Boosting is a process used to strengthen your cards. Combined with Fusion and Mastery, card growth has several layers of depth when creating a Final Form (FF) card.
Boosting allows you to remove cards from your collection (Boost Cards) to strengthen a card of your choice (Base Card). Depending on what Boost cards are used (Booster cards that are of the same type as the base card, i.e. bruiser, speed, or tactics, give a 24 XP bonus before any multipliers are applied), their rarity, power required, fuse level, and card level, your Base Card gains a certain amount of experience. For every 100 experience that is gained, the card gains a level up to its Maximum. (This may be argued and the 100 represents the percentage of a hidden experience model) Maximum level is generally determined by card rarity but there are some exceptions.
Fully boosting a card will increase the ATK and DEF by approximately 150% of the base stats. However, this is far from precise and actual stats may vary. Boosting can also increase the Ability level of the base card when the booster cards have abilities.
In order to maximize card strength, a card should be boosted to its maximum level and fully mastered before fusing it to the next rarity. Cards that are fused at maximum level provide 10% of their current stats to the final card instead of the usual 5%.
- Boosting costs will vary based upon the level of the base card, and the level of the booster.
Silver cost per card by level: The following applies only when using booster cards that are level 1
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- When using a card above level 1 as a booster, use the chart below to calculate how much more it will cost to use.
- The Silver Cost Modifier is applied to each level over 1 the booster is.
Example: Base card level 1, booster level 9 (25*8=200) So the total cost to boost would be 275.
Base Card Levels | Silver Cost Modifier |
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1-9 | 25 |
10-19 | 35 |
20-29 | 45 |
30-39 | 55 |
40-49 | 65 |
50-59 | 75 |
60-69 | 85 |
70-79 | 95 |
80 | 105 |