01Stage Power tells you the damage-correction bracket
Recommended Power is more than an entry requirement. The stage planner compares your team Power with the stage recommendation and shows the bracket that determines how much of normal damage is actually applied. ‘55% final damage’ means that skills, critical hits, and buffs are calculated first and then only 55% of that result is dealt. When you register your build, team suggestions can also use stars, levels, equipment, Codex, and Sugar Runes.
Open Stage Planner →02Team recommendations use different rules for different goals
Performance, single-target, area, and element teams are not ranked by one shared rule. Single and area presets begin with the target pattern of damage skills, then check whether support, buff, and protection skills actually benefit those damage dealers. Element teams require both a meaningful element interaction and a viable role layout, so a synergy team is not automatically best for every mode.
View Recommended Teams →03PvP starts with the opposing deck and a win condition
The PvP simulator compares base stats, stars, skill coefficients, ranges, cooldowns, and classified effects. Its analysis focuses on interactions such as frontline survival, overlapping protection and healing, area versus single-target pressure, and control or position movement. Power alone does not guarantee a win, so a counter recommendation can also show the minimum stars needed for the matchup. Optional match feedback is used only to refine later recommendations.
Open PvP Simulator →04The tier list keeps its baseline separate from player signals
The overall tier starts from an administrator-maintained initial tier. APK-based performance, rarity, recent recommended decks, screenshot-based player progression, and direct tier edits are added with limited weight. Caps prevent one highly leveled account or a large volume of votes from distorting the list. Only screenshot-based progression is used, and stale records are excluded. Open a character to see the individual score inputs.
View Tier List →05Build registration is optional, and keeps your original scan intact
After signing in, you can register cookies, pets, stars, levels, Codex, equipment, Plate upgrades, and Sugar Runes for personalized tools. Screenshot-recognized values are kept as a separate baseline. Bulk levels and stars can be used for a calculation without overwriting that baseline, and you can restore the screenshot values whenever you want.
Open Build Registration →Five worked examples for making a decision
Hypothetical inputs, game data, and unverified conditions are kept separate. These examples do not guarantee a win or a random outcome.
1. 55% damage is a multiplier, not a bonus
Suppose damage before stage correction is 10,000. A 55% multiplier gives 5,500; 75% gives 7,500. Moving between them is a 20-percentage-point change and about 36.4% more damage with the same starting damage. It is not equivalent to adding 20% attack.
Compare team Power with the selected stage recommendation first. A Power increase may leave you in the same bracket. Replacing a support with a higher-Power cookie may improve the bracket while breaking an interaction. Within the same bracket, compare frontline survival and skill targets. A suggested clear threshold is guidance, not a guaranteed clear.
Compare your stage brackets2. A boss problem is not the same as a wave problem
If you reach the boss but run out of time, inspect single-target damage uptime. If ordinary enemies pile up and break the frontline, area attacks or control may matter more. Check whether a support affects all allies or only a particular element, role, or synergy. A strong buff does not help your main damage dealer if that cookie is not an eligible target.
Change one slot at a time while keeping stage, levels, and stars fixed. Record remaining boss HP, when the main damage dealer falls, and whether ordinary enemies remain. Recommendations that normalize cookies to your highest level are a planning comparison, not a prediction for an unchanged low-level roster.
Compare teams by purpose3. Start Sugar Runes with the stat a skill actually uses
An attack-scaling shield and a max-HP-scaling shield favor different stats. In a hypothetical skill granting a shield equal to 200% of attack, 1,000 attack produces 2,000 shield and 1,100 produces 2,200, with other conditions fixed. This is not a coefficient claimed for a particular cookie. Do not assume critical damage also increases that shield.
Check whether an improvement affects damage, healing, or protection. Haste depends on recast behavior and battle duration; fixed triggers or stacking limits can reduce its value. Compare one slot at a time with encyclopedia, equipment, and other runes held constant. An ambiguous interaction is not a reliable basis for a definitive recommendation.
Read character-specific rune recommendations4. A 0.1% chance does not guarantee a hit in 1,000 attempts
For independent attempts with constant success probability p, the chance of at least one hit within n attempts is 1 − (1 − p)ⁿ. At p = 0.001, this is about 9.52% for 100 attempts and 63.23% for 1,000. Expected waiting time, 1/p = 1,000, is an average, not a guarantee. Pity systems or increasing odds require a different calculation.
A first success on attempt 100 gives that run one success per 100 attempts, or 1%. A single run stopped at its first success does not establish that the true probability is 1%. Changing locks, targets, or a currency cap also changes the comparison. The simulator is free; it does not buy game currency or award game items.
Calculate Stella for your locks and target5. Keep Arena and stage growth rules separate
The inspected in-game Arena guide lists cookie leveling and promotion, pet ownership effects, encyclopedia, equipment, plate enhancement, and Sugar Runes. Passing mercenary-band data does not by itself prove that captain or welfare effects change combat. Unlisted effects, hidden limits, and server battle decisions need separate verification.
Wins and required stars are estimates from the site model, not executions of the official combat engine. Unknown opponent builds, positions, and patches can change outcomes. Compare one changed condition against the same opponent and formation; do not add unverified bonuses to Power.
Data scope and calculation limitsBy Sugar Pocket · Examples reviewed September 12, 2026 · Mathematical examples are hypothetical, not in-game measurements.