How a fight works

This page is the mechanical manual. It does not repeat the Eyuforyia origin story.

The loop

A turn is three verbs: match, charge, detonate. Matching three or more tiles of one element fills that guardian’s ultimate. Combos charge faster. When the meter is full you spend it on a board event — a row clear, a silence, a Holy Ground patch, a max-HP cut — not just a bigger number.

Even a “bad” match should still do one useful thing: add charge, advance a status, or set the next power turn. If a move does none of those, look again.

The six tiles

Energy, Nature, Night, Tech, Holy, and Void are fragments of the same resource. Enemies resist their own color. A squad that is all one element will stall the first time that color is locked or resisted.

Tech-Biome tiles

Corrupted tiles spread if you ignore them. Clear them early or bring a cleanser (Tide, Seraph, Bloom King) before the grid locks.

Holy Ground

Safe patches some ultimates leave behind. Stand a fragile support on them; do not spend the tile on a vanity match.

Max-HP cuts

Decay and a few other kits remove ceiling, not just current health. Use them on long bosses, not on trash packs.

Building a squad of five

There is no official “best five names.” Rosters change as you summon. Use this checklist instead:

What this site will not publish

We will not pin a patched “tier list of five pets” here. That goes stale and it turns the page into bait. For current comps, ask in Discord. For who each guardian is, use the roster page.