Pets
Pets ride along with you, fighting alongside you in combat, and quietly earning cash, scraps, gold, or food for you in the background. There are 18 species in the game right now (two of them Halloween-only), each with its own combat ability, passive ability, and where you can actually get one.
Getting a Carrier First
You need an open slot in your Pet Carrier before you can own a pet at all:
| Carrier | Slots | Cost |
|---|---|---|
| Single | 1 | $50,000 |
| Double | 2 | $250,000 |
| Deluxe | 3 | $500,000 (Donator-only) |
Upgrading to a bigger carrier doesn't cost you any pets you already own — it just opens up more slots.
Where to Find Pets
Several channels, and most species only come from one or two of them:
- Pet Store — 5 basic pets, always in stock, fixed price: Street Pigeon ($5,000), Possum ($8,000), Alley Cat ($10,000), Gecko ($12,000), Street Dog ($15,000).
- Junkyard — 2 pets always purchasable: Raccoon ($75,000), Iguana ($100,000). It also has a Rummage option — 5 energy per attempt, a 1-in-50 chance of turning up a Snapping Turtle, the only way to get one at all.
- The Weird Animal Guy (Black Market) — brings a new random exclusive pet every 6 hours, and anyone can buy it once per visit, priced in either cash or gold depending which one shows up: Pit Bull ($500,000), Black Cat ($200,000), Ninja Cat ($750,000), Greyhound (50,000 gold), Parrot (25,000 gold), Fox (40,000 gold).
- Exploring — a small per-move chance to find certain pets while out in the city, four times as likely on a Rare Spot block. With a full carrier, Explore tells you the pet got away — make room to keep the next one. Chances are district-specific:
District Possible Find Odds Slums Raccoon 1 in 400 Downtown Crow 1 in 400 Industrial Police K9 1 in 600 Industrial Iguana 1 in 500 Heights Parrot 1 in 600 Mid-City Black Cat 1 in 800 Mid-City Fox 1 in 600 - The Wire — four- and five-star check-ins can turn up a Crow (3%) or a Police K9 (2%). See The Wire.
- The Hollow Market (Halloween only) — the Bat and the Tarantula, 6,000 Ectoplasm each, while the event runs.
Police K9 is the one to know — it's not sold anywhere. Exploring Industrial and the Wire are the only ways to get one.
The Full Roster


















How Pet Combat Works
Your active pet joins every 1-on-1 fight (and Arena/MCC bouts) automatically — no setup needed beyond having one selected. Every 5th round of the fight, on top of you and your opponent trading hits, the pets get a round of their own:
- Whichever pet has the higher Speed acts first — it's a weighted roll based on both pets' Speed, not a guaranteed win for the faster one.
- A pet with no combat ability (Street Pigeon, for example) just sits that round out.
- Whatever ability the acting pet has (crit, dodge, heal, debuff, etc.) rolls independently that round, on top of the base hit.
- Some pets defend too: the Iguana, Snapping Turtle, Possum and Ninja Cat react when the enemy pet bites you. On their own turn the tanks (Iguana, Turtle, Possum, K9) also guard you against the next hit, so they pull their weight against opponents with no pet as well.
In the MCC there are no pet rounds: every pet is its own fighter in the group's draw, faster pets getting more turns, and bites whatever its owner last hit. Every effect works exactly as in a 1-on-1 fight: crits, double bites, venom, drain, heals, dodges, the Black Cat's aura, absorb, recoil, the tank guard, Intimidate, Distract, Screech and the Fox's speed.
How Hard a Pet Bites
- Your level sets the size of a bite, not the target's HP. At ×1 a bite is 3% of the max HP a player of your level has, so levelling up always makes your pet hit harder. Past level 500, only 30% of each extra level counts.
- Your pet's Attack multiplies it: ×(1 + (Attack − ¼ of the enemy pet's Defense) ÷ 250), never below ×0.25 or above ×4. Every Attack upgrade counts; there's no cap to hit after two.
- Every bite rolls ±25% around that.
- In the Gauntlet, the Hollow and an equalized MCC, the enemy's HP doesn't follow the level curve, so there a bite is 3.5% of the enemy's own max HP, times the same multiplier.
- Each pet's page shows its Bite at your level: the range it lands against a pet with 40 Defense.
Example: a level 20 Street Dog with 2 Attack upgrades has 112 Attack. Against a pet with 40 Defense it bites for:
| Owner level | Bite |
|---|---|
| 10 | 6–10 |
| 50 | 122–203 |
| 150 | 960–1,601 |
| 300 | 3,219–5,365 |
Pet Level in a Fight
Every pet level adds its species' growth to Attack and Defense, on top of base stats and upgrades. Speed never grows, so who bites first is still base Speed plus Speed upgrades.
| Pet | Attack per level | Defense per level |
|---|---|---|
| 🐶 Pit Bull | 3.5 | 1 |
| 🐕 Street Dog | 3 | 1 |
| 🦇 Bat | 2.5 | 1 |
| 🐩 Greyhound | 2.5 | 0.5 |
| 🐕🦺 Police K9 | 2 | 2.5 |
| 🐢 Snapping Turtle | 2 | 2.5 |
| 🕷️ Tarantula | 2 | 2 |
| 🐈⬛ Black Cat | 2 | 1 |
| 🦊 Fox | 2 | 1 |
| 🦝 Raccoon | 1.5 | 1.5 |
| 🐈 Alley Cat | 1.5 | 1 |
| 🐱 Ninja Cat | 1.5 | 1 |
| 🐦⬛ Crow | 1.5 | 1 |
| 🦎 Gecko | 1.5 | 1 |
| 🦖 Iguana | 1 | 3 |
| 🐭 Possum | 1 | 2 |
| 🦜 Parrot | 1 | 1 |
| 🐦 Street Pigeon | 0 | 0 |
- Abilities get stronger with level: +1% strength per pet level, up to +50%. That's the crit's bonus damage, a double bite's second bite, drain, the Raccoon's heal, the Fox's speed, the Black Cat's attack debuff, the Parrot's screech and the Crow's distract. How often an ability fires doesn't change; Instinct and Loyalty handle that.
- The Iguana's absorb is 25% plus 0.1% per pet level, up to 35%. The Snapping Turtle's recoil is 30% plus 0.1% per pet level, up to 40%, worked out after any absorb.
Feeding & Leveling
- Pets eat straight from your own Lunchbox — there's no separate pet food. Whatever you feed it also determines how much it gains: EXP and Life gained = half the food's Energy value (minimum 5). An Energy Drink (100 Energy) is a huge pet meal; a Masked Cola (2 Energy) is barely a snack. Food you've locked in your Lunchbox shows on the pet's Feed list as Locked and can't be fed until you unlock it.
- Meals available to feed refill +4 at each daily reset (noon and midnight, so +8/day), capped at 10 — or 20 with the Healthy Diet upgrade below.
- Leveling up costs
30 + (level − 1) × 3EXP each time, grants +1 Treat, and adds the species' growth to Attack and Defense (see Pet Level in a Fight above). Treats buy upgrades on top of that.
Upgrades
Every stat upgrade costs cash and a Treat, and the cash cost climbs each time you buy it for that pet:
- Attack / Defense / Speed / Life — $10,000 + 1 Treat for the first purchase, +$5,000 more each time after (2nd = $15,000, 3rd = $20,000, and so on). Each purchase adds a flat +20 to that stat (Life goes up by 20 straight away, up to the 9,999 cap).
Plus three one-time upgrades, each a permanent unlock for that pet:
- Loyalty ($50,000 + 4 Treats) — a missed ability roll gets one extra, independent chance to fire that same round. If it lands, the ability really fires (a crit, a dodge, a drain and so on) at 1.25x damage, and the fight log marks it LOYALTY!
- Healthy Diet ($30,000 + 4 Treats) — +1 EXP and +1 Life on every feed, and doubles the meal cap from 10 to 20.
- Instinct ($40,000 + 4 Treats) — sharpens the pet's ability proc rate by one notch (a 1-in-4 ability becomes 1-in-3), floored at 1-in-2 so it's never a guarantee.
Aging & Death
Pets aren't permanent. Every daily reset, a pet's Age goes up by 1, and its Life drops by however old it now is — so an older pet loses more Life per day than a young one, and the decline accelerates the longer it lives. If Life hits 0, the pet dies.
Feeding regularly is what keeps a pet's Life ahead of its Age. A pet that reaches Level 10 or higher before it dies earns a permanent spot in the Pet Memorial.
Tips
- Feed consistently — a neglected pet's Life can't outrun its Age forever, and death is permanent.
- Passive-fetch pets (Street Pigeon, Alley Cat, Crow, Parrot) earn you something every single reset just for staying alive and fed. One of each species fetches; a second Crow doesn't bring a second load — even a "weak" one is still a steady background income.
- Police K9 is genuinely rare — if you want its Reputation-boosting passive, budget for a lot of Industrial exploring and high-star Wire jobs, not a purchase.
- Check the Weird Animal Guy often — he has something new every 6 hours, and he never sells out.