Gachan Official Wiki
Welcome to the official Gachan documentation. Learn how matches work, master the combat system, understand the gacha rates, and climb the global leaderboards.
Join the Community
Discuss strategies, trade cards, and report bugs directly to the development team in our official server.
Join DiscordAdd to Server
Ready to start your journey? Invite the Gachan bot to your server or play directly in your DMs.
Invite BotGame Mechanics & Guides
Everything you need to know to dominate the global leaderboard and build the ultimate deck.
Match Flow & Rules
Gachan matches consist of 4 rounds and are played using a Battle Deck containing 4 cards. Players can manage their Battle Decks through the Deck Menu, found in Dashboard → More Actions → Deck. You can create and save multiple Battle Decks.
During the first 15 seconds of a match, you may choose the deck that best counters your opponent before the battle begins.
Match Start: At the beginning of the match, the game randomly selects one player to act first. The selected player has 30 seconds to play their first card. If a player does not make a move within the allotted time, the game automatically activates the Battle Bot. The Battle Bot will select and play the weakest available card from that player's deck.
Round Flow: Each round lasts up to 1 minute. Both players have a combined decision window of 30 seconds to choose and play their cards. Once both cards have been played:
1. The cards are compared.
2. The round winner is determined.
3. A result screen is displayed for 5 seconds.
4. The next round begins automatically.
The result screen will show one of the following outcomes: Player A Wins, Player B Wins, or Tie.
During the first 15 seconds of a match, you may choose the deck that best counters your opponent before the battle begins.
Match Start: At the beginning of the match, the game randomly selects one player to act first. The selected player has 30 seconds to play their first card. If a player does not make a move within the allotted time, the game automatically activates the Battle Bot. The Battle Bot will select and play the weakest available card from that player's deck.
Round Flow: Each round lasts up to 1 minute. Both players have a combined decision window of 30 seconds to choose and play their cards. Once both cards have been played:
1. The cards are compared.
2. The round winner is determined.
3. A result screen is displayed for 5 seconds.
4. The next round begins automatically.
The result screen will show one of the following outcomes: Player A Wins, Player B Wins, or Tie.
Turn Order & Scoring
Turn Order: Each player plays 2 rounds during a match. Turns alternate between players throughout the game.
Example:
• Round 1 → Player A selects a card
• Round 2 → Player B selects a card
• Round 3 → Player A selects a card
• Round 4 → Player B selects a card
For the final round, if only one card remains in a player's deck, that card is selected automatically and the match proceeds directly to the result calculation.
Match Victory: A match winner is determined by the total number of rounds won. The player with the most round victories wins the match.
Scoring:
• Round Win = 1 Point to winner
• Round Tie = 0 Points to both
• Round Loss = 0 Points to loser
Example:
• Round 1 → Player A selects a card
• Round 2 → Player B selects a card
• Round 3 → Player A selects a card
• Round 4 → Player B selects a card
For the final round, if only one card remains in a player's deck, that card is selected automatically and the match proceeds directly to the result calculation.
Match Victory: A match winner is determined by the total number of rounds won. The player with the most round victories wins the match.
Scoring:
• Round Win = 1 Point to winner
• Round Tie = 0 Points to both
• Round Loss = 0 Points to loser
Rank Match
Rank Matches are competitive battles where players are matched based on their rank experience (Rank EXP), level, and power level. This ensures fair matchmaking against similarly progressed opponents.
Rewards:
• Win: 100 Gold, 50 Gems, 100 Level EXP, 100 Rank EXP
• Draw: 50 Gold, 25 Gems, 50 Level EXP, 50 Rank EXP
• Lose: 0 Gold, 0 Gems, 0 Level EXP, -50 Rank EXP
Rank Matches directly affect your rank progression. Winning increases Rank EXP, while losing may reduce it.
Rewards:
• Win: 100 Gold, 50 Gems, 100 Level EXP, 100 Rank EXP
• Draw: 50 Gold, 25 Gems, 50 Level EXP, 50 Rank EXP
• Lose: 0 Gold, 0 Gems, 0 Level EXP, -50 Rank EXP
Rank Matches directly affect your rank progression. Winning increases Rank EXP, while losing may reduce it.
Private Match
Private Matches are casual battles played using a match code. There are no restrictions on rank, level, or power — any player with the code can join. These matches do not affect rank progression.
Rewards:
• Win: 100 Gold, 50 Gems, 100 Level EXP
• Draw: 50 Gold, 25 Gems, 50 Level EXP
• Lose: 0 Gold, 0 Gems, 0 Level EXP
Private Matches are intended for practice, fun, or friendly competition without affecting competitive ranking.
Rewards:
• Win: 100 Gold, 50 Gems, 100 Level EXP
• Draw: 50 Gold, 25 Gems, 50 Level EXP
• Lose: 0 Gold, 0 Gems, 0 Level EXP
Private Matches are intended for practice, fun, or friendly competition without affecting competitive ranking.
AFK Handling & Match Continuation
If a player goes AFK (away from keyboard), leaves a match early, or fails to play a card within 30 seconds during their turn, the system automatically takes over. The bot will play on the player's behalf and select the weakest available card, increasing the likelihood of losing the round. This system is designed to discourage match abandonment and reward active participation.
Match Continuation: Players can leave a match at any time and rejoin later. If a player is not present when their turn expires, the bot will automatically play that round for them. Once the player rejoins, they continue the match from where they left off. To rejoin a match, simply click the Match button, or the Join button if it is a Private Match.
Match Continuation: Players can leave a match at any time and rejoin later. If a player is not present when their turn expires, the bot will automatically play that round for them. Once the player rejoins, they continue the match from where they left off. To rejoin a match, simply click the Match button, or the Join button if it is a Private Match.
Pull Rates & Fairness
The Wishing system is the primary method for obtaining new cards. By spending Gems, you can perform pulls to acquire random cards across all tiers. You can perform either a single pull (1x) or a 10-pull (10x). Both options use the same probability rates and do not affect your chances in any way.
Pull Rates:
• D-Tier → 47%
• C-Tier → 30%
• B-Tier → 20%
• A-Tier → 2%
• S-Tier → 1%
These rates are fixed and apply to every individual pull.
Fairness & Rate Integrity: Drop rates are strictly fixed and are not influenced by player behavior, pull history, or external factors. The probabilities listed in this document represent the exact in-game rates.
Pull Rates:
• D-Tier → 47%
• C-Tier → 30%
• B-Tier → 20%
• A-Tier → 2%
• S-Tier → 1%
These rates are fixed and apply to every individual pull.
Fairness & Rate Integrity: Drop rates are strictly fixed and are not influenced by player behavior, pull history, or external factors. The probabilities listed in this document represent the exact in-game rates.
Pity System & Featured Characters
Guaranteed Rewards (Pity System):
• Every 50 pulls guarantees at least one A-Tier or higher card.
• Every 100 pulls guarantees at least one S-Tier card.
These counters reset once the respective guaranteed reward is obtained.
Featured Character: The Wishing system may include featured seasonal characters.
• If a pulled character is not featured, the next obtained character is guaranteed to be featured (100%).
• This guarantee ensures that featured characters are obtained consistently over time when non-featured results occur.
• Every 50 pulls guarantees at least one A-Tier or higher card.
• Every 100 pulls guarantees at least one S-Tier card.
These counters reset once the respective guaranteed reward is obtained.
Featured Character: The Wishing system may include featured seasonal characters.
• If a pulled character is not featured, the next obtained character is guaranteed to be featured (100%).
• This guarantee ensures that featured characters are obtained consistently over time when non-featured results occur.
Merge
The Merge feature allows you to combine duplicate cards to upgrade them into higher-tier cards. You must own at least two copies of the same card. Each tier upgrade has its own success rate and gold cost.
Merge Costs & Success Rates:
• D → C: 1,000 Gold — 80% success
• C → B: 2,000 Gold — 60% success
• B → A: 5,000 Gold — 40% success
• A → S: 10,000 Gold — 20% success
If the merge succeeds, your card is upgraded to the next tier. If it fails, the required cards and the gold are consumed.
Merge Costs & Success Rates:
• D → C: 1,000 Gold — 80% success
• C → B: 2,000 Gold — 60% success
• B → A: 5,000 Gold — 40% success
• A → S: 10,000 Gold — 20% success
If the merge succeeds, your card is upgraded to the next tier. If it fails, the required cards and the gold are consumed.
Swap
The Swap feature allows you to exchange a card for a random card of the same tier but with a different class or element. This is useful when you're looking for new combinations without losing tier value.
Swap Costs:
• D-Tier → 375 Gold
• C-Tier → 2,250 Gold
• B-Tier → 7,500 Gold
• A-Tier → 22,500 Gold
• S-Tier → 45,000 Gold
Swap Costs:
• D-Tier → 375 Gold
• C-Tier → 2,250 Gold
• B-Tier → 7,500 Gold
• A-Tier → 22,500 Gold
• S-Tier → 45,000 Gold
Burn
The Burn feature allows you to destroy unwanted cards in exchange for gold. You can burn up to 10 cards at once. Burning a card rewards 50% of its minimum marketplace value. You can also use the Stack button to automatically select and burn all copies of the same card at once.
Burn Rewards:
• D-Tier → 125 Gold
• C-Tier → 750 Gold
• B-Tier → 2,500 Gold
• A-Tier → 7,500 Gold
• S-Tier → 15,000 Gold
Burn Rewards:
• D-Tier → 125 Gold
• C-Tier → 750 Gold
• B-Tier → 2,500 Gold
• A-Tier → 7,500 Gold
• S-Tier → 15,000 Gold
Market Pricing & Economy
The Market (or Marketplace) is the global trading system where players can buy and sell cards. It serves as the central economy hub of the game. Access it via: Dashboard → More Actions → Market. To use the Marketplace, you must be at least Level 10.
Minimum Prices (Floor):
• D-Tier → 250 Gold
• C-Tier → 1,500 Gold
• B-Tier → 5,000 Gold
• A-Tier → 15,000 Gold
• S-Tier → 30,000 Gold
Each card tier has a minimum sale price determined by the game economy. You are not allowed to list cards below this value. However, you are free to list cards above the minimum price and use market conditions strategically to maximize profit.
These values are calculated based on the internal economy system and the 1 Gem = 2 Gold conversion rate.
Minimum Prices (Floor):
• D-Tier → 250 Gold
• C-Tier → 1,500 Gold
• B-Tier → 5,000 Gold
• A-Tier → 15,000 Gold
• S-Tier → 30,000 Gold
Each card tier has a minimum sale price determined by the game economy. You are not allowed to list cards below this value. However, you are free to list cards above the minimum price and use market conditions strategically to maximize profit.
These values are calculated based on the internal economy system and the 1 Gem = 2 Gold conversion rate.
Market Rules & Restrictions
Listing Duration:
• Non-VIP players: Listings remain active for 15 days
• VIP players: Listings remain active for 30 days
If a card is not purchased within this time period, it is automatically removed from the market and returned to your inventory. This ensures the marketplace remains active and up to date.
Market Rules:
• Sellers are kept anonymous to maintain fairness and prevent manipulation.
• You can purchase a maximum of 3 cards per seller per day.
• All trading activity (buying and selling) is temporarily logged for security analysis.
• Suspicious behavior may result in account penalties, including bans.
• The Marketplace is continuously monitored to ensure a fair, stable, and secure trading environment for all players.
• Non-VIP players: Listings remain active for 15 days
• VIP players: Listings remain active for 30 days
If a card is not purchased within this time period, it is automatically removed from the market and returned to your inventory. This ensures the marketplace remains active and up to date.
Market Rules:
• Sellers are kept anonymous to maintain fairness and prevent manipulation.
• You can purchase a maximum of 3 cards per seller per day.
• All trading activity (buying and selling) is temporarily logged for security analysis.
• Suspicious behavior may result in account penalties, including bans.
• The Marketplace is continuously monitored to ensure a fair, stable, and secure trading environment for all players.
Guild System
The Guild system allows players to team up with friends, support each other's progression, and advance faster through coordinated gameplay. Guilds will also participate in future Guild Wars events.
Requirements:
• You must be at least Level 15 to join a guild.
• You must be at least Level 15 and have 10,000 gold to create a guild.
Guild Creation: When creating a guild, you must choose a guild name (subject to Discord character limits) and a guild tag (2–4 characters). Guilds with inappropriate names or tags may be removed, and their owners may receive penalties.
Guild Structure:
• Newly created guilds: maximum of 10 members
• Each guild level increases the member cap by +10
• Maximum guild level: 10
• Maximum guild size: 100 members
Joining a Guild: You must know the guild tag. Applications require leader approval. You may apply to multiple guilds, but you will join the first one that approves your request.
Requirements:
• You must be at least Level 15 to join a guild.
• You must be at least Level 15 and have 10,000 gold to create a guild.
Guild Creation: When creating a guild, you must choose a guild name (subject to Discord character limits) and a guild tag (2–4 characters). Guilds with inappropriate names or tags may be removed, and their owners may receive penalties.
Guild Structure:
• Newly created guilds: maximum of 10 members
• Each guild level increases the member cap by +10
• Maximum guild level: 10
• Maximum guild size: 100 members
Joining a Guild: You must know the guild tag. Applications require leader approval. You may apply to multiple guilds, but you will join the first one that approves your request.
Donations & Guild Limits
Donations: Guild progression is driven by member donations. Members can donate Gold, Gems, or a combination of both. The donation limit is 1 donation per player per 24 hours. Excess donations (if guild storage is full) are refunded automatically. Conversion rate is 1 Gem = 2 Gold. Example: 50 Gems = 100 Gold equivalent contribution.
Leaving / Disbanding / Getting Kicked:
• You cannot leave or disband a guild within 24 hours of joining or creating one.
• You cannot join or create another guild for 24 hours after disbanding, leaving, or getting kicked from a guild.
Raid System: The Raid system is currently in beta. Full details will be announced in a future update.
Leaving / Disbanding / Getting Kicked:
• You cannot leave or disband a guild within 24 hours of joining or creating one.
• You cannot join or create another guild for 24 hours after disbanding, leaving, or getting kicked from a guild.
Raid System: The Raid system is currently in beta. Full details will be announced in a future update.
Referral System
The referral system is designed to help players progress faster by teaming up with friends and earning rewards together. Find it under Dashboard → More Actions → Referrals. You can invite up to 10 players (or 9 players if you were invited by someone else) and link them to your account. Once linked, both you and your referred players will earn rewards each time they reach specific progression milestones.
Rules:
• A player can only be referred by one person.
• A player can refer up to 10 other players.
• Referrals can be removed at any time by both sides.
• Referred (linked) accounts must be under Level 10 and newly created accounts.
Rewards: For every 10 levels gained by a referred player, both the referrer and the referred player receive:
• 150 Gold
• 150 Gems
Rules:
• A player can only be referred by one person.
• A player can refer up to 10 other players.
• Referrals can be removed at any time by both sides.
• Referred (linked) accounts must be under Level 10 and newly created accounts.
Rewards: For every 10 levels gained by a referred player, both the referrer and the referred player receive:
• 150 Gold
• 150 Gems
Deck Management
A Deck (also referred to as Battle Deck or Active Deck) is your primary set of four cards used during matchmaking battles. Manage and update your decks from Dashboard → More Actions → Deck.
Active Deck: You must have at least one active deck. If you do not manually configure a deck, the game will automatically generate Deck 1 by selecting your four strongest available cards.
Deck Limitations:
• You can own up to 4 decks in total.
• Only one deck can be active at a time.
• The active deck can be changed before each battle during the 15-second pre-match phase.
VIP Requirements:
• Deck 1 is available for free.
• Deck 2 requires VIP 1.
• Deck 3 requires VIP 2.
• Deck 4 requires VIP 3.
Active Deck: You must have at least one active deck. If you do not manually configure a deck, the game will automatically generate Deck 1 by selecting your four strongest available cards.
Deck Limitations:
• You can own up to 4 decks in total.
• Only one deck can be active at a time.
• The active deck can be changed before each battle during the 15-second pre-match phase.
VIP Requirements:
• Deck 1 is available for free.
• Deck 2 requires VIP 1.
• Deck 3 requires VIP 2.
• Deck 4 requires VIP 3.
Rank System & Matchmaking
Gachan features a five-rank system with five divisions in each rank, allowing players to progress through a total of 25 rank levels. Once you reach the highest rank, Ruby I, your position is determined by your total Rank EXP and placement on the leaderboard.
Matchmaking: Players are matched based on their current Rank EXP. The matchmaking system selects opponents with Rank EXP values that are as close as possible to your own, ensuring fair and competitive battles.
Rank EXP:
• Win: +100 Rank EXP
• Tie: +50 Rank EXP
• Loss: -50 Rank EXP
Each division requires 1,000 Rank EXP to advance to the next level. Examples:
• 10 wins = 1,000 Rank EXP
• 20 ties = 1,000 Rank EXP
• 5 wins + 10 ties = 1,000 Rank EXP
Losses reduce your progress. Every 2 losses negate the Rank EXP gained from 1 win.
Matchmaking: Players are matched based on their current Rank EXP. The matchmaking system selects opponents with Rank EXP values that are as close as possible to your own, ensuring fair and competitive battles.
Rank EXP:
• Win: +100 Rank EXP
• Tie: +50 Rank EXP
• Loss: -50 Rank EXP
Each division requires 1,000 Rank EXP to advance to the next level. Examples:
• 10 wins = 1,000 Rank EXP
• 20 ties = 1,000 Rank EXP
• 5 wins + 10 ties = 1,000 Rank EXP
Losses reduce your progress. Every 2 losses negate the Rank EXP gained from 1 win.
Seasonal Progression & Divisions
All players begin at Bronze V. At the start of every new season, ranks are reset and all players return to Bronze V to begin climbing again.
Ranks & Divisions (Lowest to Highest):
• Bronze [V, IV, III, II, I]
• Silver [V, IV, III, II, I]
• Gold [V, IV, III, II, I]
• Jade [V, IV, III, II, I]
• Ruby [V, IV, III, II, I]
Ruby I is the highest achievable rank. After reaching Ruby I, further progression is measured through leaderboard placement based on total Rank EXP. The goal is to rank up as quickly as possible, reach the top positions on the leaderboard, and earn the season's major rewards before the season ends.
Ranks & Divisions (Lowest to Highest):
• Bronze [V, IV, III, II, I]
• Silver [V, IV, III, II, I]
• Gold [V, IV, III, II, I]
• Jade [V, IV, III, II, I]
• Ruby [V, IV, III, II, I]
Ruby I is the highest achievable rank. After reaching Ruby I, further progression is measured through leaderboard placement based on total Rank EXP. The goal is to rank up as quickly as possible, reach the top positions on the leaderboard, and earn the season's major rewards before the season ends.
Card Tiers
Gachan cards use a five-tier system and are classified using a simple star rating system. Each tier is stronger than the one below it and provides a significant advantage in battles. Every card has five tier versions. Card tiers can be upgraded in the Craft section.
Tier Star Ratings:
• S-Tier → ⭐⭐⭐⭐⭐ (Highest)
• A-Tier → ⭐⭐⭐⭐
• B-Tier → ⭐⭐⭐
• C-Tier → ⭐⭐
• D-Tier → ⭐ (Lowest)
No other tiers exist in the game.
Tier Star Ratings:
• S-Tier → ⭐⭐⭐⭐⭐ (Highest)
• A-Tier → ⭐⭐⭐⭐
• B-Tier → ⭐⭐⭐
• C-Tier → ⭐⭐
• D-Tier → ⭐ (Lowest)
No other tiers exist in the game.
Elements
Gachan uses four main elements. These elements are the second most important factor in battles after the Tier system. Elements interact with each other in a strength and weakness cycle.
Element Cycle: Fire → Wind → Earth → Water → Fire
This means:
• Fire is strong against Wind
• Wind is strong against Earth
• Earth is strong against Water
• Water is strong against Fire
Neutral Elements:
• Fire = Earth (neutral)
• Wind = Water (neutral)
• Fire = Fire, Wind = Wind, Earth = Earth, Water = Water (equal)
When two neutral elements face each other, element advantage is canceled. In neutral matchups, the winner is decided by other factors such as Tier, Class, and Stats.
Element Cycle: Fire → Wind → Earth → Water → Fire
This means:
• Fire is strong against Wind
• Wind is strong against Earth
• Earth is strong against Water
• Water is strong against Fire
Neutral Elements:
• Fire = Earth (neutral)
• Wind = Water (neutral)
• Fire = Fire, Wind = Wind, Earth = Earth, Water = Water (equal)
When two neutral elements face each other, element advantage is canceled. In neutral matchups, the winner is decided by other factors such as Tier, Class, and Stats.
Classes
Gachan uses a class system as an additional combat layer after Tier and Element. Classes influence battle outcomes through a strength and weakness cycle.
Class Cycle: Mage → Warrior → Rogue → Priest → Mage
This means:
• Mage is strong against Warrior
• Warrior is strong against Rogue
• Rogue is strong against Priest
• Priest is strong against Mage
Neutral Classes: Classes outside of direct advantage/disadvantage relationships are considered neutral. In neutral situations, class advantage does not affect the outcome. When class effects are neutralized, the result is determined by Tier, Element, and Stats.
Example: If your card has the Mage class:
• Against Warrior: advantage
• Against Priest: disadvantage
• Against Rogue: neutral
• Against Mage: equal
Class Cycle: Mage → Warrior → Rogue → Priest → Mage
This means:
• Mage is strong against Warrior
• Warrior is strong against Rogue
• Rogue is strong against Priest
• Priest is strong against Mage
Neutral Classes: Classes outside of direct advantage/disadvantage relationships are considered neutral. In neutral situations, class advantage does not affect the outcome. When class effects are neutralized, the result is determined by Tier, Element, and Stats.
Example: If your card has the Mage class:
• Against Warrior: advantage
• Against Priest: disadvantage
• Against Rogue: neutral
• Against Mage: equal
Stats
Stats are the least influential combat factor in Gachan. They come after Tier, Element, and Class in the battle hierarchy and only become the deciding factor when the other three systems are equal or provide no clear advantage.
Every character has two stat values:
• HP (Health) — Determines the character's durability.
• ATK (Attack) — Determines the character's offensive power.
Clash Resolution: When two cards battle, each card attacks the other simultaneously. Card A deals damage equal to its ATK to Card B's HP, and Card B deals damage equal to its ATK to Card A's HP. The card with the most remaining HP after this exchange wins the round.
Example: Card A (80 HP, 60 ATK) vs Card B (70 HP, 50 ATK)
• Card A's remaining HP: 80 - 50 = 30
• Card B's remaining HP: 70 - 60 = 10
• Result: Card A wins (30 > 10)
If both remaining HP values are equal, the round is a draw.
Stat Priority: Stats do not scale with or override Tier, Element, or Class advantages. Even a character with significantly higher stats cannot overcome a disadvantage caused by a stronger Tier, Element, or Class matchup. Stats exist solely as the final tiebreaker.
Every character has two stat values:
• HP (Health) — Determines the character's durability.
• ATK (Attack) — Determines the character's offensive power.
Clash Resolution: When two cards battle, each card attacks the other simultaneously. Card A deals damage equal to its ATK to Card B's HP, and Card B deals damage equal to its ATK to Card A's HP. The card with the most remaining HP after this exchange wins the round.
Example: Card A (80 HP, 60 ATK) vs Card B (70 HP, 50 ATK)
• Card A's remaining HP: 80 - 50 = 30
• Card B's remaining HP: 70 - 60 = 10
• Result: Card A wins (30 > 10)
If both remaining HP values are equal, the round is a draw.
Stat Priority: Stats do not scale with or override Tier, Element, or Class advantages. Even a character with significantly higher stats cannot overcome a disadvantage caused by a stronger Tier, Element, or Class matchup. Stats exist solely as the final tiebreaker.