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%. You cannot stack Violence into a guaranteed kill — a healthy, rested Kami is never liquidatable.

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.

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 × strain, modified by affinity)Kami dies — state becomes DEAD, HP drops to 0
Enters a kill cooldownAll temporary bonuses are cleared

Warning

Killing is not free. Recoil damage scales on a smooth curve— the stronger the victim relative to you, the more punishment you take. Affinity matchups matter too: the defender's hand affinity vs your body affinity can increase or decrease how much recoil you suffer. Kill a high-Violence target with a bad affinity matchup and you might lose so much HP that someone else can immediately liquidate you. Always check your target's stats and affinity before committing.

What Predation Actually Pays

To calibrate expectations with live on-chain numbers: the whole game sees on the order of 200 liquidations per day, and the average haul is roughly 850 Musu per kill (the biggest single hauls approach 4,000 — the physics of the bounty cap make five-digit steals impossible). Liquidation income is therefore spikier and smaller than steady harvesting — the real predator economy is kills plus Obols: every kill pays 1 Obol, 5 Obols craft a Wonder Egg, and Wonder Eggs are the only source of certain exclusive items. Predation is also the enforcement mechanism that keeps everyone else honest about HP management.

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. There are two ways back: pay 33 Onyx Shards (revives with 33 HP), or feed a Red Ribbon Gummy item (revives with 10 HP). Since gummies are tradable and Onyx has real-money value, most players keep gummies stocked and treat the Onyx route as the fallback. Either way the Kami returns to RESTING nearly empty 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 and equipment 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 give Kamis their 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.