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Shop

The Shop sells one pack of players plus four consumables for FOXSY. The Common pack delivers 5 Common player NFTs to your wallet (see below). The consumables are instant condition recovery for tired players, an XP booster that doubles training and eligible match gains, extra training slots for days you want to grind and a cooldown waiver for players you received by direct transfer. Two more items, the fusion cooldown waiver and the fusion match waiver, show up in the Shop with their live price; they are bought per card from the Fusion tab (see Fusion). Team badge re-rolls are sold from the Settings page rather than the Shop tab. They use the same FOXSY payment flow, so they are listed below for reference.

The pack is the only item that adds cards to your roster. Everything else is a one-shot consumable. No permanent upgrades, no trading and all accept on-chain FOXSY payment.

Find it at Marketplace → Shop tab.

The Shop panel always shows the live price at the top of every item (check there before confirming):

ItemLive priceWhat it does
Common Pack2,500 FOXSY for 5 Common players5 random Common player NFTs delivered to your wallet. At most 2 packs per wallet per rolling 7 days
Condition Recoveryup to 100 FOXSY per player (pro-rated by missing condition)Instantly restores one player to full condition
XP Booster2,000 FOXSY2× XP on every training session and eligible match for 24h
Training Slot20 FOXSY per slot+1 extra training session on today’s cap
Reduce Cooldownper day reduced, by rarity: Common 25, Uncommon 75, Rare 200, Epic 500, Legendary 1,250 FOXSYCuts a transferred player’s cooldown down to a 3-day floor, every day or only some of them. Not for a card moved before its match gate
Fusion Cooldown Waiver75 FOXSY per dayCuts a fused card’s own fusion cooldown down to a 3-day floor, every day or only some of them. Bought per card in the Fusion tab
Fusion Match Waiverper match, by rarity: Uncommon 20, Rare 100, Epic 100, Legendary 100 FOXSY; none for CommonCredits competitive matches a card still needs for the match gate of its rarity, never the matches that must really be played. Bought per card on its profile in the Squad (Buy matches, every rarity with a waiver) plus in the Fusion tab for a fusion input
Badge Regeneration1,000 FOXSY (first 3 re-rolls are free)Re-roll your team badge with a fresh AI-generated image. Sold from Settings, not the Shop tab

The only Shop item that adds players to your roster. One pack is 5 Common player NFTs for 2,500 FOXSY (500 per card). It is the way to grow beyond the 18 starter cards without waiting for the marketplace, whether you need spare bodies for rotation or fusion inputs.

  • Balance check: every FOXSY payment in the app (packs, consumables, fusion waivers, badge re-rolls, tournament entries, bids) compares the price with your FOXSY balance before your wallet opens. When the balance is too low the app says so (with what the item costs) and nothing is signed. If the balance cannot be read at that moment, the purchase is not blocked
  • Cap: at most 2 packs per wallet per rolling 7 days. The Shop card shows how many packs you can still buy this week; the third attempt inside the window is refused before any FOXSY moves
  • What you get: 5 Commons with random positions, weighted like a starter squad (2 GK, 6 DEF, 6 MID, 4 FWD out of 18), so over a few packs you end up with a normal spread. Within a position the card is uniformly random. Stats are the pre-rolled Common stats of the card, inside the Common range
  • Where they come from: the pre-minted Common pool the platform also uses for starter squads. The Shop card reads sold out in two cases: fewer than 5 Commons are free in the pool; the platform’s daily pack budget is spent (100 packs a day for all managers together, reset once a day at the MultiversX epoch change, about 16:35 UTC). In both cases the purchase is refused without charging you. Try again once the pool is restocked or the budget resets
  • Delivery: the game server sends the 5 cards to your wallet about a minute after the payment confirms. The Shop card shows 5 players on the way until they land in your Squad. If the delivery fails the FOXSY is refunded through the usual refund sweep
  • What the cards carry: 0 competitive matches and no cooldown of any kind. They can play at once. They can be fused or auctioned only once they reach the Common match gate: 5 competitive matches, all really played (see Fusion and Marketplace)

Training costs 5 condition, a tournament or 1v1 appearance costs 10, a ranked or casual one costs 5 and natural regeneration is only 2 points an hour. Those are the values for players under 30. Every cost rises with age past that point and the regeneration slows, down to 1 point an hour at 39, when every cost is three times its base (a tournament match 30, a ranked one 15, training 15) and a full rest from 0 takes about 4 days (see Player Aging). If you want to push the squad harder than the regen rate allows, buy recovery.

The price is pro-rated by missing condition: the 100 FOXSY in the table is the full 0 → 100 price, so you pay ~1 FOXSY per missing point. A player sitting at 70 condition costs 30 FOXSY to top up.

  • Per-player: pick a specific player, pay their pro-rated price, they instantly return to 100 condition
  • Recover All: one click restores every player below 100 condition. Cost = the sum of each player’s pro-rated price

A 24-hour consumable that doubles XP on every training session and eligible match during its active window. One at a time. Buying again while one is already active restarts the 24h clock from the latest purchase.

  • Effect: 2× XP on training and on eligible matches for 24h. Match XP is only awarded on Silver and Gold tournament matches plus paid 1v1 challenges. Ranked, casual and practice (vs AI) matches earn no XP, so the booster has no effect there
  • Stacking: not with itself (only one active window). Featured tournament rewards grant the winner 2× match XP for 48h and the runner-up 1.5× for 24h. When one of those overlaps a shop booster, the highest single multiplier applies, never the product of both. Those tournament grants cover match XP only. Training XP is boosted by the shop booster alone
  • Tracking: the Shop tab shows an active-booster banner with the expiry time

Training XP base is 20 × (condition / 100). With booster active, that becomes 40 × (condition / 100). A full-condition player earns 40 XP per training session instead of 20.


There’s a daily training cap per wallet (currently 5 free sessions per day), after which you need to buy more slots if you want to keep training. Once you hit the cap, the regular train button is greyed out.

Each Training Slot you buy adds 1 extra training session on top of the free daily cap. Purchased slots are banked on your account and never expire: whatever you don’t use today stays available on any later day.

  • Effect: +1 training session on today’s cap
  • Limit: you can use up to 10 banked slots per day on top of the 5 free ones (so absolute max = 15 training sessions per day). The day is not a rolling 24h window. Both counters reset at a fixed 14:00 UTC
  • Per purchase: up to 25 slots in one transaction. Anything you buy beyond a day’s ceiling stays in the bank for later days
  • Expiry: none, banked slots persist until used

A player received through a direct wallet-to-wallet transfer carries a transfer cooldown before it can play: 21 days for a card that had reached the match gate of its rarity when it moved, 21 days plus 6 hours for every missing match for a card that had not (the length is fixed on the card at the moment of the transfer; see Marketplace). An auction win never starts one. A card sold while its cooldown is still running keeps the rest of it, so the buyer inherits that remainder; the listing shows it before anyone bids. The Reduce Cooldown item lets you pay FOXSY to bring the cooldown of a card that had reached its match gate down to a hard 3-day floor (72 hours). The last 3 days can never be waived. Anyone has to wait at least three days no matter how much they pay.

Pick a cooled-down player in the picker. The Shop shows the exact cost, which depends on the player’s rarity and on how much cooldown is left:

  • The cost is charged per whole day above the floor. The per-day price depends on the rarity of the player: it is the 10% marketplace fee on that rarity’s reference price, spread over 20 days.
  • Time is rounded up to whole days. A player with 9 days and 4 hours left has 6 days and 4 hours above the floor, so you pay for 7 days to reach it. A player with exactly 4 days left pays for 1 day.
  • You choose how many days to buy: every day lands exactly on 3 days; fewer days end the cooldown that many days earlier, at the same price per day.
RarityPer day reducedFull waiver, fresh 21-day transfer (18 days)
Common25 FOXSY450 FOXSY
Uncommon75 FOXSY1,350 FOXSY
Rare200 FOXSY3,600 FOXSY
Epic500 FOXSY9,000 FOXSY
Legendary1,250 FOXSY22,500 FOXSY

Only players currently in cooldown appear in the picker. The waiver does nothing for a player already at or below the 3-day floor. Reduce Cooldown is refused for a card that moved before its match gate: that lock gets shorter by 6 hours with each fusion match waiver bought for the card, down to 21 days plus 6 hours for every match it still has to really play. The Shop says so and links to the card’s profile (Buy matches on this card’s profile), where the waiver is bought for every rarity that has one, plus the Fusion tab for a rarity that can be fused. A lock that was already running on Monday 12 October 2026 at 16:30 UTC (the earlier rule locked a card under 20 competitive matches for 63 days) keeps Reduce Cooldown; it was never made longer and ends at the shorter of its own length and the new length for the card.


Two items for the Fusion flow. You buy them per card from the Fusion tab (the Shop card just points you there), with a floor that money never crosses. The match waiver is also bought on the card’s own profile in the Squad (Buy matches), for every rarity that has one: a Legendary buys its matches there, since it never appears in the Fusion tab.

  • Fusion Cooldown Waiver: every fused card carries its own 14-day fusion cooldown before it can be fused again. Pay 75 FOXSY per day to bring it down to the 3-day floor; buy only some of the days and its ready time moves that many days earlier. The last 3 days can never be waived. A fresh output waived all the way costs 11 days, 825 FOXSY. The card must be in your wallet, not listed and not in an auction.
  • Fusion Match Waiver: fusion needs the match gate of the card’s rarity. Pay per missing match: 20 FOXSY for an Uncommon (up to 10 of its 15), 100 FOXSY for a Rare (up to 30 of 45), an Epic (up to 90 of 135) or a Legendary (up to 270 of 405). A Common has no match waiver. The rest must be played for real. The credit stays on the card, also when it is sold. On a card moved before its gate each waived match takes 6 hours off its transfer lock.

The per-card details, quotes and the exact floors are on the Fusion page.


Every shop purchase is an on-chain FOXSY transaction:

  1. Pick the item
  2. Pick the target player (for condition / cooldown). The Common pack has no target. The two fusion waivers are picked and paid from the Fusion tab instead (the match waiver also from the card’s profile in the Squad)
  3. Review the cost
  4. Click Pay Now
  5. Approve the FOXSY transaction in your wallet
  6. Wait ~10 seconds for confirmation
  7. Effect applies immediately. Booster clock starts, slot added, condition restored. A Common pack is the exception: its 5 cards arrive about a minute later, sent by the game server

No off-chain purchases, no hidden fees beyond the listed price. If a payment lands with the wrong amount or the effect cannot be applied, the FOXSY is refunded automatically: usually within seconds, with a retry sweep every 5 minutes and a cap of 10 automatic refunds per wallet per hour.

The Shop tab keeps a history panel. Every purchase you’ve made, with date, item, target player (if applicable) and the amount of FOXSY paid. Useful for expense tracking if you’re chasing a tournament run.