Invasion, decoded — the ladder's balance table
Version 27.0.0 ships a 23-key tuning block for Invasion —
the mode where you spend an Invasion Ticket to attack another
player's world ("Used to invade another player's world", says the item's
own description) and defend yours in return. The tables and the 237-mode
locale strings have been in the client for builds; what's new in 27 is a
INVASION_BAL_* remote-config family that tunes how its battles
resolve. Here's every key, read against the mode's own tables — with the
naming-based readings marked as exactly that.
The mode on the ground, from its tables
Invasion is a ranked PvP ladder: six tiers, promotion by rank position or by placing top-percentile, matchmaking and score gain scoped to your own level of investment through costume-rarity bands, win-streak checkpoints, a coin bank, pass missions (plain wins, streaks, HP-remaining, auto-battle) and a revamp shop.
| Tier | Promotion condition (verbatim) | Group capacity |
|---|---|---|
| Bronze | Rank 15 or higher to be promoted | 50 |
| Silver | Rank 30 or higher to be promoted | 100 |
| Gold | Rank 20 or higher to be promoted | 200 |
| Platinum | Top 20% (Rank {1}) will be promoted | 0 |
| Diamond | Top 20% (Rank {1}) will be promoted | 0 |
| Challenger | Stay Top 40% (Rank {1}) to keep rank | 0 |
The matchmaking bands are the interesting engineering: instead of a raw power number, the ladder brackets you by what you own — top-range players are matched inside a costume-rarity glass ceiling so a fully built account can't farm novices, while everyone sees their score-update range shrink as ranks get tighter:
| Rank band | Costume rarity | Score-update range | Updates/day |
|---|---|---|---|
| 1–10 | 4–5 | 7–10 | 7 |
| 11–30 | 3–4 | 5–7 | 5 |
| 31–50 | 2–3 | 3–5 | 5 |
| 51–80 | 2–3 | 2–4 | 5 |
| 81–100 | 1–2 | 1–2 | 4 |
The ops keys — what ran before this build
These were already in the remote config at 26.2.0 (shop refresh costs, coin supply, the season-end countdown, the coin bank toggle, CP reward thresholds): the business plumbing. They don't move in 27.0.0 — and none of the new keys touch them.
The new balance block, key by key
Race pacing
INVASION_BAL_RACE_T_BASE | 10 |
INVASION_BAL_FINAL_T_MIN | 3 |
INVASION_BAL_FINAL_T_MAX | 25 |
INVASION_BAL_RACE_GAP_EXP | 1.0 |
Reading (inferred from the names): invasions resolve on a
timeline. A 10-second base window (RACE_T_BASE), final
clear times clamped between 3 and 25 seconds (FINAL_T_MIN/MAX),
and a gap exponent of 1.0 — linear — deciding how differences
between the two sides spread across that window. A race frame explains
the cap: the system won't simulate a walkthrough-win shorter than 3s nor
stretch one past 25s, whatever the stat gap says.
Power realization
INVASION_BAL_DISPLAY_POWER_WEIGHT | 0.8 |
INVASION_BAL_REALIZE_BA | 0.65 |
INVASION_BAL_REALIZE_SKILL | 1 |
INVASION_BAL_DAGGER_BA_MULT | 1.2 |
INVASION_BAL_MIN_NET_DPS_FRACTION | 0.5 |
INVASION_BAL_MAX_REGEN_RATE | 0.08 |
DISPLAY_POWER_WEIGHT=0.8— 80% of the outcome model leans on the displayed power number, the last 20% presumably on live performance. Never 1.0: the mode always keeps some luck.REALIZE_BA=0.65vsREALIZE_SKILL=1.0— how fully each damage source "realizes" in the model: skill damage counts at face value, basic attacks at 65%. In a race against a defence, auto-attack DPS chews slower than the paper math says — a classic anti-alt-farm trim.DAGGER_BA_MULT=1.2— the class knob right behind that trim: dagger basic-attacks get a 1.2× inside the model, partially reimbursing the 0.65 trim for the BA-heavy weapon family.MIN_NET_DPS_FRACTION=0.5— the floor: however the trades resolve, each side keeps at least half its nominal DPS — fights can't degenerate to zero.MAX_REGEN_RATE=0.08— healing per tick caps at 8%: no lifesteal-and-wait stall comps in invasion.
Outcome margins
INVASION_BAL_MARGIN_SLOPE | 0.5 |
INVASION_BAL_MARGIN_CAP | 0.75 |
INVASION_BAL_MARGIN_CAP_EXT | 0.95 |
INVASION_BAL_MARGIN_TAIL_SLOPE | 0.4 |
INVASION_BAL_RATIO_CENTER | 10 |
INVASION_BAL_RATIO_MAX_MUL | 6 |
A margin curve shapes how the power ratio between defender and
attacker converts into the outcome: centered at a 10× ratio
(RATIO_CENTER), extrapolating up to 6× worth of effect
(RATIO_MAX_MUL), with the margin's growth at slope 0.5,
capped at 75% (with an extended cap variant at 95%), and a
flatter 0.4 tail slope for the far end of the curve. Read plainly:
overwhelming mismatches still cap out — dominance stops at the cap, and
the tail never compounds linearly.
Debuffs and cleansing
INVASION_BAL_DISPEL_UPTIME | 0.35 |
INVASION_BAL_SELF_CLEANSE_UPTIME | 0.35 |
INVASION_BAL_DISPEL_REF_COOLDOWN | 8 |
INVASION_BAL_MIN_DEBUFF_MULT_FLOOR | 0.1 |
Both sides' dispel and self-cleanse uptime sits at 35% with an
8s reference cooldown, and no debuff can ever strip a stat below
10% of its value (MIN_DEBUFF_MULT_FLOOR). The floor is
the same anti-softlock idea as the DPS floor: control effects can
cripple, never erase.
Schedule jitter
INVASION_DAY_END_JITTER_MAX_SEC | 60 |
INVASION_SEASON_JITTER_MAX_SEC | 10 |
Day endings scatter up to 60s and season ends up to 10s. That's desync-avoidance and anti-sniping plumbing — final seconds of a season no longer gather at one timestamp, server-side.
PVP_TICKET_CHARGE_HOLD_LIMIT=30 also lands this build: you can
hold at most 30 charged invasion tickets at once, structurally capping
how far ahead-of-time grind can bank ladder attempts.What this means for players
- The balance is server-side and reversible. All of it lives in dashboards, not APK patches — the numbers here can move under the client without a single byte changing. When they do, we'll diff the config.
- Dagger carriers get an explicit boon (1.2× BA) and the model's race-window (3–25s) rewards burst speed — dash-and-burst kits, the same families the tier table reads out.
- Dominance is capped by design: margin caps at 75–95% and debuffs floors at 10%. Nothing here turns investment into a foregone conclusion; the ladder keeps paying people for playing.
What we can't see
- Which curve the client actually runs. All 23 keys are remote config — the engine is server-side and closed. Every "reading" above is inferred from the key name, its value shape, its neighbours, and the mode's tables, in that order. It's a faithful reading, not a decompilation claim.
- Whether the mode turns on for everyone in 27.0.0. The tables and strings are complete, but rollout flags haven't been seen flipped in any config we hold; treat it as staged, not announced.
Data from the 27.0.0 APK tables (game v27.0.0), diffed against the 26.2.0 extraction. XP Hero is developed by Supercent — XPHero Fans is unofficial and not affiliated with or endorsed by them. Remote-configured balance can change between builds and regions; nothing here is pull advice.