Currency Wars/Nodes
Last updated 2026-04-26

In each Currency War game, players will always have three planes, each with a specific amount of nodes in a set pattern, assuming modifiers such as War Frontier or Resolution: Planet of Entertainment are not active:
- Plane 1: Reward, Reward, Strategy/Combat, Combat, Supply, Combat, Encounter, Reward, Boss
- Plane 2: Combat, Strategy/Combat, Supply, Combat, Encounter, Reward, Boss
- Plane 3: Combat, Strategy/Combat, Supply, Combat, Encounter, Reward, Boss
After A7 Monarch of Capital is reached, a node may become frenzied, greatly enhancing their stats. These nodes are indicated with a red circle around them. If these occur on a Supply or Strategy Node, they will apply to the next Combat (excluding Reward), Encounter or Boss Node.
Enemies have a star quality which influences their stats, with 2 and 3-star enemies being much tougher compared to 1-star enemies. Most enemies are generally 1-star, a few more are 2-star, and very few are 3-stars. Enemies that are summoned share the same star quality as their summoner.
Node Types
Combat
Combat Nodes are divided into three types: Combat, Encounter and Reward Nodes. In all three nodes, a Sequence Trotter may spawn if the Fantastic Fauna advantage is active. This trotter is a bonus enemy and will take first priority as an enemy reinforcement over others.
A Combat Node consists of standard combat against Normal Enemies in two waves (with the next wave spawning only after the previous is cleared), while the third combat node is a mix of both Normal and Elite Enemies with additional enemies replacing fallen ones as they are killed.
The enemy families encountered in a Combat Node are loosely linked to one of the opponents that are generated for the game, as seen here.
Occasionally with the Fantastic Fauna Seasonal Advantage, a Sequence Trotter may appear. This trotter is still considered an enemy for node completion, and failing to kill it before combat concludes will result in the player being penalized.
Encounter
Encounter Nodes are only offered when the player starts a game at Jade Steel or higher difficulty. In this node, the player must pick one of two different fights offered to them; an easy or a hard fight. This often involves slightly increasing the difficulty on top of any other difficulty modifiers. Easy encounters are faster to clear but provide less rewards, while hard encounters are much stronger but offer better rewards.
Lower tier encounters generally reward token amounts of gold coins, experience or free refreshes, while higher tier encounters provide larger amounts over them. These higher tier encounters can also offer basic equipment or 4/5-star characters. The highest difficulty, a 4-star difficulty challenge, offers the best items such as Wealth Gems and advanced equipment selectors.
One Encounter Node is always guaranteed on Jade Steel and higher as the third last Node.
Upon starting Encounter Nodes on Ice Titanium or higher difficulty, the player must meet a minimum percentage in order to claim the reward, even if the battle is not completed. Likewise, failing to meet this threshold will result in greater penalties.
Like Combat Nodes, the enemies in Encounter Nodes are linked to one of the game's opponents.
Reward
Reward Nodes are very easy fights with no time limit.
Unlike Combat and Encounter Nodes, enemies in the Reward Node are under the "Independent Venture" faction, meaning that any enemy family from the above pools can be encountered in them. If the "Economic Overheat" Investment Environment is selected, Reward Nodes contain Trotters and are under the "Updraft Capital" faction. The "Economic Hyperheat" Investment Environment causes Reward Nodes to contain even stronger Trotters and under the "Updraft Ventures" faction. The Trotters that spawn in these stages vary depending on the plane set; the final reward node on final plane contains a massive Trotter that gives ores upon losing set amount of health, and managing to kill it will reward an extremely rare crystal ore.
When killing enemies in Reward Nodes, they will drop Gold Coins and ores of varying rarity containing more coins, basic equipment or characters which can be influenced via Investment Environments and Strategies.
The Power Reduction Seasonal Advantage causes enemies in Reward Nodes to have 99% of their HP removed upon entering the start of combat, including Trotters spawned via Fantastic Fauna. If a Trotter does replace one of the enemies at the start, the substituted enemy will have full health as they arrive. This reduction will not apply to Trotters in Economic Overheat/Hyperbeat.
Reward Nodes do not count for the purposes of increasing winning streak, though winning streak is still retained when completing the node.
Supply
Supply Nodes are a preparation Node in which when reached, the player will be able to pick one of five different characters and a piece of basic equipment that they are carrying for free. The offered characters are tied to the player's experience level; higher levels will offer rarer characters with better equipment.
Some Investment Strategies may reduce the amount of characters offered but allow the player to obtain the entire stock.
Investment Environment/Strategy
At the start of a Currency War node, the player may select one of three different Investment Environments which offers various perks such as giving specific characters, increasing the offer chance of characters belonging to a specific set or other perks. This can be refreshed, though all environments will be refreshed.
After clearing the first Combat Node of each plane, the player will be able to pick one of three different Investment Strategies. Barring the "Silver • Gold • Iridescence" environment, the Investment Strategies offered will always be of the same rarity. Gold and Prismatic-type strategies will increase the difficulty of the run by 3/6 levels respectively if chosen. These strategies, much like the environment, offer various helpful perks. Strategies can be refreshed, though each one is done individually rather than a whole.
Note: Higher rarity strategies will greatly increase the strength of the enemies in the run.
Boss
In the First and Second Plane, Boss enemies have 2 phases.
The boss in the First and Third Plane are 2*, while the Second Plane Boss is 3*.
In the Third Plane, Boss enemies have 3 phases. Additionally, some bosses may have additional effects activate when they reach a specific health threshold. When the battle has less than 1 Cycle (100 Action Value) remaining, the ally squad will enter "Ultimate Instant" which allows the squad to deal 200% of their original DMG.
After Victory Commendation has been unlocked, if the player clears the final Boss Node is cleared with 1 or more Cycles remaining, they will gain a bonus of 40 Squad HP.
A minimum percentage is added once Cobalt Silver (A3) is reached, which if not met will result in greater penalties to squad HP.
Action Value
In all nodes barring the reward node, an action value is placed. This action value works similarly to that in Anomaly Arbitration and decreases when players or enemies complete their turns.
There are two cycles allotted for every combat and boss node. If the node is not fully cleared before the second cycle ends, the player's squad will take DMG. The amount of DMG inflicted on the squad is dependent on the player's performance:
- 5 HP (10 for boss) for first plane, regardless of clear percentage
- 10 HP (15 for boss) for second plane, regardless of clear percentage
- 15 HP (20 for boss) for third plane, regardless of clear percentage
- Varying amounts of HP based on percentage cleared
After Cobalt Silver (A3) is reached, a minimum percentage will appear on Boss Nodes, which will also begin to appear on Encounter Nodes once Jade Steel (A4) is reached. This minimum percentage, if not met by the end of the second cycle, will inflict significantly more DMG onto the squad's HP compared to meeting the minimum.
The action value of a cycle can be increased via characters like Welt.
If a character falls during battle outside of specific revive effects such as Castorice's Exclusive Effect, Sanctuary of Mooncocoon, they will be revived at full HP at the cost of some action value. This value increases to 35 after Cobalt Silver. It can be decreased through specific Investment Strategies or Advantage Layouts. Nonetheless, it is important to have good sustain(s) and/or shielder(s) as losing too many characters quickly will end a cycle faster than expected.
The table below is the action value granted on each plane and node type. This does not account for the affixes Satisfying Brawl and Impending Showdown, which affects the action value of these nodes. Time Assassins may occasionally spawn a Time Assassin, which upon attacking, will decrease the action value by 7.
| Plane | Node | Action Value |
|---|---|---|
| 1 | Combat/Encounter | 180 |
| 1 | Boss | 200 |
| 2 | Combat/Encounter | 150 |
| 2 | Boss | 160 |
| 3 | Combat/Encounter | 120 |
| 3 | Boss | 160 |
Rank
In Currency Wars, you start with an initial rank.Successfully challenging the current highest rank difficulty in the Standard Gambit mode will earn you a battle rating based on your remaining squad HP, allowing you to rank up.
In Currency Wars, you start with an initial rank.
Successfully challenging the current highest rank difficulty in the Standard Gambit mode will earn you a battle rating based on your remaining squad HP, allowing you to rank up.
Ascension Rules
If squad HP is 70 or above, rank increases by 3.When clearing the stage, if squad HP is 40 or above, rank increases by 2.
When clearing the stage, if squad HP is below 40, rank increases by 1.
If squad HP is 70 or above, rank increases by 3.
When clearing the stage, if squad HP is 40 or above, rank increases by 2.
When clearing the stage, if squad HP is below 40, rank increases by 1.
