- Heads chance
- A coin lands heads with (50 + Sanity)% chance. Sanity −45 to 45 means 5% to 95% heads.
- Clash
- Both sides flip all their remaining coins and compare Clash Power; the lower side loses one coin. This repeats until one side has no coins left, and the winner attacks with its remaining coins.
- Ties
- If Clash Power is equal, nobody loses a coin and both sides flip again.
- 99 clashes
- If the clash count reaches 99, both attacks are cancelled. That chance is shown separately as "99-clash void" (only when it is above 0.05%).
- Offense Level
- When both Offense Levels are filled in, the higher side adds the level difference ÷ 3 (rounded down) to its Clash Power — +1 for a difference of 5, +2 for 6. If only one side is filled in, no bonus is applied.
- Paralysis
- Each Paralysis fixes one coin's power to 0 (heads or tails, negative coins too). It goes down by the number of coins flipped in each clash.
- Power modifiers
- Base Power ± and Final Power ± apply once, Coin Power ± applies to every heads coin, and Clash Power ± applies only in clashes. Final Power and Clash Power never go below 0.
- Sanity changes
- Sanity changes only after the clash ends, so the heads chance stays the same throughout one clash.
- In-game prediction (estimated)
- The in-game clash prediction is reportedly based on the first clash alone (ties excluded) — 90% or more Dominating, 60% or more Favored, 40% or more Neutral, 10% or more Struggling, below that Hopeless. A side with Paralysis is reportedly treated as if all its coins were 0. This is not official, so it is marked as an estimate.
- Loaded skills
- Loading an identity skill fills in Base Power, Coin Power and Coins at Level 65 / Uptie 4, plus Offense Level (65 + the skill's modifier). Skill effects such as "Clash Power up" have to be entered in the modifier fields.
- Method
- Nothing is randomly simulated: the probability of every possible outcome is added up clash by clash until the end, so the same input always gives the same result.
Example
You: Base 15 · Coin +10 ×1. Opponent: Base 10 · Coin +4 ×4 (both at 0 Sanity). The first clash is 62.5%, so the game shows "Favored" — but with a single coin you must break all 4 of the opponent's coins: 62.5% × 75% × 87.5% × 100% = 41.0%.
Open this example