DHC Fighters

Earn traits by playing. Assemble them into Fighters. The rarest Fighter wins.

DHC Fighters turns the whole platform into one game. Every other game on Skulliance pays out a different part of a character, so building a complete Fighter means playing across all of them. You assemble what you've earned in the trait assembler, save it, and your best Fighter's rarity score sets your place on the board.

The art is by Maxingo, from the Digital Hell Citizens 2: Fighters collection.

Maxingo shared the trait art so this could be built, and what you assemble here is not an NFT — it cannot be minted, and earning a trait gives you no ownership of the artwork. The genuine, ownable Fighters are the Digital Hell Citizens 2 collection on wayup — if this gets you excited about the art, that is where to go.


Building a Fighter

The category tabs are ordered the way a Fighter actually gets built: Torso, Head, Background, Effects 1, Effects 2, Arms, Weapon, Weapon (behind), Headgear, Companion, and it opens on Torso. That is deliberately not the order the layers are drawn in — a background draws first because everything sits on it, but picking a backdrop before there is anything to stand on it tells you nothing.

Where traits come from

Each game pays a different category. A Fighter needs a torso, a head and a background at minimum, so no single game can dress one on its own.

Game Pays Earned by
Skull Swap Torso a qualifying score
Skull Racer Head finishing a race
Obscura Background finishing a run with 10 or more solves
Crypt Crawl Weapon clearing 12 of the 15 crypts
Crypt Conquest Headgear defeating 10 of the 12 court cards
Gauntlets Effects sweeping a whole gauntlet
Realm Guardians Companion waves held
Monstrocity Arms completing all 28 levels
Boss Battles any trait every boss defeat
Maxingo Missions any trait completing one — deeper levels roll better
Realm Raids any trait winning a raid, or repelling one
DHC Arena any trait winning a battle with a Crew of Fighters
Drop Ship any trait taking or tying the lead of the current game
Oculus Lounge any trait taking or tying the lead of the current game
Daily Reward Streak any trait claiming day 7 of 7

When a trait drops, the reveal says where it came from - the game, the streak, the invite, whatever earned it - and the Share on X button carries that into the post. A trait out of Drop Ship or Oculus Lounge also tags the people behind those games, since neither is ours.

Drop Ship and Oculus Lounge work differently to everything else here. Nowhere else does placing badly cost you the drop: in the other games a genuine attempt qualifies and your result only decides the odds. On these two nothing drops at all unless your run takes or ties the lead of the game currently running, and then it rolls the best table in the game.

Two things have to be true. Your score has to reach the top of the current board, and it has to beat your own previous score in that game. The first player into a fresh game clears both by default, which is the point: on a quiet board, turning up first is worth something. A new game starts on a fixed cadence, so the lead is always back up for grabs and no one score locks it away.

A run that replaces your score with a worse one pays nothing. That is not a penalty so much as the shape of the game: Drop Ship keeps your latest run, not your best, so playing again always puts your position at risk.

You do not have to play a game at all. Completing a full seven-day daily reward streak pays a wildcard on the day you claim it, and so does completing one of Maxingo's own missions — fittingly, since it is his art. The mission's level sets the odds: the deeper ones are harder to unlock, so they roll on a better table, and level 9 or 10 rolls the best in the game.

Every successful mission pays, at any level — but the daily cap applies, so three traits a day is the most missions will ever give you however many you claim. Running ten across every level still yields three.

Maxingo holders have a Start Max Maxi button that launches two missions on every unlocked level from 2 up, timed so a pair comes due almost every day rather than all at once. It is the steady way to farm traits from missions; see Missions.

The three categories every Fighter needs — Torso, Head and Background — come only from games you cannot lose. A mandatory trait behind a result you can fail would let a player grind for months and still be unable to finish a character.

The card games pay on depth, not on the win. Crypt Crawl pays a Weapon at 12 of its 15 crypts and Crypt Conquest pays Headgear at 10 of its 12 court cards — reached or beaten, win or die. Both are four fifths of the way in; Conquest is the shorter game, so the same count would have been a softer bar there. Both used to require a full clear, and on the live boards that is about one win against two losses in a week, which shut those two categories to most players however much they played. Going the whole way still rolls the best table either game offers, so getting to 10 adds a chance rather than taking anything off the win.

Boss Battles is the exception in the other direction: it pays a wildcard, which can be any trait at all. Boss Battles requires an NFT to play, so it deliberately holds nothing you need — being unable to play it costs you a bonus, never a slot. Realm Raids works the same way, for the same reason: raiding needs a Realm, a trained army and a Portal, so it pays a wildcard rather than anything a Fighter cannot be finished without.

DHC Arena is the third, and the most obvious case of all: entering it costs three assembled Fighters, so a category it held hostage would be a category you needed Fighters to earn and Fighters to spend. It pays a wildcard, banded by how much stronger the Crew you beat was.

Raids pay both sides

Raids are the only drop source that is not a solo game — the trait comes out of a contest with another staker. So both sides of a decided raid can draw one: the attacker on a successful raid, and the defender on one they repel. Repelling a raid is the same achievement seen from the other end, and it is the one trigger on the platform nobody can grind, because nobody chooses when they are attacked.

Attacking and defending share a single daily limit. Three traits a day from Realms in total, not three each way, however many raids resolve.

How good the roll is depends on how far up you punched — the gap between the realm you beat and your own rating. Beating a stronger realm rolls a better table; beating a weaker one still pays, on the standard one. This matches how looting already works, where a weaker attacker can take a larger share than a stronger one, and it means hunting the softest target you are allowed to attack is not the best way to collect traits.

Because an attacker cannot select a target more than three defense levels below themselves, the widest gaps — and so the best tables — are reached by attacking upward. See Raids.


Rarity

A trait's tier is not invented. It is how many of the 226 minted DHC2 Fighters actually wear that trait, read from the collection's on-chain metadata.

Tier Worn by
Common 10 or more of the 226
Uncommon 6 to 9
Epic 3 to 5
Legendary 1 or 2
Mythic none — the art exists but no minted Fighter uses it

Rarer traits are worth more points, but not overwhelmingly so: the rarest trait is worth roughly two and a half times the commonest, not three hundred times. That keeps both things worth doing — filling every slot on a Fighter matters as much as chasing a single spectacular trait.

The tier decides how often a trait drops, and it always decides it the same way: within any one slot, a Legendary trait is rarer than an Epic one, which is rarer than an Uncommon, and so on down. How many traits happen to share a tier does not change that — it only changes how often you see that tier at all. Headgear has one Common piece and twelve Legendary ones, so a Common headgear is an uncommon sight even though that single piece is the likeliest headgear to drop.

How well you do improves what you get, not how often. A drop's quality comes from the best of three things: the game itself, how far you got, and where you placed on the leaderboard. Escaping all 15 crypts in Crypt Crawl rolls the strongest table that game offers; stopping at the 12 that qualify rolls the standard one. A first place or a deep run is roughly sixteen times likelier to pull a mythic than a bare qualifying attempt.

That means going further always pays. In Realm Guardians, holding 41 waves rolls far better than scraping the 10 you need, and 70+ rolls the best table in the game — so there is never a reason to stop the moment you qualify.

Every table keeps a real chance at something rare, so the lottery is alive for everyone playing, not just the people at the top.

Tiers are colour-coded wherever they appear — the trait picker, the rarity filter, and the draw order list beside the canvas, which shows the tier of every piece a Fighter is currently wearing. On a phone the draw order drops the tier so the trait names stay readable at a glance.


You cannot miss a drop

The trait is awarded the moment the run qualifies, not when the reveal appears — so clicking away from a win screen never costs you one. If you leave before it shows, it is held and revealed on the next page you open.


Arms and the torso underneath

Every torso is drawn with its own arms, so an Arms trait has to deal with what is already there. Each of the 25 torsos now has a hand-made armless version, and which one gets used depends on the trait:

  • Most Arms replace both limbs, so the armless torso is swapped in and the trait becomes the character's arms.
  • Head Chopper replaces only one. It gets the armless torso plus the original's far arm put back, so the other side is not left bare.
  • Infested Robo Limb covers what it sits on cleanly, so the torso keeps both of its own arms and the trait simply overlays one.
  • Perforator Arm Accent is drawn behind the body — an accent flanking the torso rather than a replacement, which is where it reads best.

All Arms traits are in the drop pool. The six that were paused while the armless art was made returned on 15 September 2026.


Daily limits

Each source pays a maximum of three traits per day, resetting at midnight. It is an anti-abuse ceiling rather than a balancing dial, and on most of these the trigger runs out long before the cap does — a Guardians siege takes half an hour, a Monstrocity campaign completes about once a month, and the reward streak pays once a week by definition.

The Where traits drop list on DHC Fighters shows how many you have left today for each one, so there is never a reason to grind a game that has nothing further to give you.

That list is games you can go and play, so the daily reward streak is not on it — its link would be the Launchpad and its trigger is waiting seven days, which is not a thing you can go and do. It still pays exactly as described above; it is simply not a row in a table of games.


One of a kind

A trait set can only exist once. If somebody has already assembled a Fighter from exactly the pieces you have laid out, the save is refused and names the Fighter holding it — change any single piece and the build is yours alone.

It almost never gets in the way. A fully dressed Fighter is one of about 89 billion combinations, so nobody arrives at a clash by accident; what this actually prevents is rebuilding a Fighter you saw and liked. The exception worth knowing is the bare minimum build — background, torso and head and nothing else — which is one of only 36,750, so if you own very little, adding any fourth piece makes a collision essentially impossible.

Disassembling a Fighter releases its combination for anyone to build again.

What a Fighter can do

Rarity score is what a Fighter is worth. It is not what it can do, and in DHC Arena the two are close to unrelated on purpose — the spread between two traits of the same tier is deliberately wider than the gap between the tiers themselves, so a legendary Crew cannot buy a win.

Three traits decide a fight, and the Collection now shows what they add up to:

Trait Decides
Torso Health — how much punishment it absorbs
Weapon Power, and the fighting style: one big hit, a whole rank, stealing health, smashing shields, and four more
Headgear Crit chance — how often a hit lands big

Arms, effects and companion are art. Background matters in the Arena for one Fighter only: whoever stands at the defender's front, whose background is the arena everyone fights in.

Every card in the Collection carries its health, power and fighting style, and you can sort by Deadliest, Toughest or Hardest hitting and filter by Fights like — which is how you find the three of yours that make a Crew rather than the three that cost the most.

Getting between the three

DHC Fighters, the Collection, the Arena and the Sandbox all carry a strip across the top, so building a Fighter, seeing what everyone else has built, fighting with it and experimenting are one click apart instead of a trip through the menu. The page you are on is marked. Signed out, everything except the assembler still works, and the strip says which one asks you to sign in rather than dropping you on an error page.

The Sandbox

Every trait unlocked, whether you own it or not, and the layers can be dragged into any order. Nothing is saved and nothing counts — it is for seeing what a combination looks like before you go and build it, and it is the only place the layer order itself can be rearranged by hand.

It is public, so a link to it works for anyone. It began as a tool for checking combinations before the real assembler existed, and it now wears the platform's own colours instead of its old standalone skin.

The Collection

The Collection is public — anyone can browse it, with or without an account. It is where the collection actually gets seen, and that could not be true of a page only the people who built them could open. Nobody owns these Fighters, so showing them to the world costs nobody anything.

The Fighter Collection browses every Fighter assembled on the platform, with the owner shown beneath each. Sort by rarest, newest or number; filter to a rarity tier, to originals, or to one staker's Fighters. Click any of them for the full breakdown at full size — every trait, its tier, how many of the 226 minted Fighters wear it, and what it contributes to the score.

Every trait in that panel is a link. Click one and the Collection comes back filtered to it: every Fighter anyone has assembled wearing that exact piece. It answers the question the panel provokes — who else has this? — the same way clicking a builder's name shows you everything they have made. The filter names the slot as well as the trait, because nine traits share a name across two slots: the MK100 head and the MK100 torso are different pieces with different art, and the Collection will not mix them.

Once a Fighter has fought, a Winningest sort appears beside the proven ones. It orders by wins less losses over five or more battles, which is the only reading of "winningest" that works as a board: sorting by win rate puts a Fighter that went 5-0 above one that went 40-30, and sorting by total wins puts one that went 8-32 above the undefeated one. A Crew wins together, so this is the record of the Crews a Fighter was in rather than of the Fighter on its own - which is why it sits beside Deadliest, Toughest and Hardest hitting rather than among them. Those three measure what the Fighter itself did.

Once a Fighter has fought, the Record filters appear, and they use the same words the Arena's own picker does: Reliable, Even, Risky and Winless, alongside Proven (five or more battles, so its rates mean something) and the Attackers / Defenders split. A word only appears once some Fighter actually qualifies for it, so the row fills in as the ledger does.

Filters are carried in the link, so a particular view is something you can send to someone — and now to anyone, not only to another staker. A shared link carries its own title and preview: "Mythic Fighters" posts as exactly that.


What the traits claim, and what the Arena shows

Rarest, Deadliest, Toughest and Hardest hitting are read off the traits a Fighter is wearing. They are predictions: a heavy torso should survive, a strong weapon should hurt. The Arena keeps the receipts, and the Collection now sorts on those too.

Under Proven there are three more sorts, named after the same three claims because they are testing them:

Proven sort Measured as Tests the claim
Deadliest Damage per battle, discounted by how often it is knocked out Deadliest
Toughest Share of battles it walked off still standing Toughest
Hardest hitting Damage dealt per battle Hardest hitting

Proven Deadliest multiplies the other two, because the trait-based Deadliest multiplies health by power. A Fighter that hits for 300 and survives half its battles scores the same as one that hits for 150 and always walks off: the damage you can actually count on, rather than the damage it manages once before it falls.

A Fighter needs 5 battles before any of this is calculated. Below that it is unproven, has no proven rank, and sorts to the back of those three lists rather than to the bottom - nobody has fielded it, which is not the same finding as it never landing a hit.

Record filters on what a Fighter has done rather than what it is:

  • Proven - has fought at least 5 battles, so its rates mean something.
  • Attackers - wins at least 15 points more often attacking than defending.
  • Defenders - the same, the other way round.

A Fighter needs 5 battles on each side before either of those applies, and one with an even record across both is in neither list. The whole Proven and Record group is hidden until somebody has a record worth ranking.

Where the two disagree

Open any proven Fighter and the panel carries a second strip of ranks under the first. Each one says where the ledger puts it, and underneath, where its traits put it:

#1 Toughest · 100% survived · beats its build, #3 on traits

Both numbers are ranked over the same group - the Fighters that have actually fought - so the gap between them is real rather than an artefact of two different denominators. A Fighter wearing the third-best torso in that group that leads it on survival is telling you something: either its owner fields it where it is protected, or that torso is worth more than the rarity table implies. The claim and the evidence are both on the page, and where they part company is the most interesting thing about a Fighter.


Originality

Every Fighter is one of a kind — see [[games-dhc-fighters#one-of-a-kind]] above. Because a combination can only be held once, the 15% originality bonus now applies to every Fighter rather than only to the first to find a build, so it no longer separates one Fighter from another; it is simply part of what a trait set is worth.


Traits are consumable

Putting an Axe on a Fighter uses that Axe. Building a second Fighter with an Axe needs a second Axe.

This is why duplicates are worth having. A second copy of a common trait is what lets you keep the Fighter you already built and still build another — so drops never stop being useful, however much of the collection you've seen.

Click a saved Fighter to see it on the canvas. Its own traits show as unavailable in the picker — you are viewing it, not rebuilding it.

What that piece just did

As you build, a strip under the canvas says where this Fighter would place if you saved it right now, on the four things the Collection ranks by: Rarest, Deadliest, Toughest and Hardest hitting. Each one shows the place, the size of the field, and the number itself — #12 of 413 · 6,240.

It updates as you pick, so you can see what a trade actually costs before you make it: a rarer headgear that drops you nine places on Toughest is a decision, not a surprise. Saving spends the traits, so this is the only point at which knowing is any use.

The numbers are the same ones the Collection sorts on and the Arena fights with — health comes from the torso, power from the weapon — so the preview and the real thing cannot disagree. Editing a saved Fighter leaves its own row out of the comparison, or it would be competing with itself.

Changing one you already made

Click a Fighter in your roster and you are editing it. Its own traits are freed back to it, so you can swap pieces around and press Update Fighter - it keeps its number and its name. The card you are editing is outlined and labelled so you can tell at a glance.

Clicking a different Fighter switches to editing that one instead. Nothing you have not saved carries across, which is the point: one Fighter at a time, and the thing on the canvas is always the thing you are about to save.

Checking what a game still owes you

Where traits drop lists every game, what it pays, how far through that category you are, and how many drops it has left for you today. On a desktop it is a column of the DHC Fighters page. On a phone it is below everything else, so the DHC strip at the top of the page carries a Games shortcut - only on a phone - that jumps straight down to it.

Finding the one to work on

Your saved Fighters sit under the trait picker, on the right of the assembler - pick who to work on, then dress them without moving down the page. The Sort control is in that panel's header:

Sort Puts first
Newest / Oldest When you saved it
Rarest Highest rarity score
Least rare Lowest score - the ones with the most to gain from an edit
Deadliest Highest POW
Toughest Highest HP
Name A to Z

POW and HP are on every card, and they are the Arena's own numbers - derived by the same code that builds your Crew for a battle, so a Fighter the roster calls deadly is the one the Arena agrees is deadly. Rarity and POW are not the same question: rarity is what the leaderboards rank, POW is what wins a fight, and the Fighter topping one often is not the one topping the other. That is the point of being able to sort on both.

Your choice is remembered on that device.

Showing it off

Every Fighter in the DHC Fighters Collection now shows where it places - rarest, deadliest, toughest and hardest hitting, each against every Fighter ever saved, not just the ones currently on screen.

Save a Fighter and that same panel opens straight away, so you can look at what you just built and post it without going to find it. On your own Fighters there is a Share button next to the download. It writes the post for you - leading with your two best placements, because "#4 deadliest of 108" says more than any score does. The post carries a picture of the Fighter - a wide card built from the same render the Arena and Discord use - and the link opens that exact Fighter in the Collection for whoever clicks it. It credits Maxingo for the art and invites whoever reads it to come and build one of their own.

Sharing is only offered on Fighters you built. Posting someone else's assembly in your own voice is not a share.

A trait you just won has its own Share on X, on the drop itself. The moment a trait lands, the panel that reveals it carries the button next to Close and Open assembler, and the post names the trait, its tier, and how many of the 226 original Fighters wear it. It carries a picture of the trait and links to that trait in the Collection, so whoever clicks it lands on every Fighter built with the piece. Players were already screenshotting that panel and posting the photo, phone status bar and all; this is the same moment without the furniture. Nothing is offered on a near miss or once the daily limit is spent, because there is no trait to show.

The one exception is the Skulliance account itself, which can share and download any Fighter in the Collection - that is how a build ends up on the Skulliance X feed. When it posts a Fighter it did not build, the wording changes: it leads with your name, credits you as the builder, and shows the placements and stats, because the point of that post is what a player made rather than what the platform did.

Its Arena record

A Fighter's panel shows Arena record alongside its stats — career wins and losses, the same W / L the Arena's own Crew picker shows. One that has never been fielded reads Not fought yet rather than 0W / 0L, because a zero record and an untested one are different things.

Take the picture with you

Download 1000px PNG sits in the assembler next to Copy link to this build, and takes whatever is on the canvas right now — saved or not. Your own saved Fighters also carry a small ↓ in the corner of their roster card.

1000px is the size Maxingo drew the trait art at, so it is the largest version that is real detail rather than an upscale, and it arrives as one flat file rather than the eleven layers the page stacks to show it to you. It is drawn by the same renderer as the Discord announcement and the Arena, so what you download is what everyone else sees, down to the layer order. A Fighter with no Background trait downloads with a transparent surround, because that is genuinely what it is — put it on whatever you like.

It is yours only. A saved Fighter downloads for the player who assembled it and nobody else, and an unsaved build only for a player who actually holds every trait in it. The Collection lets anyone look at any Fighter; handing out a finished, named picture of one is the owner's call.

And it has to be a whole Fighter — a background, a torso and a head, the same three a save insists on. The download exists so you can show off what you assembled, not so the trait art can be walked out of the platform one clean layer at a time. That rule has no exceptions, for anybody.

The Sandbox is the one place the button is not offered, because it unlocks every trait in the game whether you hold it or not, so the download would be there and refuse. The Skulliance account is the exception: it posts the Collection to X, and showing what the traits can do is what the Sandbox is for.

Edit changes a Fighter without losing it. Its traits are freed back to you for as long as the editor is open, so you can swap one out, add a piece to an empty slot, or strip it back. The Fighter keeps its number, its name and its original build date — only the traits and the score are recalculated, because those belong to the combination rather than to the character. Cancel and nothing changes.

Disassembling a Fighter returns every trait it held to your unused pile and removes the character for good. Its number goes back into the pool and is given to the next Fighter built, so numbering stays contiguous — nothing is burned by changing your mind. Disassembly is for dumping a Fighter you no longer want; if you only mean to change one, use Edit and keep everything else.


What a Fighter needs

Every Fighter needs a background, a torso and a head. Everything else — arms, weapons, headgear, effects, a companion — is optional, and the assembler will not let you save without those three.

That is why those exact categories drop from Skull Swap, Skull Racer and Obscura, the three games you cannot lose. A required part behind a result you can fail could leave a player unable to save anything at all.


Naming

Fighters continue the collection's numbering, starting after the top of the minted range — the first assembled Fighter is DHC2F421. You can override that with any name you like, up to 48 characters, and change it whenever you want. Clearing the name puts the number back.


The leaderboards

Two boards in one panel - this month first, then all time below it - both ranked on your single best Fighter, with the number of Fighters you've saved as the tie-break.

  • All-time — every Fighter you have saved.
  • Monthly — Fighters built this month that carry a trait earned this month.

The monthly board wants new characters, so it asks for both. Editing a Fighter from a previous month raises its all-time score but does not put it on this month's board — it is not a new character. Nor does disassembling one and rebuilding it, because the traits it is made of were still earned earlier.

To compete in a new month, build something new with what you have earned in it. All-time has no window: a Fighter you keep improving keeps climbing there.

Ranking on your best rather than your total is deliberate: the game is to build one exceptional character, not to hoard. Volume only separates players who already match on quality.

100,000 CARBON is split down the monthly board by rank at the end of each month - rank 1 takes the pool, rank 2 half of it, and so on, the same share-out every other board uses. Top finishers' CARBON converts to DIAMOND at 100:1. See Crafting. The all-time board is a record, not a purse; it never pays.


Layering

The assembler knows how the art fits together, and enforces it rather than letting you build something that renders wrongly. Some of what it handles:

  • Weapons belong in front of or behind the body, never both — each weapon is offered in exactly one slot.
  • Some weapons are two pieces. The scythe and the skull krusher each hang from a sash; both halves always appear together, and a sash is never a trait on its own. Drawing either half awards both, as a single drop — it counts once against your daily limit, and you can build with it immediately.
  • Some weapons cannot be combined with Arms traits — they are drawn against the torso's own arms, which an Arms trait replaces.
  • Effects sit under the head, so they cross the Fighter without covering the face. The comic covers are full-frame treatments — masthead, price box, barcode — and the character deliberately breaks out of them: head, headgear, weapon and arms all draw over the frame.
  • There is a black block behind every torso's neckline. Not every head reaches the edge of the socket it sits in, and the gap left over is a hole in the character's own outline — so the background showed through it and the head read as floating. One black block under the torso closes it for every torso and head at once. It sits under the torso on purpose: anything it spills is hidden by the torso itself.
  • The Saber Tech Headgear draws over the DH Vision Shoulder Cam. A companion normally draws over the headgear, which is right for the ones that hover. This helmet's pipe comes down past the shoulder, and the cam is bolted to that shoulder — behind the mount the pipe reads as passing through the character, so it nests over it instead. The pair is the exception: the cam still covers every other headgear, and this helmet still goes under every other companion.
  • Code Sea Predator sits over the headgear and under the arms. It wraps the character, so drawn over the top it looked stuck to the outside — but putting it against the body also put it under the head and the headgear, and a large piece like the Alien Predator or the Alien Skull buried the creature's own head. So it stays in front and the arms move forward instead, the same fix the DH Vision Shoulder Cam uses. The one exception is the Turret Blue Cyborg Limbs, which are bulky enough to swallow it rather than cross in front of it — the creature draws over those.
  • The DH Vision Shoulder Cam is bolted on, so the arms pass in front of it — but it still needs to be above the head and the headgear, because headgear drawn over a shoulder mount looks broken. Nothing in a single stack of layers is both under the arms and over the head, so the arms move to the front for this one instead of the companion moving back.
  • A companion always draws over a comic cover, now that none of them sits against the body. A full-frame cover is drawn before the companion, so the pet is never buried by the frame.
  • Some headgear needs a head to sit on. Beheaded Cyborg has no skull under the headgear, so the pieces that would rest on one are not offered with it — most headgear still works, and the assembler tells you which does not. Pieces that enclose the neck rather than rest on a skull are fine, which is why the Trojan Detection Mask is offered: there is a minted Fighter wearing exactly that combination. The collection outranks these rules — if the 226 minted Fighters contain a pairing, it is buildable here, whatever the layering looked like to us.
  • The DH Samurai helmet goes behind the DH Samurai arms. Headgear draws over arms everywhere else, and should — a helmet is worn on the head, which is in front of the shoulders. This one pair is drawn the other way round: the helmet's neck flare is a soft hanging guard and the suit's pauldrons are rigid plate, so the flare belongs behind them. It is the pair that is the exception, not either piece — the helmet still draws over every other Arms trait, and the arms still draw under every other headgear.
  • The Demon Companion is attached, not floating. Every other companion hovers at the shoulder, so one layer behind the Fighter is enough. The Demon grips the body: its torso and wings go behind the Fighter and its claws come back over the front, so one trait is drawn in two places at once. You equip it once and spend it once — the second half is not a separate trait and cannot be mixed with another companion.
  • What the Demon's claws pass in front of, and what passes in front of them. The claws land over the face and under most headgear. Five helmets are the exception — Merged, WW2 Helmet, Cyber Insekt Helmet, XLON Implant and DH Samurai Helmet — where the claws read as gripping the helmet rather than being buried under it. Five Arms traits cover the claws instead: Skeletal Stabber, Cyber 666 Knight Armor, Connected Protector Limbs, Deflektor and DH Samurai Augmented Arms. And two — Turret Blue Cyborg Limbs and Robo Crusher Arms — are heavy enough that the whole Demon moves in front of them. Two torsos, Inferno Wasp Guardian and Red Cyborg, have wings or plating wide enough to swallow the Demon, so it comes forward of those as well.
  • The Demon needs a head to hold. Beheaded Cyborg and Cyborg Stryker #02 give it nothing to grip, so it is not offered with either — the same rule as headgear above, and the assembler says so when you try.

These rules keep improving, and because a saved Fighter stores which traits rather than a finished picture, every improvement applies to Fighters that were already saved.


See also Games, Carbon Emissions.