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Progression: levels, quests, coins and cosmetics

Last updated: 18 August 2026

Alongside the ranking, which measures how well you play, a second progression simply measures time spent: experience, levels and coins. It grants no in-match advantage — cosmetics are decoration, never a bonus — but it decides what you can unlock.

Experience and levels

Every finished match pays experience, won or lost. The base is 25 points for a win and 10 for a loss: playing always progresses you, even through a whole evening of defeats.

Two bonuses are added on top, computed by the server at the end of the match:

The cost of a level grows linearly: each tier costs a hundred experience more than the previous one. In practice level 2 lands at 100 cumulative points, level 3 at 300, level 4 at 600, level 5 at 1000 and level 10 at 4500. The climb is fast early and slows sharply afterwards, which is deliberate: the first rewards must arrive in the first session.

Quests

Three daily quests and two weekly quests are active at any time. They are identical for every player within a given period: the draw is deterministic from the date, there is no per-user assignment. The day changes, the selection changes, for everyone at once.

The catalogue mixes volume goals and performance goals:

PeriodGoalReward
DailyWin 3 matches5 coins, 20 XP
DailyFinish 5 matches4 coins, 15 XP
DailyScore 30 points in total4 coins, 15 XP
DailyWin a ranked match4 coins, 20 XP
Daily"Sound barrier": send a ball at speed 35 or more5 coins, 20 XP
Daily"Shutout": win without conceding a point6 coins, 25 XP
WeeklyWin 15 matches20 coins, 80 XP
WeeklyFinish 30 matches15 coins, 60 XP
WeeklyScore 200 points in total18 coins, 70 XP
WeeklyWin 5 ranked matches22 coins, 90 XP

Quest progress is computed by the server at the end of each match, from the actual match state. The browser only displays it, and a reward claim is revalidated before it is credited.

The daily gift

Coming back each day grows a seven-day streak. The reward rises steeply towards the end, then the streak restarts — a missed day resets it to one.

Day1234567
Coins46812162440
Experience581015202540

The seventh day is worth ten times the first. It is the week as a whole that has value, not the isolated visit.

Timed chests

Three chests each recharge on their own clock. The longer the wait, the bigger the contents:

ChestRechargeCoinsExperience
Small chest3 hours25
Chest6 hours412
Large chest12 hours830

The server checks the delay on claim; the countdown you see is only a local rendering of the last opening.

Coins

The game's currency is called the "compote". You earn it by playing — quests, daily gift, chests, tournaments, achievements — and it is only ever spent on cosmetics. Coin bundles are also available for purchase in the shop, from €1.99. None of those bundles grants any in-match advantage: they unlock nothing but skins, arenas, banners, icons, titles and accessories.

Coin purchases fall under the terms of sale and the refund policy. Digital content delivered immediately is subject to an explicit waiver of the withdrawal right, collected before payment.

Rarities

A cosmetic's rarity is not decided item by item: it is derived from its acquisition cost — price in coins and required level together — and the more demanding of the two axes wins. A cheap item locked behind a high level stays legendary.

RarityBy priceBy required level
Commonunder 100 coinslevel 5 or below
Rare100 to 249levels 6 to 15
Epic250 to 499levels 16 to 30
Legendary500 and aboveabove level 30

That choice has a practical reason: the catalogue is rebalanced regularly, and a hand-entered rarity field would need re-annotating on every price change. By deriving it, an item can never display a rarity that contradicts its cost.

Achievements

A handful of achievements reward specific feats rather than volume — winning a tournament, landing a super smash. They pay coins once, and some unlock a title or a banner nothing else grants.

Everything described on this page — experience, level, quests, coins, chests, achievements, cosmetics — is tied to an account. As a guest you can play without limit, but nothing carries over between sessions.

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