Liquidation & Combat

Everything you need to know about killing other Kamis, surviving attacks, and the sacrifice system.

The Predator's Game

Liquidation is Kamigotchi's PvP system. When two Kamis are harvesting at the same node, the stronger one can kill the weaker one and steal part of its harvest. It's high-risk, high-reward: you walk away with Musu and an Obol trophy, but you take damage in the process and might leave yourself open to a counter-kill.

Liquidation success depends on three factors: Kill Threshold (can you actually land the kill), Recoil Damage (how much it costs you), and Musu Gains (how much loot you walk away with).

Tip

Think of harvesting nodes as contested territory. The longer a Kami harvests, the more its HP drains from strain. At some point it dips below the kill threshold and becomes vulnerable. Predators wait for that moment; Guardians try to make sure it never comes.

When Can You Kill?

Both Kamis must be actively harvesting on the same node. You cannot attack while resting, and you cannot attack a Kami that is on a different node. Your Kami also needs to be healthy (HP above 0) and past any kill cooldown from a previous liquidation.

The core question is simple: has the victim's HP dropped below the kill threshold? If yes, the kill goes through. If not, the victim is safe — for now.

What Decides the Kill Threshold?

The threshold is a percentage of the victim's max HP, driven by the ratio of your Violence to their Harmony. More Violence relative to their Harmony means a higher threshold, which means they become killable earlier in their harvest. But the relationship follows an S-curve with a hard ceiling: before affinity modifiers, the threshold tops out at 40% of the victim's max HP, and equal Violence-vs-Harmony lands at 20%. Violence alone can never buy you a guaranteed kill: against an attacker carrying no threshold-shift bonuses, a healthy rested Kami is out of reach. Flat threshold shifts from skills and gear are the one thing that moves that ceiling in either direction — see Threshold Shift vs Ratio Shift in the details.

Affinity matchups also matter — and combat uses a rock-paper-scissors triangle, unlike harvesting's “match the node” rule. Your hand affinity attacks the victim's body affinity: EERIE beats SCRAP, SCRAP beats INSECT, INSECT beats EERIE.

Your hand vs their bodyThreshold Multiplier
Advantage (e.g. EERIE hands vs SCRAP body)1.5x — much easier kill
Disadvantage (e.g. SCRAP hands vs EERIE body)0.5x — very hard kill
NORMAL hands vs NORMAL body1.2x — small edge
Anything else (neutral)1.0x

The 3x swing between advantage and disadvantage is bigger than any realistic stat difference — a predator's hand type effectively decides which bodies it hunts.

Diagram: harvesting checks a Kami's body and hand affinities against the node's affinity, while combat makes one check — the attacker's hand against the victim's body — on a rock-paper-scissors triangle where EERIE beats SCRAP, SCRAP beats INSECT and INSECT beats EERIE.Harvesting — match the nodetwo checks, against the ground you stand onthe nodeaffinitybodyhandyour Kamimatch → bonus · clash → penaltyCombat — the triangleone check: your hand against their bodyEERIESCRAPINSECTeach arrow: this hand beats that bodyadvantage 1.5× · disadvantage 0.5×NORMAL hands vs NORMAL body 1.2×, anything else 1.0×
Two systems, two different rules. Harvesting checks body and hand separately against the node it is standing on; combat makes one check, on a triangle, and the direction matters.

What Happens When You Kill

A successful kill triggers a chain of consequences for both sides:

For the KillerFor the Victim
Steals a portion of the victim's harvest (spoils)Keeps a portion of their own harvest (salvage)
Receives 1 Obol as a trophyAny unsalvaged, unspoiled Musu is destroyed
Takes recoil damage — karma multiplied by the strain cost of the loot just taken, modified by affinityKami dies — state becomes DEAD, HP drops to 0
Enters a kill cooldownAll temporary bonuses are cleared

Warning

Killing is not free, and the bill scales with the payday. Recoil is built on the strain you would pay to harvest the loot you just stole, so the fatter the steal, the harder the hit. On top of that it scales on a smooth curvewith the victim's Violence against your Harmony — the stronger the victim relative to you, the more punishment you take. Affinity matters too: the defender's hand affinity vs your body affinity can raise or lower recoil. Take a rich, high-Violence target on a bad matchup and you may lose so much HP that someone else can immediately liquidate you. Check the target's stats, affinity, and how long it has been sitting before committing.

What Predation Actually Pays

There is a hard ceiling on what any one kill can be worth, and it is worth understanding before you build around predation. A victim's uncollected bounty can never exceed what its own HP could pay for in strain, so the pot you are stealing from is bounded by the victim's Health and Harmony — five-digit steals are not a matter of luck, they are impossible. You then take only a share of what is left after the victim's salvage.

That makes liquidation income spiky and capped, where harvesting is steady. The rest of the predator economy is the Obol: every kill pays exactly 1, 5 craft a Wonder Egg, and the Wonder Egg is the only source of several items — the Heart Crystals, the Teardrop Jewels, the Ash Pearl. Predation is also the enforcement mechanism that keeps everyone else honest about HP management.

Death and Revival

Only two things actually kill a Kami: being liquidated, or being sacrificed. Running out of HP does not. A harvesting Kami whose HP hits zero stays in the harvesting state, but it cannot stop or collect — it is stuck on the node, unable to bank its own bounty, and liquidatable by anyone who can reach it. That stranded state is usually how the death actually arrives.

A Kami that does die enters the DEAD state and is locked out of harvesting, levelling, equipping, being sent to another account, and the marketplace. There are two ways back: 33 Onyx Shards (revives with 33 HP), or a revive item used on it — a Red Ribbon Gummy (10 HP) or a Melkarth's Heroic Awakening Spell Card (50 HP). Items can be used on a dead Kami, which is what makes the item route work at all. Either way the Kami returns to resting well short of full and heals passively from there.

Skills That Shape Combat

The Predator skill tree boosts your kill power, spoils ratio, and cooldown speed. The Guardian tree improves your defense threshold, salvage rate, and survivability. Various bonuses from skills, equipment, and consumables can shift any encounter — check the Skill Trees page for specifics.

Sacrifice

Sacrifice is entirely separate from PvP. You voluntarily and permanently destroyone of your Kamis in exchange for a random item reward. The Kami's NFT is burned to a dead address — unlike normal death, there is no revival. It is gone forever.

Why would anyone do this? Because the sacrifice droptables are the source of pet equipment— the wearable items (Critters, Ledgers, Wraths, Contempt masks, and the rest) that fill a Kami's single pet slot and grant its equipment bonuses. In practice, players buy cheap low-stat Kamis off the market specifically as sacrifice fodder to gear up their real roster.

The process uses a commit-reveal pattern: you commit the sacrifice (the Kami is burned immediately), then reveal after a short delay to receive your random item from the sacrifice droptable. A built-in pity system guarantees better rewards at regular intervals:

MilestoneReward Quality
Every 100th sacrificeGuaranteed rare or better
Every 20th sacrificeGuaranteed uncommon or better
All other sacrificesNormal droptable

When milestones overlap (e.g., sacrifice #100 hits both the 100th and 20th marks), you get the better droptable.

The odds are worth internalising before you buy fodder in bulk. An ordinary sacrifice pays out a Common piece about 78% of the time, an Uncommon about 20%, and a Rare only 2.4%— roughly one in 41. The pity milestones exist because that Rare rate alone would be brutal: they are what makes grinding sacrifices a plan rather than a prayer.

SacrificeCommonUncommonRare
Ordinary78%19.5%2.4%
Every 20th (uncommon pity)88.9%11.1%
Every 100th (rare pity)100%

Tip

Read down the columns and the grind plan writes itself: across 100 sacrifices you bank four guaranteed Uncommon-or-better rolls (at 20, 40, 60 and 80) plus one guaranteed Rare at 100, on top of whatever the ordinary rolls happen to give. If a specific Rare piece is your goal, the 100th sacrifice is the one that pays — check your counter before you spend.