SKILL GUIDE · ALL 21 SKILLS

All 21 skills at a glance.

Thirteen passives and eight actives, each with the real formulas behind it — spawn periods, trade ratios, bleed rates and cooldowns. Every figure on this page is read straight from the game's simulation core.

  • 21 skills · 13 passive + 8 active
  • Equip 6 passive + 3 active
  • Rent 24 h / 3 uses — never buy-out
  • 50–250 coins — free daily slot

PASSIVE · 13

Passive — always on

Equip up to six. A rental lasts 24 hours and covers every match inside that window — no casting, no cooldowns. Passives rewrite the simulation itself: spawn periods, capacities, trade ratios.

Gold 250

Prosperous Kittens

All your houses spawn cats 10% faster.

UNDER THE HOOD

Simulation multiplier+0.11 — the period divides by 1.11 (card text says 10%)
Lv1 house (base 10.0 s)→ 9.0 s period · 6.0 → 6.7 cats/min
Lv2 house (base 6.7 s)→ 6.0 s · 9.0 → 10.0 cats/min
Lv3 house (base 4.0 s)→ 3.6 s · 15.0 → 16.7 cats/min
StackingAdditive with P10 and A01 — ×1.31 with P10, ×2.11 with A01

FIELD NOTES

  • The bonus is per house, so it scales with how much map you hold — pair it with P12 once you routinely cross 45% of the map's production weight.
  • Lab note: strongest passive in the strict measure after P08 — and the AI never casts A01, so real matches can run hotter than this.

Gold 250

Overload Tolerance

Overcrowded houses lose cats half as fast.

UNDER THE HOOD

Bleed intervals3.0 / 2.0 / 1.3 s → 6.0 / 4.0 / 2.7 s (rate halved)
TriggerOnly while a house is above capacity
Lab caveatThe AI almost never overloads houses, so the card rarely fires there

FIELD NOTES

  • Lab-negative for a structural reason, not a broken parameter: the trigger barely exists against AI play.
  • For humans it enables deliberate over-stacking before a push — hold that thought until the rebalance lands.

Gold 250

Opening Paw-ty

Start every battle with 5 extra cats in every house you own.

UNDER THE HOOD

Opening gift+5 cats in every house you own at spawn
4-house start+20 cats before GO (Lv3 starts go 20 → 25 each)
After thatNothing — the card never pays again

FIELD NOTES

  • Front-loaded by design: the lab shows exactly that shape — dominant 55%, strict 44.8%. It buys the opening and nothing else.
  • Fun for rush openers; the worst gold-per-coin in the lab.

Purple 200

Obsidian Bulwark

Your defenders fight 12% better (defence 1.33x to 1.50x).

UNDER THE HOOD

Defence factor75 → 67 — listed as 1.33× to 1.50×, exact value 1.49×
Attackers lost per defender1.33 → 1.49
50 cats vs a 30-cat house≈ 40 attackers die → ≈ 45 die; garrison after ≈ 10 → ≈ 5
PriorityLoses to the attacker's P05 — the attacker rolls their own factor first

FIELD NOTES

  • Its dominant-rate gap (+14.9 pt) is the largest in the lab: this card wins the long game more than the quick kill.
  • 22.5% of its lab matches hit the time limit — the highest of all 13. Expect long games when you build around it.

Purple 200

Sharpened Claws

Your attacking cats fight 10% better.

UNDER THE HOOD

Attack factor83 — attackers lost per defender 1.33 → 1.20
50 cats vs a 30-cat house≈ 40 attackers die → ≈ 36 die; garrison after ≈ 10 → ≈ 14
PriorityBeats the defender's P04 — the attacker's factor is checked first

FIELD NOTES

  • Lowest timeout share in the lab (10.9%) — this card ends games instead of dragging them out.

Purple 200

Cats Recovery

Every house you own gains +1 defender every 60s.

UNDER THE HOOD

Repair+1 defender per owned house every 60 s
Throughput+1 cat/min/house — five houses = +5 cats/min
SemanticsTops up to capacity; an over-capacity house still accumulates
HistoryHalved from 30 s to 60 s on 2026-09-26 — lab numbers are post-nerf

FIELD NOTES

  • The lab's number one: +1 cat/min/house beats P01 on low-level maps and never stops paying.
  • Repair only fills to capacity — to keep it relevant late, keep sending cats out so houses have room.

Purple 200

Fat cat

The big-empire production penalty hits you half as hard.

UNDER THE HOOD

Decay penaltyPulled halfway back to ×1.00: 80→90, 65→82, 55→77, 50→75
RecomputeEvery 0.5 s, from each faction's share of total production weight
TriggerWorth nothing under a 45% share; the more map you hold, the more it pays

FIELD NOTES

  • Natural partner for P01/P10 economy loadouts that push past a 60% share of the map.

Blue 150

Gale Step

Your cats march 25% faster.

UNDER THE HOOD

March speed500 → 625 units/s (+25%)
Longest single hop (2,200)4.4 s → 3.5 s
With A04 sprintMultiplies on top: ×1.875 → 938 u/s, a 2.3 s hop

FIELD NOTES

  • Speed compounds with map size — the bigger the world, the more a 25% march matters.

Blue 150

Stray Recruitment

Reinforcement events bring you 50% more cats.

UNDER THE HOOD

Reinforcement events×1.5 after the 20–100 clamp → 30–150 cats
Wild cat bandsUnaffected — still 20–100 cats
TimingFirst event lands 120–180 s in — useless before that

FIELD NOTES

  • Events target the weakest faction, so this card pays exactly when you are behind — a comeback card, not a snowball card.

Blue 150

Hub Effect

Houses with 4 or more trails spawn cats 20% faster.

UNDER THE HOOD

Hub bonus+0.20 production on houses with 4+ trails
Lv3 hub (base 4.0 s)→ 3.3 s period · 15.0 → 18.0 cats/min
OwnershipThe bonus belongs to the loadout — an enemy capturing your hub doesn't inherit it
StackingAdditive with P01 and A01

FIELD NOTES

  • Map-dependent: count the 4+ trail houses before valuing it — on hub-heavy maps it out-earns P01 per house.
  • The lab expected a situational card to underperform — it measured 4th of 13. Situational does not mean weak; it means check the map.

Green 100

Roomy Manor

Every house holds 5 more cats.

UNDER THE HOOD

Capacity per houseLv1 20→25 · Lv2 30→35 · Lv3 50→55
What capacity gatesReinforcements top up to it; overload bleed starts above it
StackingAdditive with any other capacity source

FIELD NOTES

  • The lab's weakest card: against an AI that attacks constantly, houses rarely stay full long enough for +5 capacity to matter.
  • At 100 coins it is cheap — a fine placeholder until better passives arrive, not a card to build around.

White 50

Swift Takeover

A captured house starts producing again in 2s instead of 6s.

UNDER THE HOOD

Production restart6.0 s → 2.0 s after every capture (180 → 60 ticks)
Applies toEvery house you capture, from any owner — including neutrals
Best windowThe first 2–3 minutes, while the front moves fastest

FIELD NOTES

  • Cheapest skill in the game at 50 coins — effectively the starter card, and a genuine positive in the lab.

White 50

Tide of Cats

Each order sends 65% of the garrison instead of 50%.

UNDER THE HOOD

Send fraction50% → 65% of the garrison, rounded up, minimum 1 cat
30-cat housesends 15 → 20 cats
Side effectThinner home garrisons — bigger waves strip your own defence

FIELD NOTES

  • The lab's clearest negative: it ties on house count and loses every decisive fight. Skip it until the rebalance lands.

ACTIVE · 8

Active — cast in battle

Equip up to three. A rental gives 3 uses, and each skill can be cast once per match. Rarer skills unlock later: the opening cooldown starts at the GO! flash, not during the countdown.

Gold 250 No target — self CD 150 s

Cat Tide Tactics

All your houses produce twice as fast for 30s.

UNDER THE HOOD

Window30 s, every house you own
Multiplier+1.0 (double) — additive with P01 and P10
Lv3 house in the window7.5 → 15 cats; with P01+P10: 9.8 → 17.3
MultiplayerThe window is per-faction — your cast never boosts opponents

COMBOS

  • Cast when your houses are full and a push is ten seconds out — not at GO, when there is nothing to send.
  • A01 + P07 + A04 is the classic surge: produce double, send 65%, march 50% faster.

Gold 250 Enemy house (or neutral) CD 150 s

Titan Tomcat

Drop a titan from the sky onto a chosen enemy house. It has 30 HP, swats enemy cats that come close (1 HP each), smashes one house after another, leaves after 30s.

UNDER THE HOOD

Titan30 HP, 30 s lifetime, marches at half speed
Trades1 HP per defender, ignoring the defence factor
After emptying a houseThe house flips neutral; the titan walks to the next nearest enemy house
Blocked byA03's ward — the titan retires on it

COMBOS

  • Aim at clusters: 30 HP clears a 30-cat house and still has room for the next one.
  • A02 first (30 → 15), then the titan — 15 HP left for the house behind it.

Gold 250 No target — self CD 150 s

Loot & Pillage

For 30s, every house you capture gets 5 extra defenders.

UNDER THE HOOD

Window30 s
On each capture+5 garrison on top of the capturing cat's power
MultiplayerPer-faction window — only your own captures pay

COMBOS

  • The window only pays if captures happen inside it — pair with A04 speed or A01 production.
  • A 10-cat wave taking three houses in the window = +15 garrison for free.

Purple 200 Enemy house (or neutral) CD 120 s

Meowteor Strike

Target enemy house loses half of its garrison.

UNDER THE HOOD

EffectGarrison × 0.5, rounded down, applied instantly
Examples30 → 15 · 51 → 25 · 20 → 10
Wasted onEmpty or 1-cat houses — read the garrison first

COMBOS

  • Halve the house your wave is already walking toward — the timing window is the travel time.
  • A02 then A05 on the same house flips a defended position in one breath.

Blue 150 Your house (or a teammate's) CD 90 s

Cattery Ward

Target house of yours cannot be attacked for 30s.

UNDER THE HOOD

Ward30 s — no attack resolves against the house
What dies on the wardAttacking cats (defenders lose nothing) and titans (they retire)
Who still mergesTeammates' cats — the ward only blocks hostile factions

COMBOS

  • Put it on a hub or chokepoint while your wave is still ten seconds out.
  • A ward on a just-captured empty house guarantees 30 s of undisturbed production.

Blue 150 No target — self CD 90 s

Full Sprint

All your marching cats move 50% faster for 15s.

UNDER THE HOOD

Window15 s, every cat of yours already on the move
Speed×1.5 — multiplies with P06 (×1.875 together)
Longest hop4.4 s → 2.9 s (2.3 s with P06)

COMBOS

  • Order first, then cast — cats spawned after the window walk at normal speed.
  • Pair with A08: the speed creates the captures the loot window pays for.

Blue 150 No target — self CD 90 s

Paw Sweep

Sweep away all special event cats already on the move.

UNDER THE HOOD

RequirementEvent cats must be in the air — otherwise the cast fails and the use is NOT consumed
EffectEvery event party is swept; new events are blocked for 30 s
After the blockEvents resume immediately — the schedule is only delayed, never cancelled

COMBOS

  • Time it against the strongest faction's wild band, not your own reinforcements.
  • If the button does nothing, no event is running — nothing is lost.

Green 100 Your house CD 60 s

Meow Drop

Target house of yours instantly gains 15 defenders.

UNDER THE HOOD

Drop+15 defenders, instantly — always
Full houseStill +15 — the house just goes over capacity
Over-cap houseStacks above the cap, then bleeds back down over time
Lv1 example12 cats → 27 (cap 20) → decays back to 20

COMBOS

  • Drop on a full house to stack an over-cap garrison as a temporary shield.
  • P02's +5 capacity lowers the overload ratio, so the extra cats last longer.

Ready to try them?

Rent any skill from the daily shop — one slot is free every day — then take six passives and three actives into your next match.

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