This guide covers Kami stats in the mainnet, and what to look for when rolling a Kami. The format of this guide will be similar to the one I created in the testnet. The sections I’ll cover will be the following:
Stats, Efficacies and Types.
Kami Composition and Distribution
Theories on Metagame and Build Paths
All the Traits Possible in Table Format
The image above shows the type and stats of a random Kami. Types impact the damage a Kami deals to or takes from another Kami, as well as their harvest rate in typed nodes.
Violence increases the damage a Kami deals, Power increases it’s MUSU harvest rate, Harmony decreases the damage it takes (and increases recovery speed) and Health increases it’s overall HP.
Types are unchangeable - once you roll a Kami, you are stuck with it’s Body and Hand type. Since you have to re-roll a Kami to change it’s type, we need to first understand what different types are useful for.
Besides Kamis having typed Bodies and Hands, every tile in the Kamigotchi world has one of the 4 types. The type matchup between a Kami and the tile impacts the amount of MUSU the Kami harvests and the damage it takes.
Harvesting
From my testing with each type of Kami, I’ve found the following affinities to be true:
The image above shows how type matchups affect MUSU harvesting rates.
Efficacies apply to both typed traits, so if your Kami has differing types such as [Scrap/Eerie], it will harvest more in matching tiles (Eerie and Scrap), and less in non-matching tiles (Insect).
If your Kami is double typed (such as [Scrap/Scrap]) it will harvest drastically more in matching tiles, and drastically less in non-matching tiles. Your Kami harvests the standard amount in Normal tiles.
To showcase the math behind type affinities, the following occur for matches:
If both types match, your Kami harvests ~2x MUSU.
If one type matches and the other is Normal, your Kami harvests ~1.5x MUSU.
If one type matches and the other does not, your Kami harvests ~1.25x MUSU.
The following occur for non-matches:
If both types don’t match, your Kami harvests ~0.5x MUSU.
If one type matches and the other is Normal, your Kami harvests ~0.75x MUSU.
Type matchup is very important for maximizing your MUSU harvesting speed, which is the currency with which shop items are purchased and quests are completed. MUSU gain also contributes to the XP gained by Kamis. In the future, you will be able to use MUSU to mint Kamis and trade for ONYX.
Here are some bonus key points to consider with types and efficacies:
Double-typed Kamis (e.g. [Eerie/Eerie]), are the best for harvesting, as they gain the most affinity bonus from being in a matching (e.g. Eerie) type tile.
If you are building a high-harmony Kami that focuses on long-term collection, Normal Body type is the best, since it stabilizes your Kami’s kill threshold, making it less vulnerable to certain predators. Scrap Body Kamis are the second best option for long-term collection, for reasons I’ll get to later.
Variety is very good in Kamigotchi as different items are found in different typed tiles (e.g. cheeseburgers are mainly in Scrap), and thus different types are more efficient at harvesting them.
If you’re prioritizing MUSU: In the current state of the game, the best nodes to farm on are the 4 Scrap nodes near the vending machine with a Scrap type Kami, as they drop cheeseburgers, which are free +50HP consumables. A medium-high power [Scrap/Scrap] matchup is the best way to get plenty of cheeseburgers.
If you’re prioritizing VIPP: VIPP nodes do not drop scavenge rolls right now, so your Kami’s type does not matter too much, as long as you have a type matchup, you will be able to farm VIPP effectively (as there are Insect, Eerie and Scrap nodes). Of course, you should always look for double matchups in this case as well.
Liquidating
The image above shows how typed hands affect damage dealt to different body types. The buff in a type matchup is difficult to calculate precisely, but from my research, there is a +/-50% shift in damage threshold depending on the matchup. Essentially:
Eerie deals more damage to Scrap while dealing less damage to Insect
Insect deals more damage to Eerie while dealing less damage to Scrap
Scrap deals more damage to Insect while dealing less damage to Eerie
For a predator Kami, typed hands is always great for higher damage dealt in certain matchups. In high population tiles, murdering any Kami at a higher threshold is an advantage, as there are likely multiple predator Kamis on the prowl, so you can still get pick-offs against certain matchups even when there’s a lot of competition.
Karma (recoil from murdering) is not multiplied by the type matchup, so the type of the Kami’s body matters less. Of course, a Normal body would be ideal to prevent you from getting murdered after losing health from recoil.
There are 5 types of rarity now introduced to the game. These are common (grey), uncommon (green), rare (blue), epic (purple) and legendary (yellow). As seen above, they are easily distinguished in your Kami’s Traits by their color. From my testing, I found their probabilities of being rolled for each trait to be:
Common: 70%
Uncommon: 15%
Rare: 10%
Epic: 4-5%
Legendary: 0.5-1%
This roll-chance is disproportionate to the amount that they comprise of the 135 total traits, meaning that your chances of getting a common trait is much more than your chances of getting any other type, but you’re likely to get repeats of the same common traits across many of your Kamis.
Common: 34%
Uncommon: 14%
Rare: 18%
Epic: 22%
Legendary: 12%
Roll Chances
Now, I want to go into a bit of the probabilities associated with rarities. Assuming that the roll for each trait is entirely independent of one another, the probability of rolling your specific Kami is approximately:
where:
C = Number of Common Traits
U = Number of Uncommon Traits
R = Number of Rare Traits
E = Number of Epic Traits
L = Number of Legendary Traits
Meaning that, to roll 5 commons, you have a ~17% chance, while the chance of not rolling 5 commons is ~83%. Rolling 4 legendaries (since there is no legendary Color trait) has a chance of 1 in 100 million, meaning that given the 22,222 maximum pool for Kamigotchi, it’s basically impossible.
In the mainnet, Kamis still start with a base of 50 HP, 10 Violence, 10 Power and 10 Harmony. These base values are then increased based on your Kami’s trait composition. This makes each Kami unique, so it’s essential to choose one in an informed manner.
When you roll a Kami, you randomize their Body, Hands, Face, Body Color and Background Color. These all change the bonus base stats your Kami gets.
There are currently 135 different Kami traits, I will be sharing the top 5 traits to look for if you’re going for a specific specialization. At the bottom of this post, I’ve included the full tables with traits including their rarities, stats and types.
In the mainnet, there will only be 22,222 total mintable Kamis. Based on the total number of traits, there are 11.4 million possible distinct Kamis that can be added to the pool in Kamigotchi world. It is important to understand the range of stats a Kami can have, and understanding when you’ve gotten lucky with a Kami roll.
Distribution Analysis
For this analysis, I conducted Monte Carlo simulations with 10 million runs to get an accurate distribution of each stat. It is important to note that only 22,222 possible Kamis will ever be minted, so this is merely a theoretical showcase of the distribution of Kami stats, and can be used to understand how good your Kami is compared to the general distribution. These runs will likely not include all of the low probability combinations, so the the maximums will be different than the theoretical maximums (e.g. there is the possibility of obtaining a 45 base Violence Kami, but the probability is low so it does not show up in 10 million runs).
Just like in the testnet, each Kami starts with a base of 50 HP, 10 Violence, 10 Power and 10 Harmony. These base values are then increased based on your Kami’s trait composition. This makes each Kami unique, so it’s essential to choose one in an informed manner.
When you roll a Kami, you randomize their Body, Hands, Face, Body Color and Background Color. These all change the bonus base stats your Kami gets.
There are 135 different Kami traits, I will be sharing the top 5 traits to look for if you’re going for a specific specialization when discussing meta strategies.
The stats in the table above break down the main numbers from the analysis in the next section. The main takeaway is that if your Kami has above the top 25% for any of these stats, that means that you’ve gotten fairly lucky. I will be covering which traits are best for each build in the next section, with a more refined look into the stats and a look at the distributions.
Between mainnet and testnet, there have been some obvious changes to the balancing. All of the stats have decreased on average, and there has been a shift in the values. This is because of the implementation of rarities.
Type Distribution
In terms of the distribution of types, Body types have a near equal percentage of Normal and Insect types. You are 17% more likely to roll Insect or Normal Body types. This disparity is caused by the fact that Insect and Normal have a higher proportion of common and uncommon Body types.
Hand types have an approximately equal percentage of Insect, Eerie and Scrap types. Normal in this case is 57% more likely to be rolled than any other type for Hands, once again caused by the proportion of common and uncommon Hand types.
Rarity Average Values
Another aspect I want to look at is the average values of rarities, and how they scale.
The graph above showcases the distribution of the stats by rarity. It’s a very interesting graph, as it shows some patterns across the traits that might not be discerned by just a glance.
It’s obvious that common traits have the worst stats across the board, but oddly, they beat out uncommon traits for adding Violence and Power.
Uncommon traits have the second worst stats, but add a comparatively high average Health.
Rare traits are generally worse compared to Epic and Legendary traits, but perform greatly in adding both Power and Harmony.
Epic traits perform worse compared to rare traits in all stats except for Violence, where they beat out Legendary traits as well, which means that on average Epic traits are more fit for predator Kamis.
Legendary traits perform ~50% better than all other trait rarities in all categories except for Violence, where they are only beaten by Epic traits. Legendary traits are incredible at adding Health to a Kami.
Here, I’ll be going over stats and their distribution over possible Kamis, representing the average stats for each, as well as the percentiles.
Below are the graphs for Violence, Power, Health and Harmony. There are no graphs for slots, as there are only 3 possible values for it (0, 1, 2). Overall, the pattern has not changed across stats compared to testnet. Harmony is still the lowest average base stat, while Health is the highest.
The most base Violence from our simulations is 38, which is lower than the theoretical maximum of 45. This is a showcase of the difference between theory and reality, where oftentimes, the most rare and highest of stats will not be available due to their rarity. The most common base Violence is 14, which is lower than the average of 14.9.
The distribution shows that you’re much more likely to get a base Violence of 15 or below compared to “good” Violence values like 19 and above. Therefore, great predators with 19+ base Violence are rare finds, with only maybe 10% Kamis ever having it.
Taking a look at Power, the maximum from our simulations is 37, which is lower than the theoretical maximum of 44. The most common base Power is 14, which is lower than the average of 15.
Once again, the distribution shows that you’re much more likely to obtain a mid-Power Kami, compared to great base values like 19+. The distribution also shows that there is a clustering around the average Power, which is unlike Violence, which means that a lot more Kami tend to be ~14-15 Base power compared to Violence, where they are more uniformly distributed in the 10-14 range.
Taking a look at Harmony, the maximum our simulations output is 34 compared to the theoretical maximum of 38. The most common base Harmony is 12, which is lower than the average of 14.
This distribution is slightly unlike the distribution for Power and Violence. There is some clustering around the mean Harmony, but there is also significant clustering around the most common Harmony. This means that while a lot of Kami still tend to be in the 10-14 Harmony range, they are significantly more likely to have Harmony at the 13-15 range.
Finally, taking a look at Health, the maximum our simulations output is 310 compared to the theoretical maximum of 360. The most common base Health is 70, which is lower than the average of 87.3.
This distribution is similar to that of Power, with a shift leftwards towards the most common value. This means that a lot of Kami will be in the 60-80 HP range, and there is higher variation in the distribution of Health.
Overall, stats are inversely correlated to each other, meaning that to get high Health, you need to not have high Power/Violence/Harmony. This is more so the case for some stats compared to others. For example, Power is highly inversely correlated to Violence with a value of -0.43, compared to Health, which is -0.17.
This graph shows off the trade-offs for base Kami stats, and once again paints a picture of how unlikely it is to get an insane stat base Kami.
Much like my previous post for testnet, the tables will contain the following short form:
Violence: V
Power: P
Harmony: H
Health: HP
Slot: S
The colors on traits match the in-game type color scheme (green Insect, purple Eerie, red Scrap and white Normal). As Body and Hand traits are the ones ones with types, other traits are outlined in gray for type.
The meta remains roughly similar compared to testnet, with a slight emphasis on recovery. Like I hypothesized in my last blog post for Kamigotchi, it has shifted a bit towards Enlightened, with players prioritizing the recovery rate to save on MUSU (due to the high shop prices) and even going hybrid Enlightened-Guardian builds.
Like before, there are the best stats, and the worst stats to take for each build. For Enlightened and Guardian, they are the same, which is why they are also the most likely to be skilled together on the same Kami.
For predators, the most important value is Violence. Violence is the value that allows for liquidations, as it shifts the threshold on Kamis Like I mentioned, the highest possible Violence your Kami could theoretically have is 45, but in reality that maximum value tends to be around 35-40.
In general, Insect Body and Hands give the most Violence, followed by Normal types. Only 16% of Eerie Hands add any added Violence, compared to 50% for Scrap and 66% for Insect. Therefore, high Violence Eerie & Scrap predators will be much harder to come by, as the overall distribution favors Insect predators.
This has several effects on the metagame, as if you get a high Violence Eerie Hand Kami, you have a particular edge compared to the majority Insect Kamis, as Eerie tends to deal more damage to Scrap Body Kamis, which tend to be more defensive (and thus usually easier to catch by surprise).
For Guardian and Enlightened build paths, Health and Harmony are the most important, with an emphasis on high Harmony. Harmony allows for lower kill thresholds (making your Kamis have more effective HP and be harder to kill), while also increasing recovery rate and decreasing damage taken while harvesting (synchronizing very well with metabolism boost and strain reduction in the trees). The highest base Harmony a Kami could theoretically have is 38, which is unlikely compared to a more realistic maximum between 32-34.
You can see what I am talking about regarding Eerie predators here. There is a bias towards Scrap type Bodies for high Harmony and HP, while there is a bias towards Normal type Hands. 92% of Scrap traits and 94% of Normal traits provide Harmony or HP. This means that Eerie predators will be exceptional at hunting down a large portion of long-term farming Guardian Kamis.
The lack of Eerie predators is also the reason why unlike my testnet guide, Normal Body types are not prioritized, as Scrap tends to be more tanky against high Violence Insect Predators, which is the most common type.
For Harvesters, the most important value is Power. Power increases MUSU/hr directly (1.5 per each Power), and is further modified by going down the Harvester path. The theoretical highest base Power is 44, but in reality the maximum is more around 36-40.
There is once again a clear bias towards Eerie types for Harvesting. 85% of Eerie traits provide Power. This means that you’re likely to get a high MUSU rate farmer with a double-type Eerie Kami.
This is something that makes Insect predators kind of interesting, as the amount of low Harmony high Power Eerie Kamis implies that an Insect predator should still have an easy time despite the amount of Scrap Guardians.
In this section, I’ll be going into my thoughts on path Meta, and what different Kami stats/Type composition might want to build. I’ll be going over the first 15 levels in this guide as the game is still in it’s earlier stages.
The Harvester path allows for quick and active high MUSU builds, where you can harvest up to 200 MUSU/hr if you are lucky and build your Kami right.
I recommend always building the Harvester path if you have a double type ([Eerie/Eerie], [Scrap/Scrap], [Insect/Insect]) Kami. Power has a more significant return on MUSU gain in earlier levels, so upgrading Power on even a 12 base Power Kami is great when you add the affinity matchup bonuses.
If you have high Power (18+), Harvester is still a great choice if the following are true: low-medium Harmony (12-15), medium HP (80-110). Remember, Kami with non-Normal types tend to be much more effective at harvesting in their respective tiles!
If you have medium Power (14-17), Harvester can be your best choice if you have: low Harmony (~12), low HP (60-70) and a typed Kami.
However, if your other stats are high and you have low Power, I recommend going other builds.
In the picture above, I represent the skills I think should be prioritized always, and ones that are situational.
Green skills are the ones you should always go for, as Power, Health and Fertility boost will allow your Kami to harvest faster and for longer durations, increasing the amount of leveling it can do.
Yellow skills are ones that are situational, for example if you have really high base Health, Strain Reduction might be a good skill to level, while Bounty Boost is great to level after Fertility as it has less of an increase. In my opinion, the 10% Fertility boost in Tier 3 should not be taken, but you can choose to if you have above 30 Power on your Kami.
This is personally my favorite build path to go down. The Guardian path allows for long-term farming with little worry, especially if you prioritize Intensity.
I recommend always going for the Guardian path if you have [Normal/Type] with high Harmony (17+) and medium-high Health (90+). These Kami will be able to harvest more effectively for longer periods of time, and have a lower chance of being caught off guard by predators.
If you have high Harmony (17+) and high Health (110+) as well as a typed Body, preferably Insect or Scrap, I recommend also going for Guardian. You will be able to once again harvest for long periods of time, and are less vulnerable than Eerie typed bodies due to the low distribution of Violence stats among Insect and Eerie Hands.
If you have medium Harmony (13-15) and high Health (110+) or high Harmony (17+) and medium Health (90-110), I also recommend going a Guardian build only if you have a Normal Body Kami.
Even if you have a Normal Body Kami, if it has low Harmony and/or HP, I think you might want to consider one of the other stats.
In the picture above, I represent the skills I think should be prioritized always, and ones that are situational.
Green skills are the ones you should always go for, as Harmony and Health will allow your Kami to harvest for longer with less % damage taken. In tier 3, you can choose any one of the skills and make it work with your build, it depends on what your Kami’s stats are. If you have high base Health (110+) and high base Harmony (17+), you can go either for the Intensity upgrade or the Strain Reduction upgrade. If you have medium base Harmony (13-15), the Harmony upgrade is a good option. Harmony is one of the stats that diminishes it’s returns the more value it has.
Yellow skills are ones that are situational, for example if you have really high base Health or Harmony, you could skip one of those upgrades and go straight down Intensity/Threshold Shift. Threshold Ratio Shift should only be gotten for typed Body Kamis, it doesn’t work work Normal Bodies.
The Enlightened path allows for short and long term farming with less MUSU spent and higher MUSU harvest rates.
I only recommend going for the Enlightened path if you have [Type/Normal] with medium-high Harmony (15-17), medium-high Power (16-19) and medium-high Health (80-100). These Kami will be able to harvest more efficiently with fertility/bounty upgrades, and the high Harmony will synchronize well with the metabolism rate boost and strain decrease.
Besides this, Enlightened is not really the meta. You can go for a hybrid build using your Guardian Kami. These two paths synchronize the best out of all other paths, as the Harmony increase boosts the recovery rate, and the strain decrease gives more effective HP.
In the picture above, I represent the skills I think should be prioritized always, and ones that are situational.
Green skills are the ones you should always go for, as Health, Strain Reduction and Fertility Boost all work with the tier 3 upgrade, Intensity boost. Intensity increases the long term MUSU gain on your Kami, which synchronizes really well with Bounty Boost (increasing the intensity amount), Strain Increase (decreasing the strain on your Kami) and Health (increasing the amount of time your Kami can farm in the safe zone).
Yellow skills are ones that are situational, for example if you have medium Harmony (~14), you might want to go for Threshold Shift to increase your death threshold. Recovery Rate works the best if you have high (17+) Harmony.
The Predator path allows you to liquidate other Kamis to get a portion of their MUSU.
I only really recommend going the predator path if you have high (18+) Violence and a typed Hand. You can go for Normal Hand predator, but it will be less effective in getting pick-offs.
In the picture above, I represent the skills I think should be prioritized always, and ones that are situational.
Green skills are the ones you should always go for, which are Violence and Threshold Shift. They both do the same thing; increase the kill threshold when liquidating a Kami. On Tier 3, the Violence is the only real choice you have, unless your Kami has something crazy like 35+ base Violence, then you can consider the Spoils Ratio.
Yellow skills are ones that are situational, for example, you should take Health if your Kami has low base Health (60-80) or is typed Body, as even harvesting a bit of MUSU will make it susceptible to being liquidated. You should take Threshold Ratio Shift only if your Kami has a typed Hand, as with Normal Hand Kamis, it doesn’t do anything.
Until level 16, Cooldown Reduction and Spoils Ratio should only be taken if your Kami has very high base Violence (30+).
Finally, in this section I will include the trait tables that showcase what stats, rarities and types each trait has. The rarities follow their respective colors (grey for Common, green for Uncommon, blue for Rare, purple for Epic and gold for Legendary).