A "mob" (from "mobile object") is any creature in the world that doesn't rise to the level of NPC, MC, or Boss. Monsters, Arba enforcers, automated defense systems, and more are all mobs. We most often use the term in combat rules, and that's what we're going to talk about here: appropriate game stats for mobs.

We'll give you some mobs to use in each Chapter of the story, but for those of you who want to make your own, these are the guidelines we use ourselves.

Scaling stats

MaxHP and Damage need to increase over time, since the MCs power level increases as well. Use these numbers as a baseline:

Chapter MaxHP Damage
1-2 30-70 10-20
3-4 70-150 15-30
5-6 150-300 20-50
7-8 300-500 30-70
9-10 500-1000 50-100

Note that the HP scaling here is slightly faster than the increase in the MC's damage ratings, at least early on. This is because MCs gain other abilities that help them deal damage and avoid hits. Later, the mob HP gain slows down a little because MCs get their most powerful abilities early on and more subtle abilities later.

Non-scaling stats

Abilities other than MaxHP and Damage should not change over time, because a: the MC's changes in these abilities are meant to be rare and highly valuable, and b: improvements in MC accuracy do not quite counteract improvements in mob Evade scores. The average mob has…

  • Move Auto/1
  • Range 0 or 2

down. Use with caution.

  • Accuracy 5+
  • Evade Q+
  • Connect 5+
  • Resist Q+

Some advice for non-scaling stats:

  • Mobs with Move Auto/2 or Auto/3 generally have lower MaxHP.
  • Mobs with ranged attacks generally do less damage.
  • Mobs with ranged attacks and Move Auto/2 or Auto/3 may be almost impossible to pin
  • Consider Accuracy worse than 5+ to be a severe detriment. Never make it worse than 7+. Connect is not quite as severe unless the mob uses status attacks regularly.
  • Consider Evade values better than 10+ to be a special ability. Never put them below 8+. Resist is not quite as severe.

Special Abilities

Most mobs beyond Chapter 1 should have at least one special ability. Here are some common options:

No power change:

  • Elemental attacks


  • Armored, Noclip, or Invisible status
  • Status protection
  • Pushing MCs
  • Immunity to one particular area status (assuming it appears on the battlefield map)
  • Healing other mobs as an action


  • Healing other mobs automatically
  • Flight (immune to Hazardous, Unstable, Sticky, and Vulnerable areas, and move out of Falling areas safely)
  • Inflicting negative Status on the MCs
  • Has both ranged and melee attacks
  • Disarm attacks
  • Area attacks


  • Each MC should be able to take out about one mob per round if their cards are right. More likely, they'll take out two mobs every three rounds.
  • Most MCs should be able to take 5 hits from the average mob, and will take about one hit each round. This will vary a lot, especially with the Ronin, who is intended to take lots of hits and draw mobs away from other characters.
  • In the City there is little to no healing available in combat, but all MCs are fully healed at the end of each fight by the Garbage Collector. Fights typically need to be balanced internally, not across multiple battles.
  • Most MCs are going to save their Interrupts for the boss fight.

Given these assumptions, if there were about 25 mobs in a fight and they could all attack at once, the MCs would be in very deep trouble. The mobs would probably down everyone but the Ronin and then pile on the Ronin next round, leading to a quick "game over". It is because of this that the number of mobs in a fight doesn't change the CPU's hand size. You can have 100 mobs in one fight and only maybe half a dozen of them will be able to get in a good attack each round, because the CPU's hand size is the number of MCs + the number of areas they occupy. The number of mobs is a pacing mechanism that tells us how long the battle will take.

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