Onchain Gotchis
At a glance
Onchain Gotchis have a BRS (Battle Rating Score) and six onchain traits: Energy (nrg), Aggression (agg), Spookiness (spk), Brain Size (brn), plus eye shape (eys) and eye color (eyc).
The four main traits (nrg, agg, spk, brn) each control a pair of in-game stats. Depending on whether the raw trait is below or above 50, one stat in the pair is favored (full strength) and the other uses a baseline (40% of a level-derived value).
So each Gotchi ends up with four stats at full trait strength and four at the reduced baseline—which stats get which depends on the trait values.
Eye traits (eys, eyc) do not directly set stats; they apply a small BRS penalty when they are far from "perfect," so the effective power used for all stat math is adjusted BRS (raw BRS minus that penalty).
Health is rounded to a whole number; all other stats keep one decimal place.
How it works
The game takes your Gotchi's raw BRS and the six trait values.
It converts eye shape and eye color into trait values and computes how far they are from perfect (100 combined). That distance is used to apply a soft-capped BRS penalty (cap 20, pivot 30), giving an adjusted BRS.
Adjusted BRS is converted to a level, then to a baseline trait value—the same curve Spirits use. That baseline is used for any stat whose trait side is unfavored (the "other" stat in each pair).
For each of the eight stats, the game checks the corresponding onchain trait (nrg, agg, spk, or brn). If that trait favors this stat (e.g. nrg ≥ 50 favors Speed), it uses the trait's converted value at 100% strength; otherwise it uses the baseline at 40% strength.
That contribution is added to the BRS-based baseline for the stat to get the final value.
Trait-to-stat mapping
Each main trait controls two stats. Which stat is favored depends on the raw trait value:
nrg
Speed / Health
Speed
Health
agg
Critical Rate / Defense
Critical Rate
Defense
spk
Critical Damage / Resist
Critical Damage
Resist
brn
Focus / Attack
Focus
Attack
Worked example
Gandalf the Grey (15219): raw BRS 643, traits [nrg, agg, spk, brn, eys, eyc] = [2, 107, 111, 93, 4, 77].
Because nrg is 2 (below 50), Health is favored and Speed uses the baseline. Similarly, agg 107 favors Critical Rate, spk 111 favors Critical Damage, brn 93 favors Focus.
Eye trait values (eys, eyc): 46, 28
Eye deviation from perfect: 26
Eye penalty (cap 20, pivot 30): 9
Adjusted BRS: 634
Baseline trait value (for unfavored stats): 49
Resulting in-game stats:
Speed
17.6
Health
924
Critical Rate
27.2
Defense
17.6
Critical Damage
56.4
Resist
17.6
Focus
23.7
Attack
17.6
Example calculations
Health (favored: nrg = 2 is below 50, so Health gets full trait strength). Trait value for nrg 2 = 50 − 2 = 48. Base = 0 + (634 × 0.7) = 443.8. Trait part = 48 × 10 × 1.0 = 480. Total = 923.8 → 924.
Speed (unfavored: same nrg pair, so Speed uses baseline). Base = 0 + (634 × 0.02) = 12.68. Trait part = baseline 49 × 0.25 × 0.4 = 4.90. Total = 17.58 → 17.6.
Advanced reference
Formulas
Raw BRS from chain. TraitValue(raw) = (raw < 50) ? (50 - raw) : (raw - 50 + 1).
Eye deviation = max(0, 100 - TraitValue(eys) - TraitValue(eyc)).
Eye penalty = round((20 × eyeDeviation) / (eyeDeviation + 30)). Adjusted BRS = raw BRS - eye penalty.
LevelFromBRS(brs) = round((brs - 300) / 6.5) + 1. Baseline trait value = TraitValueFromLevel(LevelFromBRS(adjusted BRS)) (same curve as Spirits).
Per stat: base = baseValue + (adjusted BRS × brsMultiplier). Favored side uses TraitValue(raw) × 1.0; unfavored uses baseline trait value × 0.4. stat = base + (sourceTraitValue × multiplier × sideMult).
Constants
Eye penalty cap: 20. Pivot: 30. Unfavored side multiplier: 0.4.
Trait map
speed
0
0.02
0.25
health
0
0.7
10
criticalRate
0
0.02
0.25
defense
0
0.02
0.25
criticalDamage
0
0.04
0.5
resist
0
0.02
0.25
focus
0
0.02
0.25
attack
0
0.02
0.25
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