๐Ÿฆ† Utya ยท Duck Pond

The Duck Pond Field Guide

Hatch ducks, grow a pond, feed them, merge them, level them in battle, and march a squad up a 100-boss gauntlet. Here's everything that makes the pond tick.

๐Ÿฆ† 5 rarities ยท 6 roles ๐Ÿชœ Tiers 1โ†’8 ๐Ÿ“ˆ Levels 1โ†’100 ๐Ÿ‘น 10 rooms ร— 10 bosses ๐Ÿชถ Feathers run everything
๐ŸŒŠ

The Pond

Your pond is a grid of tiles. Drop a duck on a tile and it starts producing Feathers around the clock โ€” the raw material for everything else you do.

๐Ÿงฉ Room to grow

Starts at 3ร—3 (9 tiles). Grow to 4ร—4 for 500 ๐Ÿชถ, then to 5ร—5 for 10 UTYA โ€” a real expansion journey.

๐Ÿชถ Always earning

A Tier-1 duck makes 10 ๐Ÿชถ/hr. Production multiplies ร—2.2 per tier and again by the duck's rarity.

โณ Collect often

Uncollected Feathers cap at 8 hours, then production stalls. Tap to claim and keep the taps flowing.

๐Ÿ’ก
A duck's output = 10 ๐Ÿชถ/hr ร— 2.2(tierโˆ’1) ร— its rarity bonus. A Tier-4 Epic duck already out-earns a whole grid of fresh commons โ€” tiers and rarity compound.
๐Ÿชถ

Feathers โ€” the pond's fuel

Feathers are the soft currency of the pond. You earn them constantly and pour them straight back into growing your flock. (UTYA is the separate on-chain reward โ€” Feathers stay in the pond.)

๐Ÿ“ฅ You earn ๐Ÿชถ from

  • Ducks producing on their tiles
  • Beating bosses on the ladder
  • Winning PvP Arena fights

๐Ÿ“ค You spend ๐Ÿชถ on

  • Feeding ducks to extend their life
  • Merging ducks up a tier
  • Healing battle wounds & expanding the pond
  • Store gear (skills & potions)
๐Ÿฆ†

Duck types โ€” the 5 rarities

Rarity is a duck's grade: how much raw power it carries and what perks it's born with. Rarer ducks hit harder, earn more, and live longer โ€” and only the top grades can roll the elite battle classes.

Common ร—1.0 power
Steady, cheap fuel. Always hatches as a ๐Ÿฃ Rookie โ€” perfect merge material. Hatch XP: 10.
๐Ÿชถ ร—1.0
life ร—1.0
Rare ร—1.3 power
๐Ÿ•Š๏ธ Long-lived โ€” +50% lifespan. Can roll Tank / DPS / Bruiser / Mage. Hatch XP: 25.
๐Ÿชถ ร—1.0
life ร—1.5
Epic ร—1.7 power
โšก Productive โ€” +40% Feathers/hr. A strong all-rounder for battle. Hatch XP: 60.
๐Ÿชถ ร—1.4
life ร—1.0
Legendary ร—2.4 power
๐Ÿ‘‘ Elite โ€” +80% Feathers & +30% lifespan. Can roll the ๐ŸŒŸ Ascendant class. Hatch XP: 150.
๐Ÿชถ ร—1.8
life ร—1.3
Mythic ร—3.3 power
๐ŸŒŸ Ascendant-tier โ€” +140% Feathers & +60% lifespan. The apex duck. Hatch XP: 400.
๐Ÿชถ ร—2.4
life ร—1.6
๐Ÿงฌ
Rarity = grade, not job. It sets power, Feather output and lifespan โ€” and gates which battle roles a duck can be born into. When you merge, the rarer parent's bloodline wins, so its rarity and perks carry into the child.
โš”๏ธ

Battle roles โ€” the 6 classes

When a duck is placed in the pond it rolls a battle class that shapes its stats. Rarity decides the size of the stats; role decides their shape โ€” a tank soaks, a DPS deletes, a mage supports.

๐Ÿฃ

Rookie

Common only ยท balanced fuel
ATK
6
DEF
5
HP
22
SPD
8
๐Ÿ›ก๏ธ

Tank

Soaks hits ยท low damage
ATK
4
DEF
13
HP
44
SPD
5
โš”๏ธ

DPS

Glass cannon ยท crits + pen
ATK
13
DEF
4
HP
15
SPD
14
๐Ÿ’ฅ 28% crit ยท ๐Ÿ—ก๏ธ 35% armor pen
๐Ÿ‘‘

Bruiser

All-round + sustain
ATK
9
DEF
8
HP
30
SPD
9
๐Ÿ”ฎ

Mage

Frail ยท supports the squad
ATK
6
DEF
5
HP
18
SPD
10
๐ŸŒŸ

Ascendant

Legendary+ ยท elite hybrid
ATK
11
DEF
9
HP
32
SPD
12

Base per-role stats shown. Final stats = these ร— tier ร— rarity power, then a small ยฑ15% roll. Only Rare+ ducks roll Tank/DPS/Bruiser/Mage; Legendary+ can roll the ๐ŸŒŸ Ascendant.

๐Ÿชœ

Tiers & merging

Merge two ducks to fuse them into one duck a tier higher โ€” the core of pond growth. Each tier multiplies Feathers ร—2.2 and boosts battle stats, all the way to Tier 8.

1
Tier 1
โ€บ
2
Tier 2
โ€บ
3
Tier 3
โ€บ
4
Tier 4
โ€บ
5
Tier 5
โ€บ
6
Tier 6
โ€บ
7
Tier 7
โ€บ
8
Tier 8

๐ŸŽฒ Merging is a gamble

Every merge costs Feathers and rolls a success chance. Base 70% for a matched low-tier pair, shifted by:

  • +8% if both ducks share a rarity
  • โˆ’14% per tier of gap between them
  • โˆ’9% per tier of the higher duck
  • โˆ’12% if either duck is frail (under 25% life)

๐Ÿฃ What the child keeps

  • The rarer parent's rarity & perks
  • Half of each parent's remaining life
  • Any bought skill (it survives the merge)
  • The average battle level of both parents โ€” leveling is never wasted
๐Ÿ’ฅ
A failed merge costs the fee and one of the two ducks passes away. Buy ๐Ÿชบ Merge Insurance from the Store to protect a risky merge โ€” on a fail, both ducks survive (you just don't gain the tier).
๐Ÿž

Feeding, lifespan & death

Ducks don't live forever. A placed duck has a lifespan โ€” feed it to extend its days, or it passes away and drifts to the graveyard. Nothing is ever truly deleted.

๐Ÿฅš
Placed
Lives a random 10โ€“100 h (ร— rarity lifespan) and starts earning.
๐Ÿž
Fed
Each feed adds +12 h of life for Feathers (cost scales with the duck).
๐Ÿฝ๏ธ
Auto-Feed
A 1-week Store pass tops chosen ducks from your Feathers automatically.
๐Ÿชฆ
Graveyard
Every lost duck is kept forever, tagged with how it went.

Three ways a duck can leave

๐Ÿ’€
Starved
Its lifespan ran out because it wasn't fed in time.
๐Ÿ’ฅ
Merge fail
Lost a merge gamble (unless insured).
๐Ÿ”€
Merged
Fused into a stronger child โ€” it lives on inside it.
๐Ÿฝ๏ธ
Training a duck up to a high level takes real time โ€” you don't want it starving mid-climb. Keep your keeper ducks on Auto-Feed and top big investments with the ๐ŸŒฟ Elixir of Life (+48 h) from the Store.
๐Ÿ“ˆ

Duck level โ€” the real power axis

Separate from tier, every duck earns a battle level by fighting. Ducks start out weak on purpose โ€” leveling, not hatching, is where the power comes from.

Lv 1 โ‰ˆ 0.35ร— powerLv 100 โ‰ˆ 3.5ร— power
Lv 1Lv 25Lv 30Lv 50Lv 100

That's a ~10ร— swing from a fresh duck to a maxed one. XP-per-level climbs steadily, gets steeper past Lv 25, and hits a real grind wall past Lv 30 โ€” end-game ducks are a long-term investment.

โš”๏ธ
Ducks earn level XP by winning boss fights (and sparring โ€” see Training). Because merges pass on the average level, you can level cheap ducks, merge them up, and the tier duck keeps the progress.
โœจ

Skills โ€” one ability per duck

Buy a skill from the Store and teach it to a duck. It sticks for the duck's whole life and survives merges. Each skill both buffs a stat (full value on its home role, half off-role) and neutralises one boss ability โ€” read the boss's telegraph and bring the counter.

๐Ÿ—ก๏ธ

Piercer

home: DPS

+40% armor penetration โ€” your blows land in full against armored foes.

counters ๐Ÿ›ก๏ธ Armor
๐Ÿ’ข

Berserker

home: DPS / Bruiser

+30% ATK, and its fury out-paces enemies whose power keeps climbing.

counters ๐Ÿ˜ค Frenzy
๐Ÿ›ก๏ธ

Bulwark

home: Tank

+60% DEF โ€” shrugs off venomous, shield-piercing strikes.

counters โ˜ ๏ธ Venom
โšก

Windfeather

home: DPS

+50% SPD and reflexes quick enough to slip crippling back-line dives.

counters ๐Ÿฆด Backbreaker
๐Ÿฉธ

Vampiric

home: Bruiser / DPS

Drains life on every hit and saps the enemy's own regeneration.

counters ๐ŸŒฟ Regen
๐Ÿ”ฐ

Aegis Ward

home: Tank

A squad-wide ward: +DEF and it swallows huge periodic bursts.

counters ๐Ÿ’ฅ Nuke
๐Ÿ”ฎ

Channeler

home: Mage

Supercharges a Mage's aura and cleanses creeping squad-wide poison.

counters ๐Ÿฆ  Plague
๐ŸŽฏ

Truesight

home: DPS

+crit and your strikes never miss, even against evasive foes.

counters ๐Ÿ’จ Blur
โœจ

Purifier

home: any role

Nullifies any one boss skill for the whole squad โ€” but channeling it saps the bearer's own ATK. The universal fallback.

counters โ” Anything
๐Ÿง 
A specialist counter is always stronger than the Purifier. There's also a role-based counter: the right class in the right formation row can blunt a boss even without the exact skill. Bring the matching skill when you can, the Purifier when you can't.
๐Ÿ‘น

The boss gauntlet

Battle is a squad of 3 ducks in a Front / Mid / Back formation versus a boss. The ladder is 10 rooms, each a 10-boss gauntlet. Every boss pays Feathers + XP; clear a room's champion (boss 10) for its UTYA reward โ€” repeatable โ€” and the very first player ever to clear each room grabs a one-time global first-clear bounty on top.

๐Ÿ’ฐ
Clearing all 10 champions pays 330.5 UTYA per full run (repeatable), and the one-time global first-clear bounties add up to 1,852 UTYA โ€” a ~2,184 UTYA ceiling for the pioneers who clear a room first.
Room 1
๐Ÿ‘พ

Puddle Gremlin

The warm-up. No special skill.
โš”๏ธ 8 ยท ๐Ÿ›ก๏ธ 5 ยท โค๏ธ 160
vanguard
๐Ÿชถ 200โญ 1 first
Room 2
๐ŸฆŽ

Reed Lurker

Plated hide โ€” halves your damage.
โš”๏ธ 14 ยท ๐Ÿ›ก๏ธ 9 ยท โค๏ธ 300
๐Ÿ›ก๏ธ Armor
๐Ÿชถ 400๐Ÿ’ฐ 0.5โญ 2 first
Room 3
๐Ÿข

Old Snapper

ATK winds up every round.
โš”๏ธ 24 ยท ๐Ÿ›ก๏ธ 15 ยท โค๏ธ 540
๐Ÿ˜ค Frenzy
๐Ÿชถ 800๐Ÿ’ฐ 1โญ 3 first
Room 4
๐Ÿ

Pond Serpent

โš ๏ธ The leveling wall.
โš”๏ธ 95 ยท ๐Ÿ›ก๏ธ 60 ยท โค๏ธ 2.6k
โ˜ ๏ธ Venom
๐Ÿชถ 1.5k๐Ÿ’ฐ 2โญ 10 first
Room 5
๐Ÿ‰

Marsh Hydra

Brings a healer add.
โš”๏ธ 155 ยท ๐Ÿ›ก๏ธ 98 ยท โค๏ธ 4.3k
๐Ÿฆด Backbreaker
๐Ÿชถ 3k๐Ÿ’ฐ 10โญ 20 first
Room 6
๐Ÿฆ‘

Bog Kraken

Heals ~6% of its HP each round.
โš”๏ธ 250 ยท ๐Ÿ›ก๏ธ 158 ยท โค๏ธ 7.1k
๐ŸŒฟ Regen
๐Ÿชถ 5k๐Ÿ’ฐ 20โญ 40 first
Room 7
๐Ÿฆ…

Storm Heron

Dives the back row; blinds.
โš”๏ธ 405 ยท ๐Ÿ›ก๏ธ 256 ยท โค๏ธ 11.7k
๐Ÿ’จ Blur
๐Ÿชถ 8k๐Ÿ’ฐ 40โญ 111 first
Room 8
๐Ÿฆ

Mire Behemoth

Two adds + poisons your whole squad.
โš”๏ธ 655 ยท ๐Ÿ›ก๏ธ 415 ยท โค๏ธ 19.3k
๐Ÿฆ  Plague
๐Ÿชถ 13k๐Ÿ’ฐ 70โญ 333 first
Room 9
๐Ÿ‹

Abyss Leviathan

Cleaves a frail front line + an add.
โš”๏ธ 1.06k ยท ๐Ÿ›ก๏ธ 670 ยท โค๏ธ 31.8k
๐Ÿฆด Backbreaker
๐Ÿชถ 20k๐Ÿ’ฐ 88โญ 555 first
Room 10
๐Ÿ’€

The Duck Reaper

Capstone: nuke + healer + blade.
โš”๏ธ 1.71k ยท ๐Ÿ›ก๏ธ 1.08k ยท โค๏ธ 52.4k
๐Ÿ’ฅ Nuke
๐Ÿชถ 35k๐Ÿ’ฐ 99โญ 777 first

โ†”๏ธŽ Scroll the gauntlet. Each room shown is its champion (10th boss); the nine bosses before it ramp up to it. ๐Ÿ’ฐ = UTYA per clear (repeatable) ยท โญ = one-time global first-clear bounty.

๐Ÿงฑ
Room 4 (Pond Serpent) is the leveling wall. A fresh, even well-rostered Lv 1 squad caps out around Room 3. Room 4 onward isn't about better ducks โ€” it's about invested levels. Which is exactly what Training is for. ๐Ÿ‘‡
๐ŸŽฏ
Bosses crit too. Every champion has a flat 10% crit chance (its minions 8%) for ~1.6ร— damage โ€” shown right on the boss card in-game, so a sudden big hit isn't random, it's a crit. Build a little HP buffer on your front line so one crit doesn't delete a duck.
๐Ÿ›ก๏ธ
Stalemates end cleanly. If your squad survives but can't out-damage a boss's heal/regen, the fight now stops with a ๐Ÿ”„ Stalemate verdict (not an endless grind) and tells you to bring more โš”๏ธ DPS or the boss's counter โ€” rather than "losing" with all your ducks still alive.
๐ŸฅŠ

Training โ€” level up safely

The climb alone only tops a duck out around Lv 20. To push past the wall you spar โ€” and to buff the whole roster you train. Two different tools:

๐ŸฅŠ Sparring ยท free

Re-fight any boss you've already beaten โ€” an easy, cleared room โ€” for battle XP only. No Feathers or UTYA reward, no ladder change. It's the repeatable grind that makes high levels reachable.

๐Ÿฉน
Ducks still take real wounds when sparring โ€” sustained grinding means paying Feathers to heal between runs. That heal cost is the balancing sink.

๐ŸŽ“ Roster Training ยท Store

A permanent, account-wide buff: +8% ATK / DEF / SPD to every duck in battle, stacking up to 5ร— (a hefty +40% at max). The price climbs with each level bought.

Lv1 +8%โ€บLv2 +16%โ€บLv3 +24%โ€บLv4 +32%โ€บLv5 +40%
๐Ÿ”
The loop: climb as far as you can โ†’ spar the easiest cleared boss to farm XP โ†’ heal up โ†’ level your squad โ†’ break the next wall. Rinse until the Reaper falls. ๐Ÿ’€
๐Ÿ›’

The Store

Everything you can buy for the pond, paid in UTYA or Feathers (your choice โ€” a few items are UTYA-only). Skills come in three price bands; potions keep your squad in the fight.

๐Ÿ—ก๏ธ

Duck Skills

Teach one ability to a duck (kept for life, inherited on merge). Nine to choose from โ€” see the Skills section.

1โ€“5 UTYA6kโ€“36k ๐Ÿชถ
๐ŸŽ“

Roster Training

+8% ATK/DEF/SPD to all ducks in battle. Stacks to Lv 5. Price rises each level.

from 2 UTYAfrom 10k ๐Ÿชถ
๐Ÿฉน

Revive & Restore

Instantly heal one duck back to full battle HP.

0.5 UTYA1.2k ๐Ÿชถ
๐ŸŒฟ

Elixir of Life

+48 h lifespan to one duck โ€” keep a trained keeper alive longer.

0.5 UTYA1.2k ๐Ÿชถ
๐Ÿชบ

Merge Insurance

Protects one merge: on a fail, no duck dies โ€” it just doesn't gain the tier.

0.5 UTYA1.5k ๐Ÿชถ
๐Ÿฝ๏ธ

Auto-Feed ยท 1 Week

Auto-feeds the ducks you choose from your Feathers for 7 days, then stops โ€” re-buy to extend.

10 UTYA
๐ŸŽฏ

The game plan

If you only remember six things:

  1. ๐Ÿชถ Collect Feathers often โ€” production caps at 8 h, so idle time is wasted Feathers.
  2. ๐Ÿชœ Merge upward for compounding output โ€” and insure risky, high-tier merges.
  3. ๐Ÿฆ† Rarity is grade, role is job โ€” you want rare-plus ducks in the classes your squad lacks.
  4. ๐Ÿ“ˆ Level is 90% of your power โ€” a maxed duck is ~10ร— a fresh one. Invest in a few keepers.
  5. ๐ŸฅŠ Spar cleared bosses to farm XP safely, and heal between runs โ€” that's how you beat the Room-4 wall.
  6. โœจ Bring the counter โ€” match each boss's ability with the right skill (or a Purifier) and formation.