Pet Leveling
Last updated
Last updated
Pets does not need experience points for leveling up.
Their highest possible level is based on your rider's current level. If your rider is currently at level 10, then the max level for your pet would be at level 10.
Pet requires GSC token to level up. So you have to keep some GSC tokens on hand to progress.
Pet also requires Pet Fragments. So you have to keep some Pet Fragments on hand to progress. For the base number of Pet Fragments needed, please check Leveling Requirements for details.
Once you have achieve a certain rider level, there's no need for you to play through the same campaign again to grind for experience points. So if your rider is at level 5, you can use your GSC to level up all your pets to level 5. If you rider is level 70, you can use your GSC to level up all your pets to level 70.
When a pet moves into a new level, it gains additional stat points in two ways:
Base Increase
Point Increase
Base increase means that stat will increase by a fixed % every level before any % are counted from additional points.
Points increase means that stat will increase by a number based on how much points are added into that stat.
Because we are increasing stats on a compounding basis, it is very important to keep pace with the majority of the players, as each level you are gaining gaining more stats compared to previous levels.
Using Radenting as an example with only base increase:
This feature is currently in development, all points will be given back to pets who had leveled up when the feature is launched.
Each level for your pet gives you 5 points to distribute among 6 stats.
HP - increases your hit points
Defense - increases your defense
Attack - increases damage from your skills
Critical Chance - increase chances of landing a critical hit
Critical Damage - increase the damage of a critical hit
Movement - increases the area the pet can move during a turn
Both HP and ATK increase by a base of 5.0% on your current HP and ATK before you distribute any extra points into it.
Each extra point that you are adding into the stats gives you 0.1% on your current value.
Below are 3 exact same Radentings with their stats at level 20
Radenting A: doesn't add any points into HP and ATK
Radenting B: add 1 point per level into HP and ATK each
Radenting C: add 2 points per level into HP and ATK each
We are using level 20 stats as it's easier to see the difference, the higher the level, the larger the divergence and more unique each pet would be.
Defense doesn't have any base increase.
Each point that you are adding into the stats gives you additional 0.20% on your value at level 1.
Let's use a with a defense of 12.50% at level 1 as an example.
Adding 1 point = 0.20% increase on 12.50% = 0.025%.
So the new defense is 12.525%
The max defense is capped at 61.3%. This is however near impossible to achieve as it requires all points to be added to defense on the pet with the highest possible defense at level 1, leaving your pet weaker in other stats. Especially if it matches up to future pets that ignore defenses.
Movement doesn't have any base increase.
Each point that you are adding into the stats gives you additional 0.03.
Let's use a Radenting with a movement of 12.00 at level 1 as an example.
Adding 1 point = 0.03 increase on 12.00 = 12.03.
So the new movement is 12.03
Critical Chance doesn't have any base increase.
Each extra point that you are adding into the stats gives you additional 0.15% on your value at level 1.
Let's use a Radenting with a critical chance of 8.00% at level 1 as an example.
Adding 1 point = 0.15% increase on 8.00% = 0.012%.
So the new critical chance is 8.012%
The max defense is capped at 75.0%. This is however near impossible to achieve as it requires all points to be added to critical chance on the pet with the highest possible critical chance at level 1, leaving your pet weaker in other stats.
Critical Chance doesn't have any base increase.
Each extra point that you are adding into the stats gives you additional 0.10% on your value at level 1.
Let's use a Radenting with a critical damage of 30.00% at level 1 as an example.
Adding 1 point = 0.10% increase on 8.00% = 0.030%.
So the new critical chance is 30.030%
There is no maximum cap for Critical Damage.
Radenting A | HP | Skill 3 ATK - AVG |
---|---|---|
Radenting B | HP | Skill 3 ATK - AVG |
---|---|---|
Radenting C | HP | Skill 3 ATK - AVG |
---|---|---|
Radenting
HP Before Level
HP Gain
Level 1 to Level 2
3,800
194
Level 30 to Level 31
16,079
820
Level 70 to Level 71
117,590
5,997
Level 20
9,602
619
Level 21
10,083
650
Level 22
10,587
683
Level 23
11,116
717
Level 24
11,672
753
Level 20
9,778
630
Level 21
10,276
663
Level 22
10,800
696
Level 23
11,351
732
Level 24
11,930
769
Level 20
9,956
642
Level 21
10,474
675
Level 22
11,018
710
Level 23
11,591
747
Level 24
12,194
786