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
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 — there are diminishing returns at the extremes. You cannot simply stack Violence to 100% threshold.
Affinity matchups also matter. Your Kami's hand affinity is compared against the victim's body affinity. A strong matchup (same type) gives you a significant boost. A weak matchup (mismatched non-Normal types) makes the kill harder.
| Matchup | Effect |
|---|---|
| Strong (same type) | Kill threshold increases — easier kill |
| Weak (mismatched) | Kill threshold decreases — harder kill |
| Neutral (Normal involved) | No change |
What Happens When You Kill
A successful kill triggers a chain of consequences for both sides:
| For the Killer | For the Victim |
|---|---|
| Steals a portion of the victim's harvest (spoils) | Keeps a portion of their own harvest (salvage) |
| Receives 1 Obol as a trophy | Any unsalvaged, unspoiled Musu is destroyed |
| Takes recoil damage (karma × strain, modified by affinity) | Kami dies — state becomes DEAD, HP drops to 0 |
| Enters a kill cooldown | All temporary bonuses are cleared |
Warning
Death and Revival
When a Kami dies — whether from a kill or from harvest strain draining HP to zero — it enters the DEAD state. Dead Kamis are completely locked out: no harvesting, no leveling, no equipping, no quests, no marketplace access. To bring a Kami back you need 33 Onyx Shards, and it revives with only 33 HP regardless of max health. After revival it enters RESTING state and begins passively healing through metabolism.
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. Guardians can also learn skills that increase the recoil attackers take when targeting them (DEF_RECOIL_BOOST) — making it costly to pick on a well-built defender. Various bonuses from skills and equipment can shift any encounter — check the Skill Trees page for specifics.
Co-op in the Black Pool
Players can access the Co-op option from the Black Pool dialogue in the Violence Temple. This offers cooperative play as an alternative to pure PvP combat.
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.
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:
| Milestone | Reward Quality |
|---|---|
| Every 100th sacrifice | Guaranteed rare or better |
| Every 20th sacrifice | Guaranteed uncommon or better |
| All other sacrifices | Normal droptable |
When milestones overlap (e.g., sacrifice #100 hits both the 100th and 20th marks), you get the better droptable.