Fusion
Fusion is how you break the rarity ceiling. Burn three players of the same rarity, pay a FOXSY fee and mint one player of the next rarity tier up, with a higher stat cap and room to keep growing.
What fusion does
Section titled “What fusion does”- Burns 3 player NFTs you own
- Pays a FOXSY fee to the player smart contract
- Mints 1 new player NFT at the next rarity tier
Requirements
Section titled “Requirements”All three input players must:
- Be in your wallet (not listed on the marketplace, not in an auction)
- Share the same rarity (e.g. three Commons)
- Be synced (unsynced players can’t be fused)
- Not be under a transfer cooldown. A player still inside its wallet-to-wallet cooldown is hidden from the fusion picker, so you cannot use fusion to wash a cooled-down player into a fresh one. If such a player is fused anyway, the new player inherits the longest remaining transfer cooldown among the three inputs. See Marketplace for the cooldown rules
- Have played at least 20 competitive matches each. The contract checks the on-chain match counter, so only synced matches count. The Fusion tab shows every candidate as “played / 20” and lists any selected player still below the threshold. The same two gates (20 matches with credit, 5 really played) now also apply to listing a card on the Marketplace
- Not be inside its own fusion cooldown. A player that came out of a fusion waits 14 days before it can go into another one (see below)
You also need enough FOXSY in your wallet to cover the fusion fee.
What counts as a competitive match
Section titled “What counts as a competitive match”A competitive match is a match that is eligible for player XP: a Silver or Gold tournament match, a 1v1 challenge or, while ranked XP is switched on, a ranked match. All of them are played against a real opponent for a paid seat. Casual games are played against the AI and never count, Bronze tournaments never count and ranked matches count only while ranked XP is enabled (it is off today, see Matches). The daily 3-match XP cap does not apply to the counter: every competitive appearance counts, even one that earned no XP that day.
Your player’s career matches played stat still counts every appearance, AI games included. Only the fusion counter is limited to competitive play. The on-chain counter written by Sync is the competitive one, which is what the contract reads.
Per-card fusion cooldown
Section titled “Per-card fusion cooldown”Every fused card (the output of a fusion) carries its own 14-day fusion cooldown before it can be used as an input again. The clock starts when the fusion succeeds; a failed fusion starts nothing. Fresh players from the starter pack, the shop or the marketplace have no fusion cooldown at all. The Fusion tab shows “ready in N d” on a card that is still waiting.
The cooldown belongs to the card, not to you: it travels with the NFT if you sell it. It does not block your other fusions. There is no longer a wallet-wide 14-day cooldown. What remains at wallet level is spacing: one wallet can fuse at most once every 20 hours. The spacing cannot be bought down; the Fusion tab shows “next fusion possible in” until it clears.
Cost by rarity
Section titled “Cost by rarity”| Input rarity | Output rarity | FOXSY cost |
|---|---|---|
| Common | Uncommon | 100 |
| Uncommon | Rare | 200 |
| Rare | Epic | 400 |
| Epic | Legendary | 800 |
Paid shortcuts and their floors
Section titled “Paid shortcuts and their floors”Two shortcuts let you pay FOXSY instead of waiting or playing, each with a floor that money never crosses. Both are sold per card from the Fusion tab and both are live from day one (the Shop tab lists them with the live price; should the owner switch one off, its buttons are simply not there). Prices below are the mainnet values.
| Shortcut | Buys | Price | Floor money cannot cross | Maximum per card |
|---|---|---|---|---|
| Fusion cooldown waiver | Days off a fused card’s own 14-day cooldown | 75 FOXSY per day | The last 3 days always remain | 11 days, 825 FOXSY (full 14 to 3) |
| Fusion match waiver | Competitive matches the card still needs | 20 FOXSY per match | 5 matches must really be played | 15 matches, 300 FOXSY |
| Wallet spacing (20 h) | nothing | not for sale | always waits in full | none |
How each one works:
- Waive cooldown. Pick the card in the Fusion tab and click Waive cooldown. The quote is the number of whole days between now and the 3-day floor, rounded up, times the per-day price; the button shows the days and the FOXSY before you sign. Paying lands the card exactly at the floor, so it is all or nothing: there is no partial reduction and a card already at or below 3 days has nothing to waive. The card must be in your wallet (not listed, not in an auction); nobody can waive a card that sits in escrow.
- Waive matches. Click Waive matches, pick how many (1 up to the maximum the card can still take) and sign. Each waived match is a credit that stays on the card: it is added to the card’s competitive matches when the contract checks the 20-match requirement, it survives a sale to another wallet and it is consumed when the card is burned in a fusion. You can never credit a card past 15 waived matches, so at least 5 competitive matches have to be played for real. The card shows “12 + 3 waived / 20” once credit is on it.
Both waivers are FOXSY payments to the players contract, signed the same way as a fusion. A wrong amount is refused by the contract before anything changes.
The fusion flow
Section titled “The fusion flow”- Open Marketplace → Fusion tab
- Pick the rarity you want to fuse (dropdown shows how many players per rarity you own)
- Pick three players of that rarity from your roster. Each card shows its competitive matches and, when it is still cooling down, its own “ready in” countdown
- Confirm the position of the output player (one of the three input positions). Name and portrait come pre-assigned with the output player rather than being picked from your inputs
- Review the cost summary
- Click Fuse
- Approve the fusion transaction in your wallet. A single signature sends the required $FOXSY together with all 3 NFTs in one transaction.
- Wait for confirmation
- The new player appears in your Squad at the next rarity tier, with its own 14-day fusion cooldown already running
The burned NFTs are destroyed on-chain. The new NFT is not minted on the spot: it is drawn from a pre-minted fusion pool for the output rarity and your chosen position, with its own pre-rolled stats inside the new tier’s range (expect to train it up to the new cap). If that pool happens to be empty the transaction fails with a “try again later” message; nothing is burned and your FOXSY stays in your wallet.
Stat caps after fusion
Section titled “Stat caps after fusion”The fused player inherits the new rarity’s stat cap, but not automatically full stats. You still need to train the new player toward the new cap:
| Rarity | Stat cap |
|---|---|
| Common | 30 |
| Uncommon | 55 |
| Rare | 75 |
| Epic | 90 |
| Legendary | 100 |
Fusion history
Section titled “Fusion history”Every fusion you do is recorded in the Fusion tab’s history panel (date, input rarity, burned players, output player, transaction link). Useful for tracking your long-term team-building investment.
A fusion still waiting for its on-chain result shows as Pending; the platform keeps re-checking it for up to 48 hours. A fusion that reverted on-chain shows as Failed with the reason. Your three players and the fee are returned to your wallet in that case.
- Don’t fuse your best Common. Burning a near-cap Common (OVR close to 30) to mint a fresh Uncommon that starts much lower is often a net loss early on. Sell the Common on the marketplace and train an Uncommon you already have.
- Sync first. An unsynced player can’t be fused (fusion reads on-chain stats only), so any training or matches that aren’t synced yet are invisible to it, including the 20-match requirement.
- Play the matches where they count. Casual games against the AI keep your players fit and fill the career stats, but they never move the fusion counter. A card that only ever played the AI stays at 0 / 20 however many games it has. Silver and Gold tournaments plus 1v1 challenges are what get a card fusion-ready.
- Buy time only when the queue is the problem. The cooldown waiver saves at most 11 days per card and the match waiver at most 15 matches per card; the 20-hour wallet spacing still applies to every fusion. If several cards are cooling down at once, waiving the one you need first is cheaper than waiving all of them.
- Legendary is a commitment. Reaching Legendary by pure fusion takes 3⁴ = 81 Commons, condensed through 27 Uncommons, then 9 Rares, then 3 Epics, then 1 Legendary. That’s 40 fusions in total. Cumulative fees: 27 × 100 + 9 × 200 + 3 × 400 + 1 × 800 = 6,500 FOXSY. With one fusion per wallet every 20 hours those 40 fusions alone take at least 39 × 20 h = 32.5 days. On top of that every fused card sits out its own 14-day cooldown (3 days with a paid waiver) before it can be an input at the next tier, before counting the 20 competitive matches each input still has to play. Realistic path is to mix marketplace purchases at higher rarities with your own fusions instead of grinding the whole pyramid from Common.