Gameplay Elements

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:

CarrierSlotsCost
Single1$50,000
Double2$250,000
Deluxe3$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:
    DistrictPossible FindOdds
    SlumsRaccoon1 in 400
    DowntownCrow1 in 400
    IndustrialPolice K91 in 600
    IndustrialIguana1 in 500
    HeightsParrot1 in 600
    Mid-CityBlack Cat1 in 800
    Mid-CityFox1 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

Common
Street Dog
🐕 Street DogCommonFighter
Life 80Speed 10Attack 12Defense 8
Combat: 1/4 chance critical hit — +150% damage
Pet Store — $15,000
Alley Cat
🐈 Alley CatCommonUtility
Life 60Speed 12Attack 8Defense 6
Combat: 1/6 chance you dodge the opponent's next hit — you take zero damage
Passive: Fetches cash per reset — more the higher your level and this cat's level
Pet Store — $10,000
Street Pigeon
🐦 Street PigeonCommonPassive
Life 50Speed 9Attack 5Defense 4
Combat: None — sits out fights
Passive: Fetches 5–15 Scraps per reset
Pet Store — $5,000
Possum
🐭 PossumCommonUtility/Tank
Life 55Speed 7Attack 8Defense 10
Combat: 1/4 chance to play dead when the enemy pet bites — the bite misses you. On its own turn, 1/4 chance the next hit on you misses
Pet Store — $8,000
Gecko
🦎 GeckoCommonUtility
Life 60Speed 13Attack 7Defense 6
Combat: 1/5 chance you dodge the opponent's next hit — you take zero damage
Pet Store — $12,000
Uncommon
Police K9
🐕‍🦺 Police K9UncommonTank/Utility
Life 100Speed 8Attack 10Defense 15
Combat: 1/6 chance to intimidate — opponent's pet skips its next turn, or with no enemy pet, the opponent's next hit misses
Passive: +10% Reputation gain from all combat wins
Exploring Industrial — 1 in 600 per move, or a 4–5★ Wire check-in
Crow
🐦‍⬛ CrowUncommonUtility
Life 60Speed 10Attack 7Defense 5
Combat: 1/5 chance to distract the opponent — their next hit deals 50% less damage
Passive: Fetches 100–500 Gold per reset
Exploring Downtown — 1 in 400 per move, or a 4–5★ Wire check-in
Raccoon
🦝 RaccoonUncommonPassive/Utility
Life 75Speed 11Attack 10Defense 9
Combat: 1/4 chance to heal you for 4% of your max health mid-fight
Passive: +15% cash from Exploring and the Streets
Junkyard ($75,000), or Exploring the Slums — 1 in 400
Iguana
🦖 IguanaUncommonTank
Life 90Speed 5Attack 6Defense 18
Combat: Absorbs 25% of all incoming pet damage, +0.1% per pet level (up to 35%). On its own turn, takes that share of the next hit on you
Junkyard ($100,000), or Exploring Industrial — 1 in 500
Snapping Turtle
🐢 Snapping TurtleUncommonTank/Fighter
Life 100Speed 4Attack 8Defense 16
Combat: 30% of all incoming pet damage bounces back to the enemy, +0.1% per pet level (up to 40%). On its own turn, bounces that share of the next hit on you back
Junkyard Rummage only — 5 energy, 1 in 50
Exclusive
Pit Bull
🐶 Pit BullExclusiveFighter
Life 90Speed 6Attack 20Defense 8
Combat: 1/5 chance critical hit — +200% damage
Weird Animal Guy only — $500,000
Greyhound
🐩 GreyhoundExclusiveSpeedster
Life 70Speed 20Attack 8Defense 6
Combat: 1/4 chance to bite twice in the same round
Passive: Every 20th Explore move costs 0 turns
Weird Animal Guy only — 50,000 gold
Black Cat
🐈‍⬛ Black CatExclusiveUtility
Life 70Speed 11Attack 9Defense 7
Combat: 1/6 chance to debuff the opponent's attack by 4% for the fight (stacks)
Passive: 1-in-16 chance each of your opponent's hits is wasted
Weird Animal Guy ($200,000), or Exploring Mid-City — 1 in 800
Ninja Cat
🐱 Ninja CatExclusiveUtility/Speedster
Life 65Speed 14Attack 7Defense 5
Combat: 1/4 chance you dodge the opponent's next hit — you take zero damage
Passive: 1/4 chance any enemy pet bite misses you entirely
Weird Animal Guy only — $750,000
Parrot
🦜 ParrotExclusivePassive
Life 70Speed 8Attack 6Defense 6
Combat: 1/6 chance to screech — opponent's Speed reduced 4% for the fight (stacks)
Passive: Randomly fetches a food item per reset
Weird Animal Guy (25,000 gold), or Exploring the Heights — 1 in 600
Fox
🦊 FoxExclusiveSpeedster/Utility
Life 65Speed 16Attack 9Defense 7
Combat: 1/6 chance to buff your Speed +5% for the fight (stacks up to 3x)
Weird Animal Guy (40,000 gold), or Exploring Mid-City — 1 in 600
Bat
🦇 BatExclusiveFighter/Sustain
Life 70Speed 16Attack 11Defense 6
Combat: 1/3 chance to drain — you heal for 50% of the damage it deals
Hollow Market (Halloween) — 6,000 Ectoplasm
Tarantula
🕷️ TarantulaExclusiveFighter/Attrition
Life 85Speed 7Attack 9Defense 12
Combat: 1/3 chance to envenom — the enemy bleeds 1% of their max health every turn for 5 turns
Hollow Market (Halloween) — 6,000 Ectoplasm

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 levelBite
106–10
50122–203
150960–1,601
3003,219–5,365

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.

PetAttack per levelDefense per level
🐶 Pit Bull3.51
🐕 Street Dog31
🦇 Bat2.51
🐩 Greyhound2.50.5
🐕‍🦺 Police K922.5
🐢 Snapping Turtle22.5
🕷️ Tarantula22
🐈‍⬛ Black Cat21
🦊 Fox21
🦝 Raccoon1.51.5
🐈 Alley Cat1.51
🐱 Ninja Cat1.51
🐦‍⬛ Crow1.51
🦎 Gecko1.51
🦖 Iguana13
🐭 Possum12
🦜 Parrot11
🐦 Street Pigeon00
  • 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) × 3 EXP 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.