Patch Notes
What is new, what changed and what was fixed in Anime Idle, version by version.

Current
The Arena is open
Friday, 2 October · overnight
Arena Draft, capsules that push the level cap to 120, Guild War as a guided track and a double banner from another world. Balance changes go live on Sunday, 4 October, 9 PM Brasília time. This is what the game announced.
Open this update
Current
The Arena is open
Friday, 2 October · overnight
Arena Draft, capsules that push the level cap to 120, Guild War as a guided track and a double banner from another world. Balance changes go live on Sunday, 4 October, 9 PM Brasília time. This is what the game announced.
Two characters on the way
A double banner from another world: "signal detected in the Pokémon world". Two characters — species, type and rarity still "???", with three new abilities the game has not revealed.
Friday at 9 PM, Brasília time. The game said the reveal lands on the official socials first.

Arena Draft — 1v1, the same roster for both
Your collection stays at home. Both players build a team on the spot, picking from the same pool of 60 Mythics, all at the same level. The one who reads the opponent better wins.







The four steps of a match
Arena Draft launches in casual mode: play as many matches as you like, with no points at stake. Leagues and prizes arrive when ranked opens, after the first few days.
Every match is kept in Saved replays. You can minimise matchmaking and keep playing — when a match is found, the Arena comes to the front and the menu button blinks.
- 1 · Pick — you pick alternately until each side has 7. Whatever one takes disappears from the other’s table.
- 2 · Ban — each side removes 2 of the rival’s 7, hidden. The bans are revealed together.
- 3 · Preparation — with the 5 that are left, you drag the order, choose the ability and socket a purple rune into each one.
- 4 · Fight — 5v5 on the battlefield, with a podium at the end and the replay saved.
Training Capsules — the level cap is now 120
The cap used to be level 100. Now, training in the capsules, a character reaches level 120 and gets stronger with every level.
Pick someone who is not in any of your teams and put them in a capsule. They gain XP in real time, even with the game closed, and the further you are in the campaign, the faster they climb. Because the level belongs to the character, all of their rarities climb together.
While training, they get the TRAINING banner and stay out of teams, Guild War, Tournament, Market, Trade, Awakening and Escort. Just take them out of the capsule when you want them back.
There are six capsules: two free, two for active VIP members and two unlocked with diamonds, which are yours forever. From 100 to 120, each level costs a few more fragments and takes a little longer than the one before.


Guild War as a guided track
The War screen opens clean: the side panels start collapsed and setting up the defence becomes a guided track of five steps — Mode, Draw, Deploy, Runes and Confirm. You read the mode’s rule, check the draw, deploy the posts and confirm.


Skin on the card
Equipping a skin now changes the art on the card, not just the character on the battlefield. It applies in the Forge, in Summon, in Fragments, in the Tournament and in the Arena.
In the Shop, each skin window gained an On the card tab, so you can see before and after. If the skin is already yours, you can equip it right there.
In Trade and in the Market the card keeps the original art, because the skin belongs to your account and does not travel with it.

Social, closer
Friend requests arrive in the same notice strip as trades and challenges. Partners became a tab inside Social, next to the chat and the friends list.


In your day to day
The Team button is now Collection: the team and the characters live in the same tab, and the old Bench became the Characters panel, with the album’s filters and sorting.
Rankings were rebuilt: the list runs whole, without cutting off in the middle, and the top menus follow the Profile’s shape — PvP, PvE, Collection and Guild, then Global, Friends and My guild.
Replay by link: whoever gets the link can watch even without an account, and at the end they can watch again or create one.




The rest of the adjustments
- Summon with a clear warning: the notice about account-bound cards gained an "I understand" box. Only after ticking it does the summon button light up.
- Rune Chests in bulk: opening many at once, S and SS runes are revealed as flipped cards, and the rest goes straight to the batch vault.
- Market: someone outbid you? You can withdraw your bid before the deadline and keep your diamonds.
- Titles show the word centred in the square, everywhere in the game.
- In Guild Bosses, when the boss makes one of your characters lose their turn, they are marked with a red X until they can attack again.
- More Reset Tickets: 10 tickets just from playing, in the summoning, collecting and levelling achievements. Anyone who already completed one gets them on the first login after the update.
- The Essence Counter was removed from the game — it went live early because of a bug. Its bonuses (Permanent Power and Idle Gold) stop applying, and every essence spent there returns to your account on the first login.
Balance · Multi-strike
Goes live on Sunday, 4 October, 9 PM Brasília time. The values below are the Mythic ones.
A character with Multi-strike and an On Attack ability: the ability fires once and the remaining strikes become normal hits. A Goku with 3 Multi-strike casts Kamehameha once and lands two more hits. Those extra hits still crit and still carry rune effects.
Six abilities now use current Power

Ichigo
Hollow Mask
ajuste
Before
The bonus was calculated from the character’s base Power.
Now
The first time life drops below half, gains +400% of current Power and 80% Lifesteal.

Kenpachi
Remove the Eyepatch
ajuste
Before
The bonus was calculated from the character’s base Power.
Now
The first time life drops below half, gains +500% of current Power.

Renji
Fighting Spirit
ajuste
Before
The bonus came from base Power, and it did not stack.
Now
Whenever an ally lands a critical hit, gains +12% of current Power. It now stacks: each activation adds to the last.

Rengoku
Shared Flames
ajuste
Before
The bonus was calculated from the character’s base Power.
Now
On losing life, the allies in front and behind start applying Burn for 60% of his current Power on every hit.

Shinobu
Dragonfly Dance
ajuste
Before
The bonus was calculated from the character’s base Power.
Now
On losing life, the allies in front and behind start applying Poison for 30% of her current Power on every hit.

Mahito
Transfiguration
ajuste
Before
The bonus was calculated from the character’s base Power.
Now
On losing life, the allies in front and behind start applying Poison for 30% of his current Power on every hit.
Multi-strike granted after the hit

Fubuki
Psychic Boost
ajuste
Before
Granted Multi-strike to the ally behind Before Attacking.
Now
After Attacking, grants +1 Multi-strike to the ally behind. The chance goes from 50% at Common to 100% at Mythic.

Bulma
Gear Upgrade
ajuste
Before
Granted Multi-strike to the ally behind Before Attacking.
Now
After Attacking, grants +1 Multi-strike to the ally behind. The chance goes from 50% at Common to 100% at Mythic.
Fixes
- In Social, Collect all for friend gifts was fixed: it takes everything available and the notice clears when nothing is left.
- The result screen no longer sticks on VICTORY after the first win against a boss.
- Guild join requests are showing up for the leader again.
- In the "Are you sure?" of Escort and Merge, the second click is no longer lost.
- Opening many Rune Chests at once, everything that dropped shows on screen.
- Hits "on the enemy behind the Target" keep connecting when the Target dies.
- What you were typing in guild chat no longer disappears when the screen refreshes.
- The Forge’s "Show team" only lists teams you can actually use.
- For players with device animations turned off, the Summon result screen stopped flickering.
- In Escort, the resting copy is used correctly.
- The buttons at the end of a replay work for anyone watching through the link.
See you in the Arena.
This note was written from the game’s official news page (anime-idle.com/upcoming). Only what the game announced goes in, the way it was announced: the double banner stays at "???" because the announcement did not reveal the two characters, and the balance numbers are the Mythic ones, as the page states. Nothing was deduced or rounded — and nothing here becomes a sheet recommendation before being checked inside the game.
Play nowRewards Backpack and the emerald
September 28
Chests that drop in the campaign, and a second currency you can only earn by playing. This is what the game announced.
Open this update
Rewards Backpack and the emerald
September 28
Chests that drop in the campaign, and a second currency you can only earn by playing. This is what the game announced.
The Rewards Backpack
The Backpack sits in the corner of the field. When a chest drops, it hops and two little souls start circling the icon. Tap it to see the row of stored chests.

How a chest drops
Every wave you win in the campaign has a chance to drop a chest. It falls in the victory loot rain and goes straight to the Backpack. After a chest drops, the chance rests for a bit, and there is a daily limit.
- It works with the game open, even in another tab. Only offline farming drops no chest.
- World bosses, rematches and PvP do not drop them either: the chest belongs to the campaign.
What comes inside
Each chest brings three items, no repeats: fragments, summon spheres, rune essence, emeralds or a Rune Chest. The chest material decides the rarity of the Rune Chest that may come inside.
Wood
Silver
Gold
Backpack
The chest materials
Wood
The most common early on.
Uncommon Rune Chest.
Silver
Gets common from world 20 on.
Rare Rune Chest.
Gold
More and more frequent near 160.
Epic Rune Chest.
Open one or all
Tap a chest to open it alone and see what came out, or use Open all and get a summary of everything at once.
The Rune Chest that comes from inside goes to the Forge, like the others, and its rarity follows the chest material: wood gives the simplest, the season chest gives the rarest. The rarest chest drops only in the Abyss — this season it is the Mist Chest, and it changes name and look every season.

The emerald joined the top bar
The emerald joined the diamond. The Reset Tickets chip left that bar and the balance now lives in the Forge.

Emerald
Diamond
Reset Ticket
Where the emerald comes from
Everything that used to pay diamonds for playing now pays emeralds, in the same amount. It is never bought: only earned.
- World bosses, on the first win
- Abyss, every 10 floors
- Achievements
- Weekly League, Gold and above
- Rewards Backpack
Where it is spent
The emerald buys the same as the diamond, at the same price, in two places: the Shop's Daily Counter — gold boost, EXP boost, Mastery Seal and Rune Chest — and the Advanced Summon. The game announced that soon it will also buy skins.
The diamond keeps what is its own: the Shop, the Tournament, friend invites and the Season Pass, which still gives back 80 diamonds along the track.

Bound to your account
The emerald does not go to the Market or to trades. And what it summons stays with you too.
- A character summoned with emeralds is bound to the account, even with VIP active. It fights, evolves and awakens normally, but cannot be traded, gifted or listed.
- Every bound unit shows the lock always closed. It does not open.
- Summoning with diamonds stays as it is: with VIP active, the card comes out free.
Advanced Summon with two currencies
A switch took the icon's place. It starts on diamond, and the ×1 and ×10 buttons show the price in the chosen currency.

Sliding over to the emerald
Slide it and the buttons turn green and start charging emeralds. The Themed Banner stays diamond only.

Shop and Market
VIP
Before
Buying VIP gave no diamonds.
Now
Gives 10 diamonds per month bought, right away. Anyone who bought before the update receives theirs by Mail.
Daily Counter
Before
The gold and EXP boosts cost more.
Now
1 hour free, 3 hours for 5, 6 hours for 10, 12 hours for 25 — in diamonds or emeralds. The whole day costs 40.
Reset Tickets
Before
The balance sat in the top bar.
Now
It shows in the Forge, next to Undo investment, which is where it is used.
Market
Before
Listings had currency filters.
Now
Every listing is in diamonds, and the level shown on the card is the one you have for that character.
Trade Table
Before
No conversation between the two sides.
Now
Got a chat with your table partner.
Anime Idle is back, bigger
September 25 · 9 PM (Brasília, UTC−3)
The beta is over. This is everything the game announced for the launch.
Open this update
Anime Idle is back, bigger
September 25 · 9 PM (Brasília, UTC−3)
The beta is over. This is everything the game announced for the launch.
From the beta to the launch
Summoning
In the beta
Gold bought summons.
Now
There is the Summon Sphere: you earn it by playing and spend it summoning.
World boss
In the beta
A monster bigger than the others.
Now
Each of the 40 bosses has a rule of its own and different defenses.
End of the campaign
In the beta
After World 160, it was over.
Now
After 160 comes the Abyss, endless, with monsters and bosses from every world.
Tournament
In the beta
Rounds spread across the whole week.
Now
48 hours over the weekend, free entry and the Tournament Medal for the podium.
First steps
In the beta
Every tab open at once.
Now
The game's features unlock as you progress. One new thing at a time.
Guild Boss
In the beta
A training dummy.
Now
Nine bosses take turns, each with a rule of its own.
New character: Sung Jinwoo
Solo Leveling arrives in Anime Idle. The weakest hunter in humanity who, after surviving the Double Dungeon, gained the System: he levels up without limit, keeps what he needs in the inventory and raises a loyal army from the shadows of fallen enemies.

Sung Jinwoo
Solo Leveling
The Shadow Monarch
Debut banner: Sept 25 at 9 PM until Oct 2 at 9 PM (Brasília)

Inventory When hit
Pulls a random item from the inventory: Potion (heals 20% of life), Elixir (clears Sleep and grants a Shield of 25% of life) or Dagger (+20% Power).

Arise On kill
The fallen enemy rises as a Shadow Soldier on Jinwoo's side, with its appearance and up to 60% of the stats it had. Up to 4 soldiers at once.

Level Up End of round
An ally levels up mid-fight: Strength (+20% Power), Vitality (+12% max life and healing) or Perception (Critical and Critical Resistance).
World bosses with their own rule
The 40 world bosses are no longer just bigger monsters. Each one has a rule of its own and different defenses, and the rule appears at the top of the boss sheet.
One resists Burn, another Poison, another Critical — and when an axis is open, the sheet tells you. The example the game showed is the King of the Seas, from World 3: three turns on the surface, three at the bottom of the sea; submerged, it dodges direct hits and recovers, but Burn and Poison keep dealing damage.
The boss also stopped entering the field on its own: once you clear phase 9, it appears on the map and waits. Your team keeps farming while you set up runes and change the lineup.

After 160, the Abyss
Clearing World 160 unlocks the Abyss. The floors never end, each a little stronger than the last, with monsters and bosses from every world.
Each floor's draw is different for every player — nobody copies anybody's answer. Down there you farm the equivalent of World 160, and the floor you cleared counts toward the PvE rank race, which resets every season.

Guild Boss: nine bosses, one per day
There are nine bosses taking turns, each with a rule of its own, and their strength follows the world the guild is in.
Ten-Tailed Beast
Legendary Saiyan
Celestial String Demon
General of the Eight Grips
Boss of the Eight Precepts
Colossal Zero Sword
Mirror Temple Statue
King of the Deep
Archbishop of Gluttony
Summon Spheres, Rune Chests and Daily Login
The common summon no longer costs gold: it costs a Summon Sphere, a resource you earn by playing and cannot buy. Each sphere is one summon.
Spheres come from world bosses, daily login, achievements, the weekly league, Guild War, guild missions, the Season Pass and the VIP bonus.
The Rune Chest is a new reward: each chest holds one rune, and the chest’s rarity sets the minimum rarity that comes out of it. It opens in the Forge, whenever you want.
In the Daily Login, each day of the week has a prize in the Today tab, and the seventh closes the cycle with the best of them. Miss a day and the prize waits. In the launch event, anyone who logs in for seven days in the first week secures a Mythic character, non-transferable — it does not go to the Market or trades.

Season of Mists · Mist Crow Itachi
Pass 1 costs 160 diamonds and lasts two weeks. It is twenty levels in two rows: the top one belongs to the pass, the bottom one is free for everyone, and points come from daily and weekly missions.
It gives back 80 diamonds along the track, plus a Seal, four Rune Chests, spheres and, at the end, the Mist Crow Itachi skin and the season frame, which never return. What you bought is yours forever: any levels left over stay available even with the next season running.

48-hour Tournament
Entry is free and happens during the week. On Saturday the server runs one round every two hours with your PvP team; on Sunday the 16 best play the bracket, and the champion comes out at night. The prize is split among those who finish on top.
The debut tournament comes with 100,000 diamonds in the pot. To compete, you must sign up for free in the first week and win at least one fight on Saturday.
Whoever finishes on the podium earns the Tournament Medal, forever: gold for the champion, silver for second, bronze for third. The medal is an accessory you equip on one character through the wardrobe on their sheet, and it appears over their art on the card and on the field — even over the skin.
Gold · champion
Silver · runner-up
Bronze · third
Battles came alive
Abilities got their own animations, and you can recognize the move before reading its name.
Two fights can run at once: when a surprise PvP starts, the campaign keeps running in the background, and the Watch Campaign / Watch PvP button switches the view as many times as you like — neither fight stops.
And the game said there is a surprise in summons, without saying what.

Day to day: progression, Encyclopedia and Forge
The game’s features now unlock as you progress: the Forge opens when you beat phase 9 of World 1, the Market in World 5 and the Tournament in World 10. Every new tab comes with a short guide on how to use it.
The indicator at the top shows the next goal and warns you when there is a reward to collect. The Encyclopedia was rebuilt to be read: every resource, mode and rule has its own page, and the home page brings the How to get stronger ladder, with the paths that pay off most in order.
The Forge became three benches — Runes, Stars and Mastery — you can refine up to the level you want in one go and cancel midway, and Rune Chests open right there.
And leveling now belongs to the character, not to the copy: a Common Naruto at level 67 makes the Legendary Naruto that shows up later arrive at 67.
In PvP, tapping any Power or Life number on the field opens where every point comes from: rarity, stars, runes and guild tree.

New launch rules
What changes in how you build, trade and evolve.
Reset Ticket
It undoes a character’s investment in the Forge and returns gold, shards and Seals.
With a ticket it spends 1 and returns 100%. Without one the reset still works, with a 30% fee on gold and shards — Seals come back whole.
It comes from day 2 of the Daily Login and from Mail rewards.
Mythic Pity
The Common Summon, with Spheres, got a pity system: each spin without a Mythic raises the chance of the next one.
Every 50 spins without a Mythic, the chance adds the starting chance once more. At 450 spins it is already ten times higher.
The gauge sits on the Common Summon card. A Mythic drops and it resets.
Bound cards
A card summoned without an active VIP is bound to the account: you can play, evolve and awaken it, but not trade, gift or list it on the Market.
Only what you summon after activating VIP is freed — it does not release what dropped before it. The Daily Login Mythic is always bound.
Market and Trades in diamonds only
Gold no longer circulates between players: every listing and every trade is in diamonds.
There is no minimum price — from 1 diamond up to the rarity cap. The fee is 1%, and the share paid with purchased diamonds goes entirely to the Tournament pot.
Market and Trades open in World 5, and the card you buy arrives at the level you already have for that character.
One of each main rune per team
Each type of main rune only enters once per team — you cannot build with two Mantles.
If it repeats, the one on the first in line counts. Whoever comes after fights without it, and the game warns you then and on the character sheet.
Escort belongs to the character
Escort now sacrifices cards, and the bonus goes to the whole character: every copy of them gains the same extra Life and Power.
Each sacrificed copy gives a fixed percentage by its rarity: from 0.01% at Common to 1.2% at Mythic. A sacrificed card does not come back.
Team slots
You can now keep up to 10 saved teams: 2 free, 5 on sale for 200 diamonds each and yours forever, and 3 from VIP while it is active.
What left
The Weekly Rotation, which lent characters for a week, was retired.
The Heroes of the Day, the daily character showcase in the Shop, are gone too. The Daily Counter keeps the Gold and EXP boosts, the Mastery Seal and the Rune Chest.
Leveling belongs to the character, and now it has a bar
Leveling up belongs to the character, not to the copy: a Common Naruto at level 67 makes the Legendary Naruto that shows up later arrive at 67.
The sheet got an EXP bar in the Status tab, with the level, how much is left for the next one, and it counts for all of their rarities.
Your account
Your login, e-mail and password are the same, and your record in the Constellation of the Immortals and the beta titles stay with you. Your guild and your friends start from scratch.
The diamond refund for everything bought in the beta lands in your account on the first login. Everyone starts from the same place: World 1, first card, first boss.
44 characters with new poses
Uraraka and 43 more characters got new poses: the art that shows up on the ability, on the card and on the banner. Aizen, Eren, Ichigo, Gaara, Kaneki, Shanks, Sanji, Nami, Power and many others.
In the beta



Now



Launch balance

Griffith
Behelit
nerf
Before
Every other ally lost 20% of their max life at the start of the round, and Griffith absorbed 60% life.
Now
On top of the damage, the Behelit cuts every other ally’s max life by 20% per round. Life absorption dropped to 40%.

Asuka
Unit-02 Counterattack
nerf
Before
It fired once for every ally Shield that broke, even five in the same round.
Now
It fires once per round.

Priestess
Healing Miracle
nerf
Before
It healed 12% of each ally’s max life at the end of the round.
Now
It heals 10%.

Todo
Combat Strategy
ajuste
Before
When hit, it gave +50% of base Power to the ally behind.
Now
It gives +30% of current Power to the ally behind. It grows with the team.

Usopp
Impact Dial
buff
Before
It returned 100% of the damage an ally Barrier swallowed, and depended on someone granting the Barrier.
Now
The Opening grants a Barrier on himself, and the Dial returns 150% of what it swallowed.

Majin Buu
Innocent Cannon
buff
Before
After attacking, 120% of Power on the enemy at the back.
Now
200% of Power on the enemy at the back.

Joey
Time Wizard
ajuste
Before
Time Stop locked any enemy, including campaign monsters and bosses.
Now
Time Stop no longer catches PvE monsters or bosses. It still works against players and summons.

Kazuma
Steal
ajuste
Before
It stole 50% of the enemies’ Shield at any rarity, from Common to Mythic.
Now
The steal scales with the card’s rarity, like every other ability. Only Mythic keeps the 50%.

Reiner
Transfer Consciousness
ajuste
Before
Armored Formation: it gave Shield to the ally who attacked.
Now
The ability became Transfer Consciousness: Second Chance 65%. Back to Life: it grants a Shield of 50% of max life on himself.

Goblin Slayer
Throw Bomb
ajuste
Before
On the Opening, 200% of Power on the weakest enemy.
Now
95% of Power on all enemies on the Opening.
Rules for everyone
- Critical has a cap: the chance to land a critical never goes above 90%.
- Max life in battle has a limit: no character goes past five times the life they entered with.
- Precision now subtracts points from the target's Dodge instead of a fraction.
Rebalanced runes
Strength — twice as strong
Executioner — up to 10% Critical (was 5%)
Shadow — 44% Dodge (was 28%)
Thorns — returns up to 20% (was 5.6%)
Double Edge — caps at 60% (was 40%)
Thirst — caps at 50% (was 60%)
Left the game
Fuse
Stinger
New, Speed — the game has not published the values yet
- Celerity
- Readiness
- Cadence
- Strength is twice as strong, and Executioner gives up to 10% Critical (was 5%).
- Shadow reaches 44% Dodge (was 28%). Thorns returns up to 20% (was 5.6%). Double Edge caps at 60% (was 40%). Thirst caps at 50% (was 60%).
- Fuse and Stinger left the game.
- Three new Speed runes (Celerity, Readiness and Cadence): whoever has more points acts first in situations that need a tiebreaker, like two Openings in the first slot of both teams.
- Refining from +10 onward got more expensive and riskier: failing can drop a level, and +12 is genuinely rare.
The beta is over. Now the game truly begins.
This note carries what the game announced, the way it was announced. Rune and ability numbers only reach the character sheets and the counter after being checked inside the game — what has not been checked yet does not become a recommendation here.
Play now
