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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.

  • 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

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 cannot be selected: the Fusion tab lists it under the grid as locked (In a transfer lock: these cannot be fused until it ends), so you cannot use fusion to wash a cooled-down player into a fresh one. Its waivers can still be bought there: matches waived for a locked card count toward its gate and, on a card moved before its gate, each takes 6 hours off its lock. If such a player is fused anyway, the new player inherits the longest remaining transfer cooldown among the three inputs. When any of the three is still inside a cooldown it got by moving before its match gate, the new player’s lock is of that kind too: it ends when that longest cooldown ends, neither Reduce Cooldown nor a match waiver shortens it. See Marketplace for the cooldown rules
  • Have reached the match gate of their rarity: Common 5 competitive matches, Uncommon 15, Rare 45, Epic 135 (Legendary 405, for listing). Waived matches count, but a part must really be played: 5 for a Common or an Uncommon, 15 for a Rare, 45 for an Epic, 135 for a Legendary. The contract checks the on-chain match counter, so only synced matches count. The Fusion tab shows how far every candidate is and lists any selected player still below its gate. A card that still needs matches or is inside its own fusion cooldown carries a red no-entry sign (a red disc with a white bar) in its top-left corner. Hover over it (tap it on a phone) to see why. An unsynced card carries no sign: the Fusion tab names it once you select it. The same two gates 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. The app reads your FOXSY balance before your wallet opens. When the fee is higher than the balance it tells you so and asks nothing to sign. If your balance cannot be read at that moment the fusion is not blocked: the chain has the last word.

A competitive match is a match that is eligible for player XP: a Silver or Gold tournament match or a 1v1 challenge. Ranked matches never count, whether ranked XP is on or off. All of them are played against a real opponent for a paid seat. Casual games against the AI never count. Bronze tournaments never count either. 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.

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. Players that never came out of a fusion (the starter squad, a Common pack card or a never-fused card bought at auction) have no fusion cooldown. A fused card bought at auction keeps whatever remains of its cooldown. 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.

Input rarityOutput rarityFOXSY cost
CommonUncommon100
UncommonRare200
RareEpic400
EpicLegendary800

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. The match waiver is also sold on the card’s own profile in the Squad (Buy matches), for every rarity that has one: that is where a Legendary, which never appears in the Fusion tab, buys its matches. Prices below are the mainnet values.

ShortcutBuysPriceFloor money cannot crossMaximum per card
Fusion cooldown waiverDays off a fused card’s own 14-day cooldown75 FOXSY per dayThe last 3 days always remain11 days, 825 FOXSY (full 14 to 3)
Fusion match waiverCompetitive matches the card still needsUncommon 20 FOXSY per match; Rare, Epic plus Legendary 100. None for CommonThe matches of the gate that must really be played: 5 (Uncommon), 15 (Rare), 45 (Epic), 135 (Legendary)Uncommon 10 matches, 200 FOXSY; Rare 30, 3,000; Epic 90, 9,000; Legendary 270, 27,000
Wallet spacing (20 h)nothingnot for salealways waits in fullnone

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. You can buy every day (the card lands exactly at the floor) or only some of them (its ready time moves that many days earlier). 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. In the Fusion tab click Waive matches on the card; on the card’s profile in the Squad click Buy matches. Pick how many (1 up to the maximum the card can still take) and sign. The profile shows the card’s competitive matches, the gate of its rarity with the part to really play, how many can be bought, the price per match, the total and what the purchase does: whether the card reaches its gate (then it can be listed) and how many hours it takes off its transfer lock (when none runs: off the lock a move to another wallet would give it). When you press Pay the app asks the contract again and signs nothing if the answer cannot be read or no longer matches the screen. 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 match gate, 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 its gate minus the matches it must really play (10 for an Uncommon, 30 for a Rare, 90 for an Epic, 270 for a Legendary). The card shows its played and waived matches once credit is on it. On a card that moved to your wallet before its gate, each waived match also takes 6 hours off its transfer lock.

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.

  1. Open Marketplace → Fusion tab
  2. Pick the rarity you want to fuse (dropdown shows how many players per rarity you own)
  3. 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
  4. 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
  5. Review the cost summary
  6. Click Fuse
  7. Approve the fusion transaction in your wallet. A single signature sends the required $FOXSY together with all 3 NFTs in one transaction.
  8. Wait for confirmation
  9. 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 a random card of the pre-minted fusion pool for the output rarity and your chosen position, drawn by the contract when your fusion is processed: choosing the position does not choose the card. It comes 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.

A card that came out of a fusion keeps a Fused mark for good, also after a sale: you see it on the card in your Squad, in its profile, on the marketplace plus on the Fusion screen. Cards from a starter squad or a Common pack have no mark. The mark only shows where the card comes from; no rule or price reads it.

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:

RarityStat cap
Common30
Uncommon55
Rare75
Epic90
Legendary100

Every fusion you do is recorded in the Fusion tab’s history panel: the date, the input rarity, the burned players (struck through after a fox skull), the card you got (with its own picture and its Fused mark) and the transaction link. Useful for tracking your long-term team-building investment. When a later fusion burns the card you got (fusing your way up the rarities), its row shows the fox skull in place of its picture, its name struck through and Burned in a later fusion.

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. A pending or failed fusion has no card yet, so it shows no picture and no Fused mark; a failed one burned nothing, so it has no fox skull either.

  • 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 match gate.
  • 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 competitive matches 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 the waivable part of the card’s gate (10 matches for an Uncommon up to 270 for a Legendary); 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 competitive matches each input still has to play: 5 per Common, 15 per Uncommon, 45 per Rare, 135 per Epic. Realistic path is to mix marketplace purchases at higher rarities with your own fusions instead of grinding the whole pyramid from Common.