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Idle XP

Idle XP ticks every 0.25 seconds, whether or not you are doing anything. It is your main income at every stage of the game.

XP = RejoinMultiplier x elapsed
x ServerXPBoost -- Lucky / Hyper star events, decays toward 1
x GlobalXPBoost -- cross-server, same for everyone online
x ControlPointBoost -- 1 + hill boost + castle boost, if you hold them
x RejoinChainMulti -- 1 + 0.05 per chained rejoin, capped 4x
x PersonalActivityMulti -- 1 + PersonalActivity, capped 3, decays
x FriendIdleBoost -- 1 + 0.05 per friend in your server, capped 1.25x
x (1 + clanIdleBonus) -- from your clan's upgrades
+ PremiumIdleBoost -- Premium only, additive

Note the last line is additive, not a multiplier: Premium adds min(25 000, floor(ServerTime)) XP per tick regardless of your multiplier. It matters enormously early and barely at all late.

Value How it grows How it decays
ActivityBoost (server-wide) +0.05 per player join, +0.02 per NPC killed, +0.01 per orb -1 % per second, capped at 199 999
PersonalActivity (yours) +0.1 per player knockout, +0.05 x damage share per NPC, +0.005 per orb — all raised by your clan’s activity bonus -0.3 % per second, capped at 3
RejoinChainCount +1 per leave; timer +60 s per join, capped 600 s timer expires, count resets to 0
ServerXPBoost +2 per Lucky Star, +10 per Hyper Star -0.1 % per second, floor of 1
FriendIdleBoost +5 % per friend currently in your server ends when they leave, cap 1.25x
RollRNG() = random() / random() x (ActivityBoost / 20 + 1)

A busy server does not just pay more XP — it rolls better enemies, better orbs and better star outcomes. Playing on a full, active server is a real multiplier on everything, not just a social preference.

  • The single largest lever you control alone is the rejoin chain (4x).
  • The largest lever the server controls is ActivityBoost, which is why star events that raise it (see Stars) are worth more than they look.
  • PersonalActivity decays fast. It rewards continuous fighting, not bursts.