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Drops occur when a player's match ends (through death, team death or match won). Through these drops, the player is awarded XP and DNA Fox.png Animal DNA, with a chance to also receive Super serum.png Super Serum, Super dna magnet-sharedassets0.assets-51.png Super DNA Magnets, and/or Customizations.

For the equations shown below the 'Time Survived' value is measured in total minutes and seconds expressed as a decimal value. Ex. 5 min and 30 seconds would be read as a value of 5.50.

This value starts to be measured at the spawning of the Deagle (Where players eject from to start their match). The 'Time Survived' value finishes being measured once the player (solo) or team (duo/squads) has been eliminated.

XP[edit | edit source]


The formula for gaining Experience Points (XP) is as follows: 50 + floor(a * 60) + (20 * b) where a is amount of time survived (decimal value) and b is the amount of kills.

Players earn 10xp per 10 seconds survived. Players earn 20xp for each opponent killed.

Players who win a match will receive 100 bonus XP. Players who finish in the top 5 (solos), top 3 (duos), or top 2 (squads) will receive 50 bonus XP.

The player is granted 50 XP for playing a match. XP gained from Time Survived is calculated by measuring the time between the Giant Eagle spawning and the player (solo) or team (duo/squads) being eliminated, including decimal values. This number is multiplied by 60 and then "floored" (rounded down to the nearest whole number). For example, 5.2 minutes x 60 = 312 exp. This value is then added to the 50 base XP and the XP gained from kills to determine the total XP awarded.

XP is given to the player after a match. When the player gets enough XP, their Level will increase.

DNA Fox.pngAnimal DNA[edit | edit source]

The amount of DNA dropped after a match is determined by the equation Time Survived • (1.99 to 3.01) = DNA. The value between 1.99 and 3.01 is randomly chosen by the game. The time survived is multiplied by this value, and is then rounded to the nearest whole number.

DNA reward at the end of a game has a 25% chance of being an undiscovered Super Animal Breed (if you have any undiscovered animals left to discover at your level -- not including animals at higher levels)

The species of the DNA is chosen randomly from all species available at the player's Level or lower.

After a match that results in the player reaching Level 10 and every 10th level after, the player will receive DNA corresponding to one of the animal types which the respective level unlocks (levels which do not have corresponding animal unlocks will just multiply whatever the random DNA drop the player receives at the end of the match). Normal calculations are performed to determine the base amount of DNA earned, and a bonus of either 2, 3, or 4 times the DNA is applied to the drop.

Super serum.pngSuper Serum[edit | edit source]

Every Level up will grant the player 5 Super Serums.

The following equation explains the amount of super serum awarded at the end of each round: A + round(B • 0.45) where A is 1 if the player made at least one kill and B is amount of minutes survived in the game.

Super dna magnet-sharedassets0.assets-51.pngSuper Magnets[edit | edit source]

Super Magnets are awarded every time you level up (after level 5). They no longer drop randomly from matches and are now capped at 99 per player, players with more than 99 at time of update will keep all of their magnets, but they will not be granted more until they drop below 99 again.

Customizations[edit | edit source]

Customizations are awarded every time you level up.

To determine the rarity of a customization, a random roll from 0 to 100 is performed. The following results will produce a customization of the respective rarity.

All possible level up drop items are listed here; Level Up Item Drop Pool

Customization Rarity
Roll (from 0-100) % Chance Customization Rarity
0-2 2.97 Legendary
3-10 7.92 Epic
11-30 19.8 Rare
31-58 27.72 Uncommon
59-100 41.58 Common

The item chosen can be from any customization category. If the player already owns the randomly selected cosmetic, the roll will be made a second time on the same rarity to potentially avoid giving the player a duplicate item.[verify]. Duplicate items are converted into Carl Coins