL, CHECK, SWITCH, FORFEIT. Neither player sees what the other picked. Actions resolve by priority — if both players pick the same action, the priority tiebreak is random.
| Action | Priority | Effect | Ends turn? |
|---|---|---|---|
FORFEIT | 1 (highest) | Concede the battle. There is no penalty for forfeiting the battle, compared to a regular loss. | Yes — battle ends |
SWITCH | 2 | Switches to another kard. The opponent’s attack is redirected to the incoming kard switching in. | Yes |
SKILL | 3 | If your kard has a modifier, activates its special SKILL ability. Requires completing a hidden condition beforehand. | Yes |
ATTACK | 4 (lowest) | Attempt to damage the opponent’s active kard. Attacks can hit as a light, normal or critical attack, each dealing more damage than the former. Actual output damage and accuracy depends on a kard’s rarity. | Yes |
CHECK | None (no priority) | Checks the status of your kards — HP, series, rarity, modifier, etc. Sends an ephemeral message to you. Your deck status is only visible to you when using this action. | No — does not consume a turn |
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Section titled “[REDACTED]”[REDACTED]
Section titled “[REDACTED]”Higher-rarity kards have more HP, hit harder, and crit more often. But a well-played team of 1-stars can beat a team of 5-stars with smart use of the series type chart and a bit of luck.
HP. Each kard has a min and a max HP value. At the start of each battle, a kard’s HP is rolled randomly between those two bounds. Adjacent rarities have a small overlap — a lucky 3-star can spawn with similar HP to a low-rolled 4-star.
| Rarity | HP Min | HP Max |
|---|---|---|
| ⭐ | 8400 | 9000 |
| ⭐⭐ | 8800 | 9400 |
| ⭐⭐⭐ | 9200 | 9800 |
| ⭐⭐⭐⭐ | 9600 | 10200 |
| ⭐⭐⭐⭐⭐ | 10000 | 10500 |
| 6⭐ | 10350 | 10850 |
| 7⭐ | 10650 | 11150 |
| 8⭐ | 10900 | 11400 |
| 9⭐ | 11100 | 11600 |
| 10⭐ | 11250 | 11750 |
Damage. Each attack rolls as a light, normal, or critical hit. Higher-rarity kards deal more damage across all three tiers and crit slightly more often. Type advantage still trumps raw stats — a 1-star with type advantage can out-damage a neutral 5-star.
| Rarity | Light Damage / Accuracy | Normal Damage / Accuracy | Critical Damage / Accuracy |
|---|---|---|---|
| ⭐ | 800 / 30% | 1200 / 55% | 2400 / 15% |
| ⭐⭐ | 950 / 28% | 1425 / 55% | 2850 / 17% |
| ⭐⭐⭐ | 1100 / 26% | 1650 / 55% | 3300 / 19% |
| ⭐⭐⭐⭐ | 1250 / 24% | 1900 / 55% | 3800 / 21% |
| ⭐⭐⭐⭐⭐ | 1400 / 22% | 2150 / 55% | 4300 / 23% |
| 6⭐ | 1525 / 20% | 2350 / 55% | 4700 / 25% |
| 7⭐ | 1640 / 18% | 2525 / 55% | 5050 / 27% |
| 8⭐ | 1740 / 17% | 2675 / 55% | 5350 / 28% |
| 9⭐ | 1825 / 16% | 2800 / 55% | 5600 / 29% |
| 10⭐ | 1900 / 15% | 2900 / 55% | 5800 / 30% |
[REDACTED]
Section titled “[REDACTED]”Series matchups decide whether an attack hits super-effectively (2×), neutrally (blank), or not effectively (½×). Rows are attackers, columns are defenders — read across a row to see how that series attacks every other series.
| Attacking (vertical) ///// Defending (horizontal) | Ultimate Arcana | Spectral | Astral Bodies | Worlds Away | Beasts & Creatures | Full Throttle | Sky Dominance | Gaming | Anime | Brain Food | Quirky Cats | The Kingdom | Cursed | The Backrooms | Twisted Dreams | Paranormal |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ultimate Arcana | 2x | 2x | ½x | 2x | ½x | |||||||||||
| Spectral | ½x | 2x | ½x | 2x | ½x | 2x | ||||||||||
| Astral Bodies | ½x | 2x | 2x | ½x | 2x | ½x | ||||||||||
| Worlds Away | ½x | 2x | ½x | 2x | 2x | ½x | ||||||||||
| Beasts & Creatures | ½x | 2x | ½x | 2x | ½x | 2x | ||||||||||
| Full Throttle | ½x | 2x | ½x | 2x | ½x | 2x | ||||||||||
| Sky Dominance | 2x | ½x | 2x | 2x | ½x | |||||||||||
| Gaming | ½x | ½x | 2x | 2x | 2x | ½x | ||||||||||
| Anime | 2x | 2x | ½x | 2x | ½x | ½x | ||||||||||
| Brain Food | ½x | 2x | ½x | ½x | 2x | 2x | ||||||||||
| Quirky Cats | 2x | ½x | ½x | ½x | 2x | 2x | ||||||||||
| The Kingdom | ½x | ½x | 2x | ½x | 2x | 2x | ||||||||||
| Cursed | ½x | 2x | 2x | ½x | ½x | 2x | ||||||||||
| The Backrooms | 2x | 2x | ½x | ½x | 2x | ½x | ||||||||||
| Twisted Dreams | 2x | ½x | 2x | ½x | ½x | 2x | ||||||||||
| Paranormal | 2x | ½x | 2x | ½x | 2x | ½x |
[REDACTED]
Section titled “[REDACTED]”Kards with modifiers can use special abilities called SKILLs. These can swing the tide of a battle and are a huge part of the strategic depth. Each modifier has two SKILLs:
| SKILL | Effect |
|---|---|
| Inverted Mirror | Forces opponent’s kard to attack itself for half damage and skips their turn. |
| Blackout | Blocks opponent from switching kards for three turns including this one. Has faster priority than SWITCH, meaning it will block an imminent switch. |
| SKILL | Effect |
|---|---|
| Gambler’s Fallacy | Random buff or nerf for each of your attack’s damage for three turns including this one. Attacks once after using SKILL. |
| Prismatic Trap | Next time opponent switches kard, the outgoing kard will take 1/5 of its max HP in damage. Has faster priority than SWITCH, meaning it will hit on an imminent switch. |
| SKILL | Effect |
|---|---|
| Dither Boost | Lowers your light attack’s accuracy and splits it randomly across your normal and critical attack accuracy for five turns including this one. |
| Dot Matrix | Sets up a shield that will tank ATTACKs for the next three rounds including this one. This does not work for SKILLs or GAMBITs. |
| SKILL | Effect |
|---|---|
| Swap Space | Change the series of one of your kards for the remainder of the battle. |
| Distortion Slash | If opponent just switched kards, ATTACKs both the kard that switched out and the kard that switched in. If no kard is switched or the opponent is switching from a kard’s defeat, ATTACKs once instead. |
| SKILL | Effect |
|---|---|
| Vital Sketch | Heals any kard of your choice by twice your ATTACK damage amount instead of attacking. |
| Kard Trace | Deals an ATTACK to any remaining kard in the opponent’s deck that you choose. |
| SKILL | Effect |
|---|---|
| Fast Forward | Use an ATTACK and instantly SWITCH to another kard in the same round. This SKILL has faster priority than any other skill (including Blackout and Prismatic Trap), causing it to go first always. |
| Afterimage | If opponent tries to ATTACK, return half their damage and freezes them the next round. If opponent doesn’t attack, ATTACKs instead. |
[REDACTED]
Section titled “[REDACTED]”Every modifier kard’s SKILL is gated behind a hidden activation condition, rolled once at the start of each battle. You have to figure out the condition by trying things — and once unlocked, the SKILL button glows blue and can be used.
Possible conditions:
- Keep kard in battle for three turns.
- Hit a not-effective attack.
- Hit a light attack.
- Get hit with a critical attack.
- Get hit with a super-effective attack.
- Random 20% chance for activation each round.
- Be the last kard remaining in your deck.
[REDACTED]
Section titled “[REDACTED]”When a modifier kard is in play, each round it has a 5% chance of activating its GAMBIT — a sudden ultimate ability that can completely change the battle’s course. Unlike SKILLs, GAMBITs target either player at random, making them momentum-swing events rather than controlled abilities.
| GAMBIT | Effect |
|---|---|
| Singularity | Collects the next three rounds of attacks and applies them to either player. |
| GAMBIT | Effect |
|---|---|
| Jackpot! | Doubles either player’s attack damage for three rounds. |
| GAMBIT | Effect |
|---|---|
| Bit Crush | Revives a kard from either player. If no kards are defeated, randomly defeats one. |
| GAMBIT | Effect |
|---|---|
| Error 0x12B | Chooses a random kard in each player’s deck and trades them for the remainder of the match. Only chooses between the dormant kards in a player’s deck, meaning kards that are switched out. If no dormant kards are available, GAMBIT fails. |
| GAMBIT | Effect |
|---|---|
| Metamorphosis | Changes the modifier on a dormant kard from either player. If no dormant kards have modifiers, it fails. |
| GAMBIT | Effect |
|---|---|
| Freeze Frame | Freezes either player for three rounds. |
[REDACTED]
Section titled “[REDACTED]”Evolution is the final buff state for a modified kard, earned at Dr. Higginbotham’s Lab. Once evolution-ready, a kard in battle will evolve the next time its GAMBIT activates. Only one evolution per player per battle is allowed — with six evolution-ready kards, only the first to GAMBIT evolves. If no GAMBIT triggers all match, the kard simply doesn’t evolve.
[REDACTED]
Section titled “[REDACTED]”- The kard’s name has
EVOLUTIONappended (e.g., Finch and Raven Evolution). - The colours for the kard’s series logo are inverted.
- The kard’s image receives post-processing to create the evolution look.
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Section titled “[REDACTED]”- Max HP increased by 50%, and heals 50% of current HP.
- 20% ATTACK damage increase.
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Section titled “[REDACTED]”| SKILL | Evolution change |
|---|---|
| Inverted Mirror | Attacks for full damage instead. |
| Blackout | Blocks opponent from switching kards for four turns including this one instead. |
| Gambler’s Fallacy | Random buff for each of your attack’s damage for three turns including this one. Attacks once after using SKILL. |
| Prismatic Trap | The outgoing kard takes 1/3 of its max HP in damage instead. |
| Dither Boost | Transfer the light attack’s accuracy to critical attacks. |
| Dot Matrix | Shield lasts four rounds including this one instead. |
| Swap Space | You have the additional option of modifying the series of an opponent’s kard. |
| Distortion Slash | ATTACKs are always critical. |
| Vital Sketch | Heals a kard by its maximum health, but spread over 3 turns. |
| Kard Trace | Deals a half-damage ATTACK to all kards in the opponent’s deck. |
| Fast Forward | ATTACKs are always critical. |
| Afterimage | Returns a full-damage critical ATTACK. On miss, ATTACKs are always critical. |
See also: Kards · Currency · Stats & Leaderboards · Spawning · Stores · Notifications