Economy map
This page collects every number that costs you FOXSY, time or a daily allowance, in one table. The values are the mainnet values of 28 October 2026. Where a paid shortcut exists, the last column says what it buys and the floor that money never crosses. Below the table you will find worked paths (how long and how much from A to B) and a short guide to which path fits which kind of manager.
Every FOXSY value is a whole number of FOXSY. Every duration is in days or hours. Daily allowances reset at a fixed 14:00 UTC, not on a rolling 24 hour window.
The table
Section titled “The table”| Parameter | Value | What it does | How it behaves | Paid shortcut and its floor |
|---|---|---|---|---|
| Registration fee | 5,000 FOXSY | One-time payment that creates your team and mints your starter squad | Paid once per wallet. The relayer pays the network fee for this transaction. One wallet gets one starter squad, enforced on chain | None. Every manager pays the same fee |
| Starter squad | 18 players: 10 Common, 4 Uncommon, 2 Rare, 1 Epic, 1 Legendary | The roster you receive at registration | Spread as 2 GK, 6 DEF, 6 MID, 4 FWD. While the pool allows it, each position gets one special card (a Legendary, an Epic or a Rare) plus one Uncommon; when a position has no card of that rarity left the draw bends and the card lands in any position that still has room. Commons fill the rest | None. Extra players come from the Common pack, the marketplace or fusion |
| Common pack | 2,500 FOXSY for 5 Common players | The only shop item that adds cards to your roster | At most 2 packs per wallet per rolling 7 days. Positions drawn like a starter squad (2 GK, 6 DEF, 6 MID, 4 FWD of 18), uniform within a position. Drawn from the pre-minted Common pool. The Shop card reads Sold out when fewer than 5 are free. It reads Daily pack budget spent when the platform’s budget is used up: at most 100 packs (500 cards) for all managers together in any 24 hours. Each pack counts against it for 24 to 25 hours, so room comes back hour by hour, not at a fixed time. Delivered by the game server about a minute after payment. The cards arrive with 0 competitive matches and no cooldown | This row is the shortcut. Floor: 2 packs a week, whatever you spend |
| Stat caps by rarity | Common 30, Uncommon 55, Rare 75, Epic 90, Legendary 100 per stat | The ceiling training can reach on each of the 7 stats | XP earned on a capped stat is discarded. Only fusion raises the ceiling | None |
| Casual plus ranked matches per day | 5 | The matches you may start yourself per day, casual and ranked combined | Being drawn in as someone’s ranked opponent does not count. Tournament and 1v1 games do not count either | Not for sale |
| Match cooldown | 30 seconds from the start of your previous match; 15 minutes from the start of your last ranked game | Pacing between the matches you start | Both clocks run from the start of the match, not from full time. The ranked cooldown counts from your last ranked game, started or drawn into | Not for sale |
| XP-eligible matches per player per day | 3 | How many matches a day a player card can earn attribute XP in | A fourth competitive match that day still counts for ELO, career stats and the fusion counter. It awards no XP | Not for sale |
| What counts as competitive | Silver or Gold tournament matches plus 1v1 challenges. XP also comes from ranked while ranked XP is on (off on mainnet), but ranked never moves the match counter | The matches that move the on-chain match counter the match gates read | A real opponent and a paid seat. Casual games against the AI never count. Bronze tournaments never count | Fusion match waiver (see fusion row) |
| XP per match | Up to 900 XP spread over the 7 stats (910 in the keeper’s shirt) | Attribute XP a starter earns from one competitive match | Scored on the role of the shirt worn (XP by shirt). Midfield and forward shirts: nine match actions (distance, dribbles, goals, passes, shots, completed passes, tackles, interceptions, saves) each score 0 to 100 against a normaliser and the scores are distributed to stats. The normalisers are set so a median performance scores about half of each term. The keeper’s shirt is scored on distance, passes, completed passes, saves and catches; a back-line shirt on distance, dribbles, passes, completed passes, tackles and interceptions. Both are scored against the role’s own normalisers, then a role factor brings the role’s average match to the midfield and forward average | XP booster doubles it (next row) |
| XP booster | 2,000 FOXSY, 2x XP, 24 hours | Doubles training XP and match XP for one day | One active at a time. Buying again restarts the 24 hour clock. Featured tournament rewards (2x for 48 h to the winner, 1.5x for 24 h to the runner-up) do not stack with it; the highest single multiplier applies | This row is the shortcut. No floor |
| XP per stat bump | 2,000 XP | XP a stat meter needs before the stat goes up by 1 | Surplus carries into the next meter, unless the bump lands on the rarity cap | None |
| Player level | level = floor(sqrt(total XP / 200)), max 100 | The level shown on the card, grown from lifetime XP | Cosmetic and career-only; stats are driven by the per-stat meters | None |
| Training, free sessions | 5 per day per wallet | Sessions you can run without paying | Each session adds 20 XP times condition / 100 to one stat of one player. Resets at 14:00 UTC | Paid training slots (next row) |
| Training, paid slots | 20 FOXSY per slot, at most 10 used per day, up to 25 bought per transaction | Extra sessions on top of the free 5 | Slots are banked and never expire. Maximum 15 sessions a day (5 free plus 10 paid). Each slot gives the same 20 XP at full condition, 40 with a booster | This row is the shortcut. Floor: 10 paid sessions a day |
| Condition cost, training | 5 per session | Condition a player loses per training session | Base value until age 30, then ramps with age to 3x the base at 39: 15 | Condition recovery (below) |
| Condition cost, matches | 10 per tournament or 1v1 appearance; 5 per ranked or casual appearance | Condition each player who takes the pitch loses per match | A substitute who comes on pays too; the bench does not. In ranked only the side that started the match pays. Base values until age 30, then ramps with age to 3x the base at 39: 30 for tournament/1v1, 15 for ranked/casual | Condition recovery (below) |
| Condition regeneration | 48 points per day (2 per hour) until age 30, falling to 24 per day (1 per hour) at age 39 | Passive recovery, slower with age | A young player at 0 is back to 100 in about 2 days, a 39-year-old in about 4 | Condition recovery (next row) |
| Condition recovery | 100 FOXSY for a full 0 to 100 restore, pro-rated per missing point | Instantly restores a player’s condition | You pay about 1 FOXSY per missing point; a player at 70 costs 30 FOXSY. Recover All sums every player below 100 | This row is the shortcut. No floor |
| Minimum field condition | 30 | The match-fit line for tournaments, 1v1s plus training | Below it a player cannot train. In a tournament or 1v1 match a starter below it is auto-substituted by a fit bench player; fewer than 11 fit players forfeits 3-0. Casual and ranked games do not apply it: they refuse only a starter at 0 condition, so a tired starter still plays there with every stat scaled down by condition | Condition recovery brings a player back above it |
| Fusion inputs | 3 players of the same rarity, each at the match gate of its rarity: Common 5 competitive matches, Uncommon 15, Rare 45, Epic 135 | What one fusion burns | Inputs must be synced, in your wallet, not listed, not under a transfer cooldown. A fused player inherits the longest remaining transfer cooldown of its inputs. The contract reads the on-chain competitive counter plus the waived credit | Fusion match waiver per missing match: Uncommon 20 FOXSY (at most 10, so 5 really played), Rare 100 (at most 30, 15 played), Epic 100 (at most 90, 45 played). None for Common |
| Fusion fee | Common to Uncommon 100, Uncommon to Rare 200, Rare to Epic 400, Epic to Legendary 800 FOXSY | The fee paid with the three cards | Refunded with the cards if the fusion fails. Legendary cannot be fused further | None |
| Fusion card cooldown | 14 days per fused card | A fusion output waits before it can be an input again | Belongs to the card and travels with it if sold. Does not block play, listing or your other fusions | Fusion cooldown waiver: 75 FOXSY per day down to a 3-day floor, at most 11 days and 825 FOXSY per card |
| Fusion wallet spacing | 20 hours between two fusions of one wallet | Pacing on the wallet, whatever the cards | Counts from your last successful fusion | Not for sale |
| Marketplace listing | Reserve between 500 and 1,000,000 FOXSY; every sale is a 24 hour auction | How you sell a player | Listing costs nothing beyond gas. Bids start at the reserve and must beat the top bid by 5 percent. A bid in the last 300 seconds extends the auction by 300 seconds. Cancel only while there are no bids | None. The 500 floor is enforced on chain |
| Listing gate | The match gate of the card’s rarity: Common 5 competitive matches (5 really played), Uncommon 15 (5), Rare 45 (15), Epic 135 (45), Legendary 405 (135) | What a card needs before it can be auctioned | The same two gates as fusion. The fusion match waiver credit on the card counts. Cards out of a pack or a fusion start at 0. The contract refuses the listing otherwise; listings already open on 12 October 2026 at 16:15 UTC, when these gates replaced the single gate of 20 matches, finish normally | Fusion match waiver: Uncommon 20 FOXSY per match; Rare, Epic plus Legendary 100 (a Legendary at most 270, so 135 really played). None for Common |
| Marketplace fee | 10 percent of the winning bid | Platform fee on a completed sale | Paid by the seller out of the bid, only when the auction sells | None |
| Relist cooldown | 48 hours after a sale | A just-sold player cannot be auctioned again | Per player, enforced on chain | Not for sale |
| Creator royalty | 2.5 percent of a tournament or 1v1 prize pool | Paid to the provider of the AI binary the matches ran on | Comes out of the 10 percent platform fee, in the same distribution transaction as the prizes. It never reduces a winner’s share. Capped on chain at 2.5 percent. Marketplace sales carry no royalty | None |
| Transfer cooldown | 21 days (504 hours) after a wallet-to-wallet transfer of a card at its match gate; 21 days plus 6 hours for every missing match for a card moved under it | The received player cannot play or be fused | Only direct wallet-to-wallet transfers trigger it. The length is fixed on the card at the moment of the transfer; each fusion match waiver bought afterwards for a card moved under its gate takes 6 hours off, down to 21 days plus 6 hours for every match it still has to really play. Auction wins, fusion outputs plus shop mints never start one. A sale does not clear a running lock: the buyer inherits the rest, shown on the listing. The longer lock closes the alt-wallet path: a second wallet’s untouched Legendary is locked for 122 days and 6 hours. Locks already running on 12 October 2026 at 16:30 UTC were never made longer | Reduce Cooldown, for a card moved at its gate only: per day above the floor, by rarity: Common 25, Uncommon 75, Rare 200, Epic 500, Legendary 1,250 FOXSY (the 10 percent fee on the reference price spread over 20 days), every day or only some of them. Floor 3 days (72 hours). Full waiver of a fresh 21-day transfer: 18 days, from 450 (Common) to 22,500 (Legendary) FOXSY. Under the gate: the fusion match waiver (on the card’s profile in the Squad), 6 hours a match |
| Tournament seat fee | Bronze free; Silver 1,000 to 4,999 FOXSY; Gold 5,000 FOXSY and up | What a seat costs, chosen by the creator inside the tier | Paid exactly, on chain, into a free seat. Refunded if you leave before the registration deadline or the tournament is cancelled | None. Bronze is the free tier |
| Tournament prize split | Winner 45, runner-up 30, third 15, platform fee 10 percent of the pool | How a Silver or Gold pool is paid out | The pool is the seat fee times the teams that joined. Without a third-place finisher the 15 percent goes to the runner-up. Champions FoxLeague always plays its 3rd place match. No organizer share: an organizer-only host pays no seat and earns nothing from the pool | None |
| Prize from FoxLeague | An amount the FoxLeague team sets per Champions FoxLeague edition (Silver or Gold only) | Paid on top of the entry pool to the 8 quarter-finalists, in equal shares | Deposited into the tournaments contract by the contract owner or a sponsor wallet the owner approved, before the edition starts. Paid by the contract after the edition completed and its entry pool was paid. No platform fee and no royalty. A cancelled edition returns it to the depositor; so does the owner for a prize still unpaid 30 days after the completion. See Champions FoxLeague | None |
| 1v1 challenge | Silver 1,000 to 4,999 or Gold 5,000 and up per side; winner 90 percent, platform 10 percent | A one-match stake against one opponent | Both sides pay the same fee. The loser gets nothing. One open or running challenge per wallet. Paid out about 180 seconds after the broadcast ends. Unaccepted challenges refund in full at the deadline | None |
| Tournaments you can run | 1 active as a player plus 1 active as organizer-only | Creation cap | Complete or cancel before creating another. Admins are uncapped as organizers | Not for sale |
| Sync fee | 10 FOXSY per player | Writes trained stats to the chain so they count in matches | Sync All shows the total before you sign. Required before fusing or listing a player. Not required to play | None |
| Badge re-roll | 1,000 FOXSY after 3 free re-rolls | A fresh AI-generated team badge from Settings | The first badge during onboarding is always free | This row is the shortcut |
| ELO leagues | Bronze below 1,300; Silver 1,300; Gold 1,600; Platinum 2,000; Diamond 2,700 | Your league bracket, from your ELO | New teams start at 1,200. Ranked games against another manager move rating with K = 24. Silver tournaments and Silver 1v1s use K = 12, Gold ones K = 18. Bronze tournaments move no ELO. The bands are 300 to 700 points wide: Gold is a season of wins, Platinum about three in either direction | Not for sale |
| ELO decay | On. After 10 idle days you lose 5 points at most once every 20 hours (about 6 a day), down to 1,200 | Keeps the leaderboard honest | Only a ranked game against a real opponent or a finished Silver or Gold tournament match resets the idle clock. With the leagues hundreds of points apart, decay costs rank inside a league long before it costs the league; when a decay does cross a league floor, the label changes with that decay | Not for sale |
| Aging | Minted at 18; one in-game week per real day; ramp from age 30 to the peak at 39 | Older players lose more condition per match and per training while regenerating less | Stats never drop. Every condition cost climbs to 3x its base at 39: matches from 10 or 5 to 30 or 15, training from 5 to 15; regeneration falls from 48 to 24 a day. A 39-year-old plays three tournament matches from full, then rests about 4 days | Condition recovery keeps a veteran on the pitch. Age itself is not for sale |
| Onboarding EGLD bonus | Spent. The first 101 wallets that registered with less than 0.01 EGLD received 0.1 EGLD each | Covered roughly 100 on-chain actions of gas for a new manager | All 101 were paid. A wallet that registers today gets no EGLD from FoxLeague and tops up EGLD itself: the swap window’s Ramp Network link, xPortal or an exchange | None |
| Registration relayer | 3 attempts per wallet per 10 minutes; 5,000 relayed registrations per day platform-wide | Rate limits on the gas-free registration | Past the daily cap the gas-free registration closes (the registration screen says “Onboarding closed for today”): try again tomorrow or ask the team on Telegram. There is no path where you pay the registration gas yourself | Not for sale |
How long and how much from A to B
Section titled “How long and how much from A to B”Each path is computed from the table above. The arithmetic sits in the last column so you can check it.
(a) Starter squad to your first Uncommon by fusion
Section titled “(a) Starter squad to your first Uncommon by fusion”Three of your ten Commons, each to the Common match gate of 5 competitive matches, then one fusion.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Play the matches | 2 | 100 | 5 matches at 3 XP-eligible matches a day = 1 full day plus 2 matches on day 2. All three Commons start in the same eleven, so they finish together. Fusion fee 100 |
| Paid | None: a Common has no match waiver, its 5 matches are played | ||
| What the matches cost to play | included above | at least 1,000 per seat | Competitive matches come from paid seats: a Silver seat is at least 1,000 FOXSY. A round robin with 20 teams gives 19 matches for one seat; a 1v1 gives one. Prizes flow back from the same pool (see path g) |
The fusion counter itself has no daily cap, only the XP has one, so a manager who fits more tournament games into a day finishes sooner. Condition then sets the pace: 10 per match, 48 back per day. A starter below 30 is swapped for a fit bench player in tournament and 1v1 matches.
(b) A fresh fused card back into the next fusion
Section titled “(b) A fresh fused card back into the next fusion”The output of a fusion starts at 0 competitive matches and carries its own 14-day cooldown.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Free: wait it out, play meanwhile | 14 | 0 | A fused Uncommon: the 14-day card cooldown. Its 15 matches fit inside it (5 days at 3 a day) |
| Paid: cooldown waiver plus match waiver | 3 | 1,025 | A fused Uncommon: 11 days waived at 75 = 825, down to the 3-day floor. 10 matches waived at 20 = 200. The 5 real matches take 2 days, inside the 3 |
| Rarer outputs | A fused Rare needs 45 matches (15 days at 3 a day), a fused Epic 135 (45 days): longer than the cooldown. With every match waiver (30 at 100 = 3,000 for a Rare, 90 at 100 = 9,000 for an Epic) the real matches still take 5 and 15 days | ||
| Both routes | The 20-hour wallet spacing since your last fusion also has to be over; it fits inside either route |
(c) Common to Legendary by fusion, one lineage
Section titled “(c) Common to Legendary by fusion, one lineage”81 Commons become 27 Uncommons, then 9 Rares, then 3 Epics, then 1 Legendary: 40 fusions. This path counts the wallet spacing, the per-rung card cooldowns and the fusion fees. It does not count the competitive matches every input needs (the match gate of its rarity).
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Fusion fees, either route | 6,500 | 27 x 100 + 9 x 200 + 3 x 400 + 1 x 800 = 2,700 + 1,800 + 1,200 + 800 | |
| Free: 14-day cooldowns | 63.7 | 6,500 | The 27 Common fusions run back to back: 26 gaps x 20 h = 520 h. The last Uncommon, the last Rare and the last Epic each wait 14 days before feeding the next rung: 520 h + 3 x 336 h = 1,528 h = 63.7 days. The other fusions fit inside those waits |
| Fully paid: every fused card waived to 3 days | 35.2 | 38,675 | 27 Common plus 9 Uncommon fusions back to back: 35 gaps x 20 h = 700 h to the last Rare. Then 3 days to the last Epic and 3 more to the Legendary: 700 h + 144 h = 844 h = 35.2 days. Waivers: 39 fused cards x 11 days x 75 = 32,175, plus the 6,500 in fees |
| Floor that no money removes | 32.5 | 40 fusions need 39 spacing gaps: 39 x 20 h = 780 h = 32.5 days | |
| Not counted: the matches | up to 59,400 | 81 Commons x 5 + 27 Uncommons x 15 + 9 Rares x 45 + 3 Epics x 135 = 1,620 matches. Fully waived that is 27 x 10 x 20 + 9 x 30 x 100 + 3 x 90 x 100 = 5,400 + 27,000 + 27,000 = 59,400 FOXSY, with 810 matches still to really play (81 x 5 + 27 x 5 + 9 x 15 + 3 x 45; a Common has no match waiver) |
In the fully paid route the early Uncommons sit idle for more than 14 days anyway, so a careful manager waives only the cards on the critical path and pays less than 32,175. The realistic path mixes marketplace purchases at higher rarities with your own fusions.
(d) Common pack to your first Legendary
Section titled “(d) Common pack to your first Legendary”The 81 Commons of path (c) bought as Common packs, 5 cards for 2,500 FOXSY at most twice a week. The fusions run at the 20-hour spacing while the packs keep arriving.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| The packs | 56 | 42,500 | 81 Commons need 17 packs (85 cards, 4 spare) at 2,500 = 42,500. The cap is 2 packs per rolling 7 days: packs 1-2 on day 0, packs 3-4 on day 7, pack 17 on day 7 x 8 = 56 |
| The fusions | 32.5 at least | 6,500 | 40 fusions need 39 spacing gaps: 39 x 20 h = 780 h = 32.5 days, about 33 days. Fees 27 x 100 + 9 x 200 + 3 x 400 + 1 x 800 = 6,500. The Common fusions start with the first packs, so most of the spacing runs inside the 8 weeks; the last rungs then follow path (c) |
| The matches, played | included | seat fees | Every input needs the match gate of its rarity and pack cards arrive at 0: 81 Commons x 5 + 27 Uncommons x 15 + 9 Rares x 45 + 3 Epics x 135 = 1,620 matches. The match counter has no daily cap, only XP has one, so a card plays as often as you can field it |
| The matches, waived | up to 59,400 | 27 x 10 x 20 + 9 x 30 x 100 + 3 x 90 x 100 = 59,400 if every card is waived to its floor; 810 matches still have to be really played. Waiving only the last matches of the cards on the critical path costs a fraction of that | |
| Floor that no money removes | 56 | The 2-packs-a-week cap: 17 packs take 8 weeks (56 days) whatever you spend. The 39 spacing gaps fit inside them |
Extend it to a full Legendary XI (ten more Legendaries, 149 packs) and the arithmetic gives the shape of the game: a manager who buys at the cap is bound by the pack cap alone for about 17 months; the 810 real matches every Legendary lineage needs come on top of that.
(e) Moving a Legendary between your own wallets
Section titled “(e) Moving a Legendary between your own wallets”The card’s match gate at the moment of the transfer decides the length: 21 days at its gate (405 competitive matches, 135 of them really played), 21 days plus 6 hours for every missing match under it.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Wallet-to-wallet transfer, wait, card at its gate | 21 | 0 | The full 504-hour transfer cooldown before the card can play in the new wallet |
| Wallet-to-wallet transfer, wait, card at 0 competitive matches | 122.25 | 0 | 21 days plus 405 missing matches x 6 hours = 504 + 2,430 = 2,934 hours |
| Wallet-to-wallet transfer, Reduce Cooldown, card at its gate | 3 | 22,500 | 18 days above the 3-day floor x 1,250 per day. The rate is the 10 percent marketplace fee on the 250,000 FOXSY Legendary reference price spread over 20 days |
| Wallet-to-wallet transfer, every match waiver, card at 0 competitive matches | 54.75 | 27,000 | 270 waivers x 100 = 27,000, bought on the card’s profile in the Squad, take 270 x 6 hours off: 2,934 - 1,620 = 1,314 hours, 21 days plus the 135 matches it still has to really play x 6 hours. Reduce Cooldown does not apply to this lock |
| Sell it on the marketplace, buy it back | 1 | 10 percent of the price | A 24-hour auction, then the 10 percent fee on the winning bid: 50 FOXSY at the 500 floor, 25,000 at the 250,000 reference price. The auction starts no transfer cooldown, so a card that carries none arrives playable. Anyone can outbid your other wallet. The card cannot be listed again for 48 hours. The card needs its match gate to be listed at all: 405 competitive matches, 135 of them really played |
(f) One month of training
Section titled “(f) One month of training”30 days, one wallet, every session at full condition (20 XP each, 40 with a booster). A stat bump is 2,000 XP.
| Route | Sessions | XP | FOXSY | Arithmetic |
|---|---|---|---|---|
| Free slots only | 150 | 3,000 | 0 | 5 x 30 = 150 sessions x 20 XP. About 1.5 stat bumps |
| All paid slots | 450 | 9,000 | 6,000 | (5 + 10) x 30 = 450 sessions x 20 XP. Slots: 10 x 30 x 20 = 6,000. About 4.5 bumps |
| Free slots plus a booster every day | 150 | 6,000 | 60,000 | 150 x 40 XP. Boosters: 30 x 2,000 = 60,000 |
| All paid slots plus a booster every day | 450 | 18,000 | 66,000 | 450 x 40 XP. 6,000 in slots plus 60,000 in boosters. About 9 bumps |
| Condition | 15 sessions a day cost 75 condition against 48 regenerated, so spread the sessions across the squad or add recovery at about 1 FOXSY per point |
(g) A month of competitive play at the caps
Section titled “(g) A month of competitive play at the caps”30 days at 3 competitive matches a day for your starters, the XP cap. Seats priced at the cheapest competitive seat, the 1,000 FOXSY Silver minimum, one match per seat as in a 1v1. An average result means you win back your share of the pool: 90 percent of what everyone staked returns to the players.
| Item | Amount | Arithmetic |
|---|---|---|
| Matches | 90 per starter | 3 x 30 |
| Seat fees paid | 90,000 FOXSY | 90 x 1,000. A tournament seat buys several matches (up to 19 in a 20-team round robin), so the real seat bill per match is lower |
| Expected prize flow at an average result | 81,000 FOXSY back, 9,000 net cost | 90 percent of 90,000 returns as prizes; the 10 percent fee is the cost, 2,250 of which is the creator royalty (2.5 percent of the pool) |
| XP earned per starter | up to 81,000 XP (81,900 in the keeper’s shirt), about half at a median performance | 90 x 900 (90 x 910 for the keeper). That is up to 40 stat bumps at 2,000 XP each; the normalisers put a median game at about half |
| Condition | sustainable | 3 x 10 = 30 per day against 48 regenerated |
(h) One Legendary from a fresh squad
Section titled “(h) One Legendary from a fresh squad”The starter squad carries one Legendary. Four ways to a second one, from the day the squad lands. The alt-wallet routes register a second wallet (5,000 FOXSY, its own starter Legendary) and move that card. The pack routes build it: the fresh squad already holds 1 Epic, 2 Rares, 4 Uncommons and 10 Commons, so the missing inputs are 2 Epics from 6 Rares, 4 of them from 12 Uncommons, 8 of them from 24 Commons, 14 of which come from 3 packs. That is 15 fusions (8 Common, 4 Uncommon, 2 Rare, 1 Epic; fees 800 + 800 + 800 + 800 = 3,200) and 45 inputs, each at the match gate of its rarity: 24 Commons at 5 competitive matches, 12 Uncommons at 15, 6 Rares at 45 plus 3 Epics at 135.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Alt wallet, wait | 122.25 | 5,000 | The second wallet’s Legendary has 0 competitive matches, so the transfer locks it for 21 days plus 405 x 6 hours. The registration fee is the whole cost |
| Alt wallet, every match waiver | 54.75 | 32,000 | 5,000 for the second wallet plus 270 match waivers at 100 = 27,000, each 6 hours off the lock, down to 21 days plus the 135 matches still to really play x 6 hours. Reduce Cooldown does not apply to this lock |
| Packs, wait | about 89 | 10,700 | 3 packs at 2,500 = 7,500 plus 3,200 in fusion fees. The third pack lands on day 7 and its Commons play their 5 matches in 2 days; the 8 Common fusions take 6 days of wallet spacing. The fused Uncommons play their 15 matches inside the 14-day card cooldown, the fused Rares need 15 days for 45 matches and the fused Epics 45 days for 135, because the cooldown does not block play: 7 + 2 + 6 + 14 + 15 + 45 = 89 |
| Packs, every waiver | about 44 | about 70,000 | The 10,700 above, plus the match waivers of 12 Uncommons x 10 x 20 = 2,400, 6 Rares x 30 x 100 = 18,000 and 3 Epics x 90 x 100 = 27,000, plus 14 fused inputs x 11 waived days x 75 = 11,550, plus about 300 of sync fees at 10 per card. Days: 7 for the packs, 2 for the 5 real matches of the Commons, 14 spacing gaps x 20 h = 12, then the three fused rungs: 3 (the floor), 5 (15 real matches of a Rare) and 15 (45 real matches of an Epic) |
Moving a second wallet’s Legendary is the slowest route when nothing is paid and still takes about 55 days with every match waiver bought. The pack routes build a Legendary whose inputs have played: about 89 days for 10,700 FOXSY or about 44 days for about 70,000 FOXSY. That is the shape the match gates are there to give.
Which manager are you?
Section titled “Which manager are you?”The daily competitor
Section titled “The daily competitor”Time-rich, budget-light. You log in every day and you like to earn it.
- Play the free 5 casual and ranked games for the leaderboard and use Bronze tournaments to learn without stakes.
- Take the 5 free training sessions every day and sync before matches that matter (10 FOXSY per player).
- Reach fusion by playing: a Common needs 5 competitive matches, 2 days at 3 a day, then a 100 FOXSY fee. The rarer rungs need 15, 45 and 135 matches per card. Rotate your 18 so nobody drops below 30 condition.
- Grow the roster with the Common pack when you need inputs: 2,500 FOXSY for 5 Commons, at most 2 packs a week, the same cap every wallet has.
- Your one shortcut is the match waiver on a card’s last matches: an Uncommon at 10 of 15 finishes for 100 FOXSY instead of two more days of seats. Every other floor is your normal pace.
What you pay, what you get: seat fees that mostly return as prizes, a few hundred FOXSY a month in sync and fusion fees, packs when you want inputs faster than the market sells them. You get a squad that improves a rung every couple of weeks.
The busy regular
Section titled “The busy regular”Limited evenings, some budget. You cannot play every day, so you buy back the days you miss.
- Buy the 2,000 FOXSY booster at the start of a long session and stack paid training slots under it (20 FOXSY each, 10 a day): 40 XP a session instead of 20.
- Use the match waiver on the last few matches only: a Rare at 40 of 45 costs 500 FOXSY to finish, not 3,000.
- Use the cooldown waiver only when a triplet is ready and one card is the holdout: 75 FOXSY per day, never below 3 days.
- Skip Reduce Cooldown by buying on the marketplace instead of receiving transfers: an auction starts no transfer cooldown. Check the listing for a lock the card still carries from an earlier transfer, because you would inherit it.
What you pay, what you get: 2,000 to 2,200 FOXSY per boosted training day (the booster alone up to the booster plus all 10 slots) and a few thousand per finished fusion, in exchange for progress on the days you are not online.
The collector and trader
Section titled “The collector and trader”You build value in cards and move them.
- Every sale is a 24-hour auction with a 500 FOXSY reserve floor and a 10 percent fee on the winning bid. Bids climb by at least 5 percent and the last 300 seconds extend on every bid.
- An auction win starts no transfer cooldown, though a card sold inside a running one passes the rest to you (the listing shows it). A player sent wallet-to-wallet at its match gate waits 21 days, unless you pay the rarity price per day down to 3 days. Under its gate it waits 21 days plus 6 hours for every missing match; only match waivers shorten that.
- The waiver is priced at the marketplace fee on the card’s reference price spread over 20 days, so a private transfer plus a full waiver costs about what a sale at the reference price would. A card under its match gate cannot be bought down to 3 days at all. The market stays the cheap path by design.
- A card can be auctioned only at the match gate of its rarity (from 5 competitive matches for a Common to 405 for a Legendary, a part of them really played), the same gate fusion has. Pack cards and fusion outputs start at 0, so a fresh card is never a same-day flip.
- Fused cards keep their cooldown and any waived-match credit when sold; price them accordingly. Sync before listing: bidders see on-chain stats only.
- A just-sold card cannot be relisted for 48 hours, so flipping is slow by design.
What you pay, what you get: 10 percent of every sale with no royalty on marketplace trades. You get a market where nobody can wash a card through a friend’s wallet cheaper than through you.
The organizer
Section titled “The organizer”You create the events other managers play in.
- Silver seats run from 1,000 to 4,999 FOXSY, Gold from 5,000 up. The pool is the seat fee times the teams that actually join and it pays 45 / 30 / 15 to the podium with 10 percent to the platform.
- Hosting is free: an organizer-only host takes no seat and pays no fee. There is no organizer share of the pool; your return is the community, the private invite-only events and a Hall of Fame entry when the FoxLeague team features the event.
- 2.5 percent of every pool goes to the creator of the AI binary the matches ran on, out of the platform fee. If you build a binary, that royalty is yours. See the Developers Hub.
- One active tournament as a player plus one as organizer-only at a time; plan the calendar so your events do not overlap.
What you pay, what you get: nothing beyond your own seat if you play, in exchange for a full field, a prize pool your community funds and your name on the events.
What money cannot buy
Section titled “What money cannot buy”- The floors. 3 days of every fused card’s cooldown, the matches of every gate that must really be played (5 for a Common or an Uncommon, 15 for a Rare, 45 for an Epic, 135 for a Legendary), 3 days of the transfer cooldown of a card moved at its gate (21 days plus 6 hours for every match it still has to really play for a card moved under it), the 20-hour wallet spacing between fusions and the 2 Common packs a week.
- The daily caps. 5 casual and ranked games you start, 3 XP-eligible matches per player, 5 free plus 10 paid training sessions, all resetting at 14:00 UTC.
- Aging. Every player is 18 at mint and grows a week older every day. From 30 the condition bill rises with every season, the natural recovery slows and nothing reverses it. Paid recovery keeps a veteran playing; it does not make them younger.
- Ranked pacing. 30 seconds between matches, 15 minutes between ranked games and a rating that decays after 10 idle days.
See also Fusion, Shop, Marketplace, Tournaments, Training and Player Aging.