How SPAM Works — Game Mechanics and Keywords

How SPAM Works — Game Mechanics and Keywords

Everything that decides a SPAM match, taken from the game's own rules: 4 cards on the board, alternating turns, cooldowns, element points that boost damage by 10% each, the Tox Shop every 2 turns and overtime from round 20.

Deck
4 cards, all on board
Turn timer
80 swith 4 cards alive
Per element point
+10%damage and heals
Tox Shop
Every 2 turns
Overtime
Round 20
Keywords explained
27

A match at a glance

Game data
  • 4cards per deck, all on the board from turn one
  • 0cards in hand: no draw, no mana
  • 50/50coin flip for who starts; the second player's cooldowns start one turn shorter
  • 80 sturn timer with 4 cards alive (15 s per card + 20 s)
  • 0enemy cards left = you win; both at 0 = draw
  • 3slots per card, shared by its abilities and Tox

Data: SPAM game client v1.20 · extracted Oct 7, 2026 · How we calculate this

Turn order

Game data

What happens, in order, when your turn starts:

  1. Your Luck goes up by 1.
  2. From round 20, overtime damages each of your cards.
  3. The opponent's Shield Tox recharge.
  4. Your cards are ready to act again.
  5. You gain Spamtons: the round number plus the income of every card you still have.
  6. Start-of-turn effects fire: Hearts add element points, Poison ticks, healing Tox restore HP.
  7. On even turns the Tox Shop opens with 3 offers.
  8. You cast any ready abilities, in any order; most abilities don't end your turn, so every ready one can be used.
  9. At the end of your turn every cooldown ticks down by 1.

Cooldowns

Calculated

An ability's cooldown starts one below its number and ticks down at the end of each of your turns.

Cooldowns
CooldownFirst readyCasts in 10 turns
1Turn 110
2Turn 25
3Turn 33
4Turn 42
5Turn 52
6Turn 61
8Turn 81
10Turn 101

The player who goes second has every cooldown one turn shorter at the start.

Damage formula

Game data

How a hit is calculated, step by step (the same order the game uses):

damage = roll × (1 + 0.1 × element points) × crit × (1 + Berserk %) × (1 − Shield %) × (1 − resistance %)
  1. Roll: a whole number between the ability's minimum and maximum (always the maximum with the Optimization Tox), plus any base-damage bonus.
  2. Element points: +10% per point of the hit's element, plus 5 points if the arena terrain matches; the Multiplier Tox doubles the points for that card.
  3. Critical hit: if it crits, multiply by the ability's critical power (×2 for most).
  4. Berserk: your Berserk Tox add their percentages together.
  5. Shield: the target's Shield reduces the first hit it takes each turn.
  6. Resistance: the target takes that much % less damage of that element (negative = more). The Brutal Tox ignores resistances; Ether damage has none to ignore.

Worked example

Artisan of Hours's Flash deals 35 Light damage. Suppose you have 6 Light points and +25% Berserk, and the target is Weaver of Words, which resists Light by 35%. Artisan of Hours · Weaver of Words

  1. 35 × 1.6 (for 6 points) = 56
  2. 56 × 1.25 (Berserk) = 70
  3. 70 × (1 − 35%) = 46 damage

Try this hit in the damage calculator →

Element points

Element points (the in-game "element bonus") are the main way damage grows during a match.

  • Abilities add them (for example "Fire bonus (+1)"), every time they are cast.
  • Heart Tox add points every turn: a Legendary Heart is +8 a turn.
  • The arena terrain gives +5 points of its element to both players.
  • The Multiplier Tox doubles the element bonus for the card that holds it.
  • Points last for the whole match, so a deck that stacks one or two elements hits harder every turn.
  • Ether (the divine element) has no resistance on any card, so Ether damage always lands in full.

Elements →

Resistances

Every card has a resistance for each of the six elements.

  • Resistances are percentages: 10% Fire resistance means 10% less Fire damage.
  • Buffs and debuffs can push a resistance to at most +50% and at least −50%.
  • A negative resistance is a weakness: −20% means 20% more damage.
  • The Brutal Tox makes a card's damage ignore resistances.
  • The Paradox talent flips the sign of resistances.

Critical hits, accuracy and Echo

  • Most abilities have a 1% critical chance; talents, Tox and some abilities raise it, and some abilities can't crit at all.
  • A critical hit multiplies the damage by the ability's critical power, ×2 for most abilities and up to ×6.
  • Accuracy is the chance to hit: most abilities never miss, but some gamble with 10–50% accuracy for big damage.
  • Echo is a chance to get the ability back right after using it.

Spamtons and Luck

Game data

Spamtons are the in-match currency for the Tox Shop; Luck decides how rare its offers are.

  • Turn + incomeSpamtons each turn: the round number plus the income on every card you still have
  • +50Spamtons when one of your own cards is destroyed — a built-in comeback
  • +10Spamtons for skipping a shop
  • +1Luck every turn, plus Lucky Tox and some talents

Tox Shop →

Overtime

Calculated

From round 20, at the start of each of your turns every one of your cards loses 10% of its max HP, growing by 50% of that per round. Damage per card per turn:

Overtime
Round1,000 HP card500 HP card
Round 2010050
Round 2115075
Round 22200100
Round 23250125
Round 24300150
Round 25350175
Round 26400200

Timers

Timers
Cards aliveTurn time
4 cards80 s
3 cards65 s
2 cards50 s
1 card35 s

Ranked opens after 3 casual matches and starts with a 30-second talent draft.

Keyword glossary

Game data

Every keyword that appears in card, Tox and talent text, with the game's own definition.

Absorb
Kills the targeted card and gains HP and max HP equal to its own
Accuracy
Chance for an attack to hit its target
AOE II
Only applies the on-impact effects of damage and healing abilities
Area damage
Only applies the on-impact effects of damage and healing abilities
Bonus
Additional damage not affected by elemental bonuses, but affected by Berserk and resistances
Choice
The player chooses among several offered options
Cost
What the ability consumes in order to be used
Critical
Chance for an ability's damage or healing to be critical
Critical Power
Multiplier applied to critical damage and healing
Echo
Percentage chance to recover the ability after use
Erosion
Reduces the target's max HP in proportion to the damage dealt
Eternity
Increases the target's cooldowns by 1
Freeze
Freeze by the opponent, a card cannot act during its next turn; Freeze by its own side, until the end of the opponent's next turn. Damage, a heal or a new Tox shatters the ice and deals thaw damage to it
Limited Use
Uses remaining out of the allowed total
Luck
Improve your chances of getting better TOXS during the purchase phase.
Poison
A poisoned card takes poison damage at the start of its turn, based on its max HP at the time of poisoning
Random
The target or effect is picked at random
Random enemies
Targets are picked at random among enemy cards
Resistance
Percentage of damage reduced for each element
Single use
The effect is consumed after it triggers once
Smoked
Enshrouds the allied field after using an attack or a heal
Spamtons
Currency used during the purchase phase.
Stun
A stunned target cannot use abilities
Taunt
A Taunt forces the opponent's targeting but does not constrain allied targeting
Temporality
Decreases the target's cooldowns by 1
Vampirism
Heals the caster for an amount tied to the damage dealt
Vanish
Removes the target's last passive

Each player brings 4 cards that are all on the board from the start; there is no hand and no draw. Turns alternate, and on your turn every ability whose cooldown is ready can be cast, in any order. Damage scales with element points: each point of an element adds 10% to every ability of that element for the rest of the match, then crits, Berserk and the defender's resistance apply. Spamtons come in every turn and buy Tox in the shop every 2 turns; from round 20 overtime damages every card until the match ends.

🔍

Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.

Report an Issue

SPAM mechanics FAQ — v1.20

How many cards are in a SPAM deck?

4. All of them start on the board — there is no hand, no draw and no mana. Each card has HP, up to three abilities or Tox, three talents and a Spamton income.

How do turns work?

Turns alternate and the first player is decided by a coin flip; the second player's cards start with every cooldown one turn shorter. On your turn you cast any ready abilities in any order within 80 seconds (15 s per card alive + 20 s).

How is damage calculated in SPAM?

The ability rolls its damage, then it is multiplied by 1 + 10% per element point of that element, by the critical multiplier on a crit, by your Berserk bonus, reduced by a Shield on the first hit, and finally reduced by the target's resistance to that element.

What are element points?

Element points (the in-game element bonus) are a pool per element on your side of the board. Abilities, Heart Tox and talents add to it, the arena terrain gives +5 to its element, and every point raises that element's damage and heals by 10% for the rest of the match.

How do cooldowns work?

An ability with cooldown N is first ready on your turn N and then every N turns: cooldown 1 casts every turn, cooldown 3 on turns 3, 6, 9… The second player's cooldowns start one shorter.

What is overtime in SPAM?

From round 20, at the start of each of your turns every one of your cards loses 10% of its max HP, and the loss grows by 50% of that each round after, so long matches end quickly.

How do you win a match?

Destroy all 4 of your opponent's cards. If both sides lose their last card at the same time, the match is a draw.