28/07/2022
Start
# I’ve been playing a lot of Super Auto Pets recently. I was kinda late to play it because last year when it came out I was quite auto battler fatigued, so I couldn’t bring myself to try it.
But I finally tried it like 2 months ago and have about 100 hours in it since then and I really really like it.
This is a good place for me to write this post because my thoughts on it are freshest, and I’ve already gotten most analytical insights I’ll get even though I’m going to keep playing it for
hundreds of hours more most likely. And this happens because there are diminishing returns to such insights, since I’ve learned the most from the first 100 hours and subsequent ones will each teach less.
One example of this is that I distinctly remember the first ~10-20 hours of SAP feeling alien to me. I don’t think I’ve ever played a game that had quite this combination of mechanics
(and by mechanics I mean what each unit does, not the fact that it’s an auto battler or that it has a rerolling shop) so they all felt very distinctly weird to me until it all started connecting.
So I’m going to spend this post going over every unit in the game and generalizing the mechanics.
SAP has a lot of unique and good ideas that are very easily transferable to any game that is built around a rerolling shop (like SNKRX, Brotato, Just King, Underlords, TFT, etc) so it’s worth it to go through it thoroughly.
Tier 1
# ⬆️ Start 1️⃣ Tier 1 2️⃣ Tier 2 3️⃣ Tier 3 4️⃣ Tier 4 6️⃣ Tier 6 5️⃣ Tier 5 ⬇️ Final tables ⬇️ Rerolling shop genre
Ant
# The most sensible way of dividing SAP’s mechanics are in terms of triggers and effects . In the ant’s case, its trigger is faint and its effect is a stat change to a random ally.
It also seems from the ant’s effect that effects in general should have two variables: what the effect is and its target.
Both the faint trigger and the stat change effect also behave differently depending on whether they happen in or out of combat. They are temporary for the former and permanent for the latter.
This particular idea is something that is game specific that I’m going to largely ignore, even though it applies to a lot of the game’s mechanics.
This is because I can easily imagine a game where the difference between in and out of combat are irrelevant. For instance, if in your rerolling shop game units always die permanently when they die,
then it makes no sense for there to be a difference in how faint behaves.
The same goes for another trigger like hurt. If units are always hurt permanently when they are hurt, then it makes no sense
for the hurt trigger to behave differently.
So given that this is game specific and it has no effect on the mechanic itself whatsoever, it can be safely ignored.
So from the ant we could start with something like this:
Trigger Description Faint
when a unit dies
Effect Description Stat change
add, sub, mul or div of a stat
Effect target Description Random ally
a random ally
The way to build a unit generally is to take one thing from each table. So the ant would be something like:
Trigger: faint Effect: stat change Effect target: random ally And the point of laying out the game’s mechanics in tables like this is that it makes it easier to visualize and then iterate upon, provided you’ve chosen the right level of abstraction
for your tables. In this case, triggers and effects are very obviously right, so it will work OK.
Beaver
# Trigger Description Faint when the unit dies Sell
when the unit is sold
Effect target Description N random allies
where N >= 1
Just a small change from the previous random ally
effect target to avoid having to repeat it in the table for multiple targets. The beaver would look like this:
Trigger: sell Effect: stat change Effect target: 2 random allies I’m not going to repeat this for every unit. For units where a new trigger/effect/effect target exists, I’ll just add the new element and it will be bolded like this
.
And for units that can be built from elements that were previously added then I’ll show how they should be built instead.
Cricket
# Effect Description Stat change add, sub, mul or div of a stat Summon
summons another unit
Duck
# Effect target Description All shop units
N random allies where N >= 1
Fish
# Trigger Description Faint when the unit dies Level-up
when the unit levels up
Sell when the unit is sold
Horse
# Here we have a new effect type which has a condition (until the end of battle) attached to it.
I know that the right move is to separate conditions into their own table because there are going to be more (at least I think so), so that’s what I’ll do here.
Trigger Description Ally summoned
when an ally is summoned
Faint when the unit dies Level-up when the unit levels up Sell when the unit is sold
Effect condition Description Until the end of battle
the effect will persist until the next battle ends
Effect target Description All shop units All summoned allies
N random allies where N >= 1
The problem with ally summoned
is that it inherently ties itself to the effect target, in this case, the ally that was summoned.
This makes it less composable, so initially I decided to add an N summoned allies
effect target instead to see how it goes.
The problem with N summoned allies
though is that it was just wrong. For instance, if we wanted to describe the horse
using it we could do something like “Ally summoned -> Give 1 summoned ally +N attack until the end of battle”. But this is wrong,
because it implies that the horse only gives the buff to 1 summoned ally, instead of any ally that is summoned.
Which means that I actually needed to add all summoned allies
instead as an effect target. But can all summoned allies
be composed with triggers other than ally summoned
?
Kind of. I can initially imagine a unit like “Level-up -> Give all summoned allies +N attack”. The problem is that this wouldn’t be immediate, because unless a unit is summoned when the level up happens
nothing will happen since there will be no targets.
A way to fix this is to add an effect condition like this turn
. So we would change our imagined unit to “Level-up -> Give all allies summoned this turn +N attack”. This makes what it does
clear and also seems to compose well with other triggers. This also makes the N summoned allies
effect target work, for instance “Level-up -> Give 2 allies summoned this turn +N attack”.
This little derail is a good example of why it’s good to go through a game’s mechanics like this. You can’t ignore details and you also get the opportunity to think very clearly about the game
and how you would use its ideas in your own games.
For the types of games that I want to make, which are build heavy games, I’m also always looking at the question of “how can this mechanic be made more composable”
because when you manage to answer that question correctly you get a lot of gameplay out of relatively simple coding.
Mosquito
# Trigger Description Ally summoned when an ally is summoned Faint when the unit dies Level-up when the unit levels up Sell when the unit is sold Start of battle
when the battle starts
Effect Description Deal damage
deals damage to a unit
Stat change add, sub, mul or div of a stat Summon summons another unit
Effect target Description All shop units All summoned allies N random allies where N >= 1 N random enemies
where N >= 1
Otter
# Trigger Description Ally summoned when an ally is summoned Buy
when the unit is bought
Faint when the unit dies Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts
Pig
# Effect Description Deal damage deals damage to a unit Player resource change
add, sub, mul or div of a player resource value
Stat change add, sub, mul or div of a stat Summon summons another unit
Because this is meant for other games, we can more generally define any non-unit stat such as gold as a “player resource”.
Beetle
# Trigger Description Ally summoned when an ally is summoned Buy when the unit is bought Consumes item
when the unit is given an item
Faint when the unit dies Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts
Effect target Description All shop units All summoned allies Nth shop unit
where N >= 1
N random allies where N >= 1 N random enemies where N >= 1
Because this is meant for other games, we’re calling “shop food” an item instead, since it’s a more general description of the same idea for most rerolling shop games.
Bluebird
# Trigger Description Ally summoned when an ally is summoned Buy when the unit is bought Consumes item when the unit is given an item End turn
when the current turn (shop round) ends, but before battle
Faint when the unit dies Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts
Ladybug
# Trigger Description Ally summoned when an ally is summoned Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Faint when the unit dies Item bought
when an item is bought
Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts
Effect target Description All shop units All summoned allies Nth shop unit where N >= 1 N random allies where N >= 1 N random enemies where N >= 1 Self
applies to the unit that triggered it
Cockroach
# Trigger Description Ally summoned when an ally is summoned Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Faint when the unit dies Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn
when the turn (shop round) starts
Effect Description Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Stat change add, sub, mul or div of a stat Stat set
sets a stat to a specific value
Summon summons another unit
Duckling
# The first unit where nothing new is needed to describe it. It can be described as:
Trigger: sell Effect: stat change Effect target: 1st shop unit Frog
# Effect Description Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap
swaps stats between multiple units
Stat change add, sub, mul or div of a stat Stat set sets a stat to a specific value Summon summons another unit
Effect target Description All shop units All summoned allies Nth shop unit where N >= 1 N random allies where N >= 1 N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies
applies to 2 allies adjacent to the one that triggered it
For SAP specifically there’s a distinction between swapping of stats between multiple units (such as with the frog) vs. swapping of stats within a single unit (such as with lollipop).
As these are different effects they should be separate in the effects table.
Hummingbird
# Effect target Description All shop units All summoned allies Nth shop unit where N >= 1 N random allies where N >= 1 N random classed allies
where N >= 1, classed ally = of a specific class
N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
“Strawberry friend” is too specific to SAP to be useful, so instead the more general classed ally
is used, which means an ally of a given specific class, since auto battlers generally have the auto-chess class mechanic.
Iguana
# Trigger Description Ally summoned when an ally is summoned Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned
when an enemy is summoned
Enemy pushed
when an enemy is pushed
Faint when the unit dies Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts
Effect target Description All shop units All summoned allies All pushed enemies
All summoned enemies
Nth shop unit where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Similarly to ally summoned
, enemies summoned
and enemies pushed
tie themselves to the effect target, making them less composable. The fix is the same as before.
Kiwi
# Nothing new.
Trigger: sell Effect: stat change Effect target: 1 random classed ally Mouse
# Effect Description Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Replace item
replaces shop items with other items
Stat change add, sub, mul or div of a stat Stat set sets a stat to a specific value Summon summons another unit
Pillbug
# Trigger Description Ally summoned when an ally is summoned Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier
when the shop levels up
Effect target Description All shop units All summoned allies All pushed enemies All summoned enemies Nth shop unit where N >= 1 N allies behind
where N >= 1
N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
This has a SAP specific concept that also happens to work for SNKRX, but that might not necessarily work for other shop rerolling games, which is “behind”. For games where “behind” doesn’t make sense
it can be changed to “to the left/right/up/down” or whatever other type of unit neighborhood set up that makes sense.
Seahorse
# Effect Description Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy
pushes an enemy to a different position
Replace item replaces shop items with other items Stat change add, sub, mul or div of a stat Stat set sets a stat to a specific value Summon summons another unit
Chinchilla
# Nothing new.
Trigger: sell Effect: summon Frilled Dragon
# Effect condition Description Per specific ally
applies the effect based on the number of allies of a specific type
Until the end of battle the effect will persist until the next battle ends
Kind of a weird condition, but this is the most composable version of it I think. Another variation of it would be per classed ally
, which would apply based on the number of allies of a given class.
Marmoset
# Effect Description Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy pushes an enemy to a different position Replace item replaces shop items with other items Roll shop
rolls the shop
Stat change add, sub, mul or div of a stat Stat set sets a stat to a specific value Summon summons another unit
Moth
# Effect target Description All shop units All summoned allies All pushed enemies All summoned enemies Nth ally
where N >= 1
Nth shop unit where N >= 1 N allies behind where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Apple
# Items should be described just like units but focused on their effects, generally because they don’t have triggers.
You could try to describe them in a more complex manner, because you could also try to take into account when they’re held vs. when they apply instantly, but that adds unnecessary complexity for little gain.
So the apple, for instance, can just be described by its effect, which is a simple stat change.
Honey
# Peach
# Strawberry
# Effect Description Classify
adds a class to a unit
Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy pushes an enemy to a different position Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat set sets a stat to a specific value Summon summons another unit
Keeping up with the theme that strawberry is equivalent to classes in other auto battlers, it makes sense to add the classify
effect, which acts
very similarly to items in Underlods that can add a new class to a unit.
Bacon
# Cookie
# Effect: stat change Effect condition: until end of battle And with this all tier 1 pets and foods are done. It should go faster for the next tiers because a lot of the mechanics have already been covered.
Tier 2
# ⬆️ Start 1️⃣ Tier 1 2️⃣ Tier 2 3️⃣ Tier 3 4️⃣ Tier 4 6️⃣ Tier 6 5️⃣ Tier 5 ⬇️ Final tables ⬇️ Rerolling shop genre
Crab
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy pushes an enemy to a different position Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy
copies a stat from another unit
Stat set sets a stat to a specific value Summon summons another unit
Effect target Description All shop units All summoned allies All pushed enemies All summoned enemies Most healthy ally
Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Dodo
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy pushes an enemy to a different position Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give
gives a stat to another unit
Stat set sets a stat to a specific value Summon summons another unit
Effect target Description All shop units All summoned allies All pushed enemies All summoned enemies Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front
where N >= 1
N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Elephant
# Trigger Description Ally summoned when an ally is summoned Before attack
before the unit is about to attack
Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy pushes an enemy to a different position Repeat
repeats the effect its attached to
Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Summon summons another unit
The elephant is the first unit that has multiple effects. There are multiple ways of handling multiple effects, I’m personally just going to assume the simplest possible things: either the unit has multiple chains of
“trigger -> effect + condition -> target”, or a single “trigger -> effect + condition -> effect + condition -> … -> target”.
The elephant happens to be the latter, which would go like “before attack -> deal damage -> repeat -> 1 ally behind”.
Flamingo
# Trigger: faint Effect: stat change Effect target: 2 allies behind Not sure if there’s a difference between “faint” and “before faint”, but I don’t think there is.
Hedgehog
# Effect target Description All shop units All summoned allies All pushed enemies All summoned enemies All units
Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Peacock
# Trigger Description Ally summoned when an ally is summoned Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt
when the unit is hit
Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Rat
# Trigger: faint Effect: summon Technically there should be two different summon types, one for allies and one for enemies, but because summoning enemies seems kind of really specific to SAP I’m just not going to bother.
Shrimp
# Trigger Description Ally sold
when an ally is sold
Ally summoned when an ally is summoned Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Faint
# Trigger: faint Effect: summon For all summoned units the specific type of unit that is summoned is decided directly by the summon effect, since there’s no real composability benefit to specifying it in any of the other tables.
Swan
# Trigger: start of turn Effect: player resource change Bat
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Player resource change add, sub, mul or div of a player resource value Multiple stat swap swaps stats between multiple units Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect
applies a status effect to a unit
Summon summons another unit
Dromedary
# Trigger: start of turn Effect: stat change Effect target: 1st and 2nd shop units Tabby Cat
# Trigger: consumes item Effect: stat change Effect condition: until end of battle Effect target: all allies Effect target Description All allies
All shop units All summoned allies All pushed enemies All summoned enemies All units Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Atlantic Puffin
# Trigger: start of battle Effect: deal damage Effect condition: per specific ally (strawberry) Effect target: 1 random enemy Dove
# Trigger: faint Effect: stat change Effect target: 2 random classed allies Guinea Pig
# Trigger: buy Effect: summon Jellyfish
# Trigger Description Ally sold when an ally is sold Ally summoned when an ally is summoned Any level-up
when any ally levels up
Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Koala
# Trigger Description Ally sold when an ally is sold Ally hurt
when any ally is hurt
Ally summoned when an ally is summoned Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect condition Description Limit triggers
applies the effect up to a max # of times per turn
Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Panda
# Trigger: start of battle Effect: give stat Effect target: 1 ally in front Panda has 2 effects, the first giving its stats, and the second is fainting. This is interesting because faint is a trigger, but sometimes it’s also an effect, like this in this case.
The pill can be implemented in the same way in that its effect is fainting.
Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Faint
makes the unit faint
Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Summon summons another unit
Pug
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Faint makes the unit faint Give experience
gives experience to a unit
Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Summon summons another unit
Salamander
# Trigger Description Ally bought
when any ally is bought
Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect condition Description If specific ally
applies the effect if the ally passes a condition
Limit triggers applies the effect up to a max # of times per turn Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All units Any hurt
Any bought
Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
any hurt
and any bought
are the more composable versions of the units that are tied with ally hurt
and ally bought
, like the ally summoned
situation.
Stork
# Trigger: faint Effect: summon Yak
# Trigger: end turn Effect: deal damage Effect target: self Trigger: end turn Effect: stat change Effect target: self Frigatebird
# Trigger: buy Effect: stat change Effect condition: if specific ally Effect target: 1 random ally Gold Fish
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Discount
decreases a unit's cost
Faint makes the unit faint Give experience gives experience to a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Summon summons another unit
Raccoon
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Give experience gives experience to a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item
steals item from a unit
Summon summons another unit
Toucan
# Effect Description Classify adds a class to a unit Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Give experience gives experience to a unit Give item
gives your item to a unit
Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit
Wombat
# Effect Description Classify adds a class to a unit Copy ability
copies another unit's ability
Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Give experience gives experience to a unit Give item gives your item to a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All units Any hurt Any bought Highest tier enemy
Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Cupcake
# Effect: stat change Effect condition: until end of battle Meat Bone
# This one’s a little weird, but if I were to implement it like a unit it would be something like:
Trigger: attack Effect: deal damage It’s dealing extra damage on each attack, so this makes sense.
Trigger Description Ally bought when any ally is bought Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack
when the unit attacks
Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Pill
# As mentioned in the panda section.
Broccoli
# Fried Shrimp
# Croissant
# Trigger: end turn Effect: stat change This is the kind of item where we have to ignore the fact that its effect can only happen while it’s held.
Tier 3
# ⬆️ Start 1️⃣ Tier 1 2️⃣ Tier 2 3️⃣ Tier 3 4️⃣ Tier 4 6️⃣ Tier 6 5️⃣ Tier 5 ⬇️ Final tables ⬇️ Rerolling shop genre
Badger
# Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All units Any hurt Any bought Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units
applies to 2 units adjacent to the one that triggered it
Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Blowfish
# Trigger: hurt Effect: deal damage Effect target: 1 random enemy Camel
# Trigger: hurt Effect: stat change Effect target: 1 ally behind Dog
# Trigger: ally summoned Effect: stat change Effect target: self Giraffe
# Trigger: end turn EFfect: stat change Effect target: N allies in front Kangaroo
# Trigger Description Ally ahead attacks
when an ally in front attacks
Ally bought when any ally is bought Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack` `when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Ox
# Trigger Description Ally ahead attacks when an ally in front attacks Ally ahead faints
when an ally in front faints
Ally bought when any ally is bought Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack` `when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect Description Classify adds a class to a unit Copy ability copies another unit’s ability Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Gain item
gains a specific item
Give experience gives experience to a unit Give item gives your item to a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit
Rabbit
# Trigger Description Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item
when an ally is given an item
Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack` `when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All units Any that consumed item
Any hurt Any bought Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Sheep
# Trigger: faint Effect: summon Snail
# Effect condition Description If lost battle
applies the effect if the previous battle was lost
If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Turtle
# Trigger: faint Effect: gain item Effect target: N allies behind Hatching Chick
# Trigger: end turn Effect: stat change Effect condition: until end of battle Effect target: 1 ally ahead Trigger: end turn Effect: stat change Effect target: 1 ally ahead Trigger: start of turn Effect: give experience Effect target: 1 ally ahead Owl
# Trigger: sell Effect: stat change Effect target: 1 random ally Puppy
# Trigger: end turn Effect: stat gain Effect condition: if player resource (gold) >= 2 Effect target: self Effect condition Description If lost battle applies the effect if the previous battle was lost If player resource
applies the effect if a player's resource passes a condition
If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Tropical Fish
# Trigger: end turn Effect: stat change Effect target: two adjacent allies Blobfish
# Trigger: faint Effect: give experience Effect: stat change Effect target: 1 ally behind Capybara
# Trigger Description Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll
when the shop is rerolled
Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units
All units Any that consumed item Any hurt Any bought Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Cassowary
# Trigger: end turn Effect: stat change Effect condition: per specific ally (strawberry) Effect target: N random classed allies Clownfish
# Trigger: any level-up Effect: stat change Effect target: any levelled up Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any hurt Any levelled up
Any that consumed item Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Leech
# Trigger: end turn Effect: deal damage Effect target: 1 ally ahead Trigger: end turn Effect: stat change Effect target: self Okapi
# Trigger: roll Effect: stat change Effect condition: until end of battle Effect condition: limit triggers Effect target: self Starfish
# Trigger: ally sold Effect: stat change Effect condition: if specific ally Effect target: 1 random ally Toad
# Trigger: enemy hurt Effect: status effect Effect condition: limit triggers Effect target: any enemy hurt Trigger Description Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy hurt
when an enemy is hurt
Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt
Any hurt Any levelled up Any that consumed item Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Woodpecker
# Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front
where N >= 1
N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Aardvark
# Trigger: enemy summoned Effect: stat change Effect target: self Bear
# Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N adjacent units
where N >= 1
N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Emperor Tamarin
# Trigger: sell Effect: stat give Effect target: 1st shop unit Seagull
# Effect Description Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to
copies this unit's item to another unit
Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit
Wasp
# Trigger: upgrade shop tier Effect: stat change Effect target: self Garlic
# Like the meat bone, you could describe this in terms of its trigger and effect. I would do it like this:
Trigger: hurt Effect: take less damage So whenever this unit takes damage, it will take less damage.
Effect Description Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage
takes less damage from the next attack
Salad Bowl
# Effect: stat change Effect target: 2 random allies Cucumber
# Trigger: end turn Effect: stat change Lollipop
# Effect Description Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Discount decreases a unit’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Single stat swap
swaps stats within a unit
Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack
Pineapple
# This is essentially dealing more damage when the ability deals damage, so something like:
Trigger: ability damage Effect: deal damage Trigger Description Ability damage
when the unit's ability deals damage
Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Tier 4
# ⬆️ Start 1️⃣ Tier 1 2️⃣ Tier 2 3️⃣ Tier 3 4️⃣ Tier 4 6️⃣ Tier 6 5️⃣ Tier 5 ⬇️ Final tables ⬇️ Rerolling shop genre
Bison
# Effect condition Description If any specific ally
applies the effect if at least one ally passes a condition
If lost battle applies the effect if the previous battle was lost If player resource applies the effect if a player’s resource passes a condition If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Deer
# Trigger: faint Effect: summon Dolphin
# Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Least healthy ally
Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Hippo
# Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed
when the enemy is killed as a result of this unit's attack
Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Parrot
# Trigger: end turn Effect: copy ability Effect condition: until end of battle Effect target: 1 friend ahead Penguin
# Trigger: end turn Effect: stat change Effect condition: if specific ally Effect target: 3 specific allies Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Least healthy ally Most healthy ally Nth ally where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies
where N >= 1, ally specified in effect condition
Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Rooster
# Trigger: faint Effect: summon Skunk
# Trigger: start of battle Effect: stat change Effect target: most healthy enemy Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy
Nth ally where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Squirrel
# Effect Description Add shop item
adds an additional item to the shop
Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Discount unit decreases a shop unit’s cost Discount item
decreases a shop item's cost
Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack
Whale
# Trigger: start of battle Effect: faint Effect target: 1 friend ahead Trigger: faint Effect: summon This is a weird one because it has to store the unit it kills. I could try to encapsulate that into a composable mechanic, like “copy unit”, but I think it’s best to just go for something simpler
like “summon”, which would summon a specific unit, and then that specific unit is specified to be the one it killed at a lower level of abstraction.
Worm
# Trigger: consumes item Effect: stat change Effect target: self Buffalo
# Trigger: ally bought Effect: stat change Effect condition: limit triggers Effect target: self Caterpillar
# Trigger: start of turn Effect: give experience Effect target: self Trigger: start of battle Effect: transform Effect target: self Trigger: start of battle Effect: stat copy Effect target: strongest ally Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform
transforms into another unit
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally
Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Llama
# Trigger: end turn Effect: stat change Effect condition: if player resource (number of pets) <= 4 Effect target: self Lobster
# Trigger: ally summoned Effect: stat change Effect target: any ally summoned Microbe
# Trigger: faint Effect: status effect Effect target: all units Anteater
# Trigger: faint Effect: summon Crow
# Trigger: sell Effect: replace shop item Donkey
# Trigger: ally faints Effect: push enemy Effect target: 5th enemy Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints
when an ally faints
Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy
where N >= 1
Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Eel
# Trigger: start of battle Effect: stat change Effect target: self Hawk
# Trigger: start of battle Effect: deal damage Effect target: Nth enemy, where N = this unit’s position Orangutan
# Trigger: end turn Effect: stat change Effect target: least healthy ally Pelican
# Trigger: end turn, start of battle Effect: stat change Effect condition: if specific ally Effect target: random classed ally Platypus
# Trigger: sell Effect: summon Praying Mantis
# Trigger: start of turn Effect: kill Effect target: two adjacent allies Trigger: start of turn Effect: stat change Effect target: self Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Kill
deals damage and kill a unit
Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Armadillo
# Trigger: hurt, faint Effect: stat change Effect target: all allies Dragonfly
# Trigger: end turn Effect: stat change Effect target: 1 random ally of each level Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level
where N >= 1
N random allies of each tier
where N >= 1
N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Jerboa
# Trigger: consumes item Effect: stat change Effect target: all allies Lynx
# Trigger: start of battle Effect: deal damage Effect target: 1 random enemy Mole
# Trigger: buy Effect: stat change Effect target: two adjacent allies Porcupine
# Trigger: hurt Effect: deal damage Effect target: attacking enemy Effect target Description All allies All shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy
the enemy that just attacked this unit
Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Canned Food
# Effect: stat change Effect target: all shop units Effect target: all future shop units Effect target Description All allies All shop units All future shop units
All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy the enemy that just attacked this unit Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Pear
# Cheese
# Trigger: attack Effect: double damage (100%) Effect: remove item Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Double damage
chance to deal double damage to a unit
Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Kill deals damage and kill a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Remove item
removes this unit's held item
Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Grapes
# Trigger: start of turn Effect: player resource change Fortune Cookie
# Trigger: attack Effect: double damage (50%) Tier 6
# ⬆️ Start 1️⃣ Tier 1 2️⃣ Tier 2 3️⃣ Tier 3 4️⃣ Tier 4 6️⃣ Tier 6 5️⃣ Tier 5 ⬇️ Final tables ⬇️ Rerolling shop genre
Boar
# Trigger: before attack Effect: stat change Effect target: self Cat
# Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Double damage chance to deal double damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Item effectiveness
add, sub, mul or div to item effectiveness
Kill deals damage and kill a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Remove item removes this unit’s held item Roll shop rolls the shop Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Dragon
# Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints when an ally faints Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Specific ally bought
when a specific ally or type of ally is bought
Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Fly
# Trigger: ally faints Effect: summon Effect condition: limit triggers Gorilla
# Trigger: hurt Effect: give item Effect condition: limit triggers Effect target: self Leopard
# Trigger: start of battle Effect: deal damage Effect target: 1 random enemy Mammoth
# Trigger: faint Effect: stat change Effect target: all allies Snake
# Trigger: ally ahead attacks Effect: deal damage Effect target: 1 random enemy Tiger
# Trigger: ally ahead uses ability Effect: repeat The tiger makes another unit repeat their ability, which makes representing it in this system kind of awkward. Still, “ally ahead uses ability” is a fairly composable trigger so it should be added.
Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally ahead uses ability
when an ally in front uses its ability
Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints when an ally faints Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Specific ally bought when a specific ally or type of ally is bought Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Octopus
# Trigger: before attack Effect: deal damage Effect target: 2 random enemies Sauropod
# Trigger: item bought Effect: player resource change Effect condition: limit triggers Tyrannosaurus
# Trigger: end turn Effect: stat change Effect condition: if player resource (gold) >= 3 Effect target: all allies Hammershark
# Trigger: start of turn Effect: player resource change Effect condition: if any specific ally Komodo
# Trigger: end turn Effect: stat change Effect: shuffle Effect target: all allies ahead Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Double damage chance to deal double damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Item effectiveness add, sub, mul or div to item effectiveness Kill deals damage and kill a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Remove item removes this unit’s held item Roll shop rolls the shop Shuffle
changes the positions of multiple units
Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Effect target Description All allies All allies ahead
All shop units All future shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy the enemy that just attacked this unit Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Orca
# Trigger: faint Effect: summon Ostrich
# Trigger: end turn Effect: stat change Effect condition: per specific ally Effect target: self Piranha
# Trigger: hurt, faint Effect: stat change Effect target: all allies Reindeer
# Trigger: before attack Effect: give item Effect condition: limit triggers Effect target: self Sabertooth Tiger
# Trigger: hurt Effect: summon Spinosaurus
# Trigger: ally faints Effect: stat change Effect target: 1 random ally Stegosaurus
# Trigger: end turn Effect: stat change Effect condition: until end of battle Effect condition: per turn number Effect target: 1 ally ahead Effect condition Description If any specific ally applies the effect if at least one ally passes a condition If lost battle applies the effect if the previous battle was lost If player resource applies the effect if a player’s resource passes a condition If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Per turn number
applies the effect based on the number of turns
Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Velociraptor
# Trigger: start of battle Effect: give item Effect target: 1 random classed ally Alpaca
# Trigger: ally summoned Effect: give experience Effect condition: limit triggers Effect target: any summoned ally Lioness
# Trigger: end turn Effect: stat change Effect target: all shop units, all future shop units Tapir
# Trigger: faint Effect: summon Walrus
# Trigger: faint Effect: give item Effect target: N random allies White Tiger
# Trigger: start of battle Effect: set level Effect target: N allies behind Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Double damage chance to deal double damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Item effectiveness add, sub, mul or div to item effectiveness Kill deals damage and kill a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Remove item removes this unit’s held item Roll shop rolls the shop Set level
sets the unit's level to a specific value
Shuffle changes the positions of multiple units Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Melon
# Trigger: damage taken Effect: take less damage Effect: remove item Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally ahead uses ability when an ally in front uses its ability Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints when an ally faints Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item Damage taken
when the unit takes damage
End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Specific ally bought when a specific ally or type of ally is bought Start of battle when the battle starts Start of turn when the turn (shop round) starts Upgrade shop tier when the shop levels up
Mushroom
# Trigger: faint Effect: summon Pizza
# Effect: stat change Effect target: 2 random allies Steak
# Trigger: attack Effect: deal damage Effect: remove item Hot Dog
# Effect: stat change Effect target: 2 random allies Orange
# Effect: stat change Effect target: 2 random allies Popcorn
# Trigger: faint Effect: summon Chicken Leg
# Soft Ice
# Effect: stat change Effect target: all allies Tier 5
# ⬆️ Start 1️⃣ Tier 1 2️⃣ Tier 2 3️⃣ Tier 3 4️⃣ Tier 4 6️⃣ Tier 6 5️⃣ Tier 5 ⬇️ Final tables ⬇️ Rerolling shop genre
By mistake I did tier 6 before tier 5, but the order doesn’t matter so I can’t be bothered to fix it.
Cow
# Trigger: buy Effect: replace item Crocodile
# Trigger: start of battle Effect: deal damage Effect: repeat Effect target: 5th enemy Monkey
# Trigger: end turn Effect: stat change Effect target: 1st ally Rhino
# Trigger: enemy killed Effect: deal damage Effect target: 1st enemy Scorpion
# Trigger: summoned Effect: give item Effect target: self Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally ahead uses ability when an ally in front uses its ability Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints when an ally faints Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item Damage taken when the unit takes damage End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Specific ally bought when a specific ally or type of ally is bought Start of battle when the battle starts Start of turn when the turn (shop round) starts Summoned
when this unit is summoned
Upgrade shop tier when the shop levels up
Seal
# Trigger: consumes item Effect: stat change Effect target: 2 random allies Shark
# Trigger: ally faints Effect: stat change Effect target: self Turkey
# Trigger: ally summoned Effect: stat change Effect target: any summoned ally Chicken
# Trigger: specific ally bought Effect: stat change Effect target: all shop units, all future shop units Eagle
# Trigger: faint Effect: summon Goat
# Trigger: ally bought Effect: player resource change Effect condition: limit triggers Poodle
# Trigger: end turn Effect: stat change Effect target: 1 random ally of each tier Fox
# Trigger: end turn Effect: steal item Trigger: end turn Effect: steal item Effect: item effectiveness Hamster
# Trigger: roll Effect: player resource change Effect condition: limit triggers Lion
# Trigger: start of battle Effect: stat change Effect condition: if highest tier ally Effect target: self Effect condition Description If any specific ally applies the effect if at least one ally passes a condition If highest tier ally
applies the effect if this is the highest tier unit
If lost battle applies the effect if the previous battle was lost If player resource applies the effect if a player’s resource passes a condition If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Per turn number applies the effect based on the number of turns Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Polar Bear
# Trigger: start of turn Effect: stat change Effect target: 1 random frozen shop unit Effect target Description All allies All allies ahead All shop units All future shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy the enemy that just attacked this unit Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N random frozen shop units
where N >= 1
N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Shoebill
# Trigger: end turn Effect: stat change Effect target: all classed allies Siberian Husky
# Trigger: end turn Effect: stat change EFfect target: all specific allies Effect target Description All allies All allies ahead All classed allies
classed ally = of a specific class
All specific allies
specific ally = ally that passes a specific condition
All shop units All future shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy the enemy that just attacked this unit Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N random frozen shop units where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Swordfish
# Trigger: start of battle Effect: deal damage Effect target: most healthy enemy, self Triceratops
# Trigger: hurt Effect: stat change Effect target: 1 random ally Vulture
# Trigger: ally faints Effect: deal damage Effect target: 1 random enemy Trigger: buy, sell Effect: stat change Effect target: 1 random ally Hyena
# Trigger: start of battle Effect: stat swap Effect target: all units Trigger: start of battle Effect: shuffle Effect target: all units Trigger: start of battle Effect: stat swap, shuffle Effect target: all units Lionfish
# Trigger: before ally attack Effect: status effect Effect condition: limit triggers Effect target: enemy about to be attacked Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally ahead uses ability when an ally in front uses its ability Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints when an ally faints Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before ally attack
before an ally is about to attack
Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item Damage taken when the unit takes damage End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Specific ally bought when a specific ally or type of ally is bought Start of battle when the battle starts Start of turn when the turn (shop round) starts Summoned when this unit is summoned Upgrade shop tier when the shop levels up
Effect target Description All allies All allies ahead All classed allies classed ally = of a specific class All specific allies specific ally = ally that passes a specific condition All shop units All future shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy the enemy that just attacked this unit Enemy about to be attacked
Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N random frozen shop units where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
Moose
# Trigger: end turn Effect: stat change Effect condition: mult lowest tier ally Effect target: 1 ally behind Effect condition Description If any specific ally applies the effect if at least one ally passes a condition If highest tier ally applies the effect if this is the highest tier unit If lost battle applies the effect if the previous battle was lost If player resource applies the effect if a player’s resource passes a condition If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Mult lowest tier ally
multiplies the effect with lowest ally tier
Per turn number applies the effect based on the number of turns Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Chili
# Trigger: attack Effect: deal damage behind Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Deal damage behind
deals damage to the unit behind the one that is attacked
Double damage chance to deal double damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Item effectiveness add, sub, mul or div to item effectiveness Kill deals damage and kill a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Remove item removes this unit’s held item Roll shop rolls the shop Set level sets the unit’s level to a specific value Shuffle changes the positions of multiple units Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Chocolate
# Sushi
# Effect: stat change Effect target: 3 random allies Carrot
# Trigger: end turn Effect: stat change Pepper
# Trigger: damage taken Effect: take less damage Effect: remove item Stew
# Effect: stat change Effect target: 3 random allies Taco
# Effect: stat change Effect target: 3 random allies Lemon
# Trigger: damage taken Effect: take less damage Final tables
# ⬆️ Start
OK, so now that this is all done we have a few tables that contain all the triggers, effects, effect conditions and effect targets that SAP uses.
This is what the tables look like:
Trigger Description Ability damage when the unit’s ability deals damage Ally ahead attacks when an ally in front attacks Ally ahead faints when an ally in front faints Ally ahead uses ability when an ally in front uses its ability Ally bought when any ally is bought Ally consumes item when an ally is given an item Ally faints when an ally faints Ally hurt when any ally is hurt Ally sold when an ally is sold Ally summoned when an ally is summoned Attack when the unit attacks Any level-up when any ally levels up Before ally attack before an ally is about to attack Before attack before the unit is about to attack Buy when the unit is bought Consumes item when the unit is given an item Damage taken when the unit takes damage End turn when the current turn (shop round) ends, but before battle Enemy hurt when an enemy is hurt Enemy killed when the enemy is killed as a result of this unit’s attack Enemy summoned when an enemy is summoned Enemy pushed when an enemy is pushed Faint when the unit dies Hurt when the unit is hit Item bought when an item is bought Level-up when the unit levels up Roll when the shop is rerolled Sell when the unit is sold Specific ally bought when a specific ally or type of ally is bought Start of battle when the battle starts Start of turn when the turn (shop round) starts Summoned when this unit is summoned Upgrade shop tier when the shop levels up
Effect Description Add shop item adds an additional item to the shop Classify adds a class to a unit Copy ability copies another unit’s ability Copy item to copies this unit’s item to another unit Deal damage deals damage to a unit Deal damage behind deals damage to the unit behind the one that is attacked Double damage chance to deal double damage to a unit Discount unit decreases a shop unit’s cost Discount item decreases a shop item’s cost Faint makes the unit faint Gain item gains a specific item Give experience gives experience to a unit Give item gives your item to a unit Item effectiveness add, sub, mul or div to item effectiveness Kill deals damage and kill a unit Single stat swap swaps stats within a unit Multiple stat swap swaps stats between multiple units Player resource change add, sub, mul or div of a player resource value Push enemy pushes an enemy to a different position Repeat repeats the effect its attached to Replace item replaces shop items with other items Remove item removes this unit’s held item Roll shop rolls the shop Set level sets the unit’s level to a specific value Shuffle changes the positions of multiple units Stat change add, sub, mul or div of a stat Stat copy copies a stat from another unit Stat give gives a stat to another unit Stat set sets a stat to a specific value Status effect applies a status effect to a unit Steal item steals item from a unit Summon summons another unit Take less damage takes less damage from the next attack Transform transforms into another unit
Effect condition Description If any specific ally applies the effect if at least one ally passes a condition If highest tier ally applies the effect if this is the highest tier unit If lost battle applies the effect if the previous battle was lost If player resource applies the effect if a player’s resource passes a condition If specific ally applies the effect if the ally passes a condition Limit triggers applies the effect up to a max # of times per turn Mult lowest tier ally multiplies the effect with lowest ally tier Per turn number applies the effect based on the number of turns Per specific ally applies the effect based on the number of allies of a specific type Until the end of battle the effect will persist until the next battle ends
Effect target Description All allies All allies ahead All classed allies classed ally = of a specific class All specific allies specific ally = ally that passes a specific condition All shop units All future shop units All summoned allies All pushed enemies All summoned enemies All unfrozen shop units All units Any bought Any enemy hurt Any hurt Any levelled up Any that consumed item Attacking enemy the enemy that just attacked this unit Enemy about to be attacked Highest tier enemy Least healthy ally Most healthy ally Most healthy enemy Nth ally where N >= 1 Nth enemy where N >= 1 Nth shop unit where N >= 1 N adjacent units where N >= 1 N allies behind where N >= 1 N allies in front where N >= 1 N units in front where N >= 1 N random allies where N >= 1 N random allies of each level where N >= 1 N random allies of each tier where N >= 1 N random classed allies where N >= 1, classed ally = of a specific class N random enemies where N >= 1 N random frozen shop units where N >= 1 N specific allies where N >= 1, ally specified in effect condition Self applies to the unit that triggered it Strongest ally Two adjacent units applies to 2 units adjacent to the one that triggered it Two adjacent allies applies to 2 allies adjacent to the one that triggered it
We could do some refactoring here. Removing some things that are repetitive, adding some that are missing that are obvious, and so on.
For instance, there are effect targets for “least healthy ally”, “most healthy ally” and “most healthy enemy”. There’s obviously one missing,
which is “least healthy enemy”.
Similarly, we can see that often there are effect targets for allies, enemies and shop units. So we could add “most healthy shop unit”, “least healthy shop unit” as well.
We can also see that there’s a distinction between frozen and unfrozen shop units, so we could add “most healthy frozen/unfrozen shop unit”, “least healthy frozen/unfrozen shop unit”.
There’s also “strongest ally”, which is a different calculation than “most healthy”. And it’s also missing “strongest enemy”, “strongest shop unit”, etc.
You get my point, right? We can go from the things that SAP uses to a lot more that come obviously from just looking at the list. One of the benefits of doing an exercise like this
is that if you choose the right level of abstraction, just looking at the tables generated gives you a lot of ideas for new gameplay.
Another benefit is that you can now just combine things from the different tables to create new units. There’s a total of 33 triggers, 34 effects, 10 effect conditions and 40 effect targets.
So I’m just going to go on random.org and generate 3 random numbers from 1-33, 1-34 and 1-40. I’m going to omit effect conditions from this because they’re too specific, so it’s
best to add them manually depending on what comes out.
The numbers: 13, 5, 11. This corresponds to:
Trigger: before ally attack Effect: deal damage Effect target: all units Well this sounds disgusting. But I can imagine it working if you keep the damage real low and add some limits. Something like:
Locust - 1/1 - Tier 3
# Lv.1: Before friend attack -> Deal 1 damage to all pets. Works 2 times per turn. Lv.2: Before friend attack -> Deal 1 damage to all pets. Works 4 times per turn. Lv.3: Before friend attack -> Deal 1 damage to all pets. Works 6 times per turn.
It’s a locust because of locust swarms that deal lots of small damage! Maybe it would be cool? Let’s try another. The numbers were: 19, 24, 9. This corresponds to:
Trigger: enemy hurt Effect: set level Effect target: all summoned enemies This sounds positively weird and way too specific, but maybe something like:
Panther - 5/5 - Tier 2
# Lv.1: Enemy hurt -> Decreases the level of summoned enemies by 1. Lv.2: Enemy hurt -> Decreases the level of summoned enemies by 2. Lv.3: Enemy hurt -> Decreases the level of summoned enemies by 3.
Doesn’t seem very cool or useful to me… I chose panther because it’s kind of the opposite of white tiger… Let’s try a last one. Numbers: 23, 14, 15. This is:
Trigger: faint Effect: item effectiveness Effect target: any hurt This one initially doesn’t seem to make much sense but I think it’s cool. The first thing to notice is that for any other unit that uses “item effectiveness” it doesn’t really have a target.
So we can safely ignore the effect target for this one, which is good because it doesn’t make much sense anyway.
So we’re left with something that increases item effectiveness when it dies. Which means we could go for a canned food type of deal but instead of increasing the stats of shop units, it increases
the stats of shop foods. The only thing left to consider is that this would have to happen only outside of combat, but there are other units with the “outside of combat” modifier. So we could go for something like:
Can’t think of an animal - 3/2 - Tier 2
# Lv.1: Faint outside of combat -> Give all current shop foods +2 to attack and health effects. Lv.2: Faint outside of combat -> Give all current shop foods +4 to attack and health effects. Lv.3: Faint outside of combat -> Give all current shop foods +8 to attack and health effects.
So whenever you make this unit faint outside of combat (via pill, praying mantis, etc) it gives any current food shop a bonus to its attack and/or health effects.
If there’s a pear on the shop and you sell this unit at Lv.2, then the pear will give a total of 6 attack and health instead of the original 2.
Of course you could change this to give it to all current and future shop foods, like the canned food, but then you’d have to find mess around with it more to balance it properly.
Rerolling shop genre
# All of this shows that Super Auto Pets is both very cleverly designed and also very expandable. It has a clear set of composable parts that work well together, but most importantly, that work well on any
rerolling shop game . Rerolling shop games generally have the following features:
There’s a shop that offers units and can be rerolled The shop has levels and can be levelled up Units can be bought, sold, locked Units have levels and can be combined to level up Units have positions in relation to one another Units can hold items There’s a distinction between shop phase and combat phase Maybe there are a few I’m forgetting, but the more of these features a game has, the more it can use SAP’s mechanics. For instance, in SNKRX the ability to freeze individual units doesn’t exist, which means that I can’t
make any effects that make use of the frozen/unfrozen distinction.
In both SNKRX and Brotato, the units (which are the guns in Brotato) can’t hold items, which means that we can’t use any effects that have to do with items.
In Just King, on the other hand, units can hold items, which means that things like “copy item”, “give item”, “item bought”, etc, can be used by it.
In pretty much all rerolling shop games units have positions relative to each other, which means that all effects having to do with “ahead”, “behind”, “nth position”, “adjacent” and so on can be used by them.
The point being that because SAP covers so much ground for all common ideas that exist in rerolling shop games, it can safely be used as solid ground to build from.
Of course, a lot of its ideas exist in other games too. Lots of card games by definition will have notions of triggers and effects, and its not uncommon to see, for instance, a “trigger: hurt” out in the wild.
But what makes SAP unique to me is that it combines ideas specific to rerolling shop games and builds upon them in a very thorough and creative way.
So if you’re making a rerolling shop game you should 1000% play SAP and get used to its mechanics, because using them will very easily make your game better.