> For the complete documentation index, see [llms.txt](https://doc.pixotchi.tech/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://doc.pixotchi.tech/game-mechanics/attacks-and-defense.md).

# Attacks & Defense

Pixotchi PvP: attack rules and odds, the Fence defense, killing dead plants, and earning stars.

Pixotchi's PvP is deliberately underdog-friendly: you can only punch **up**, never down. It all happens from the **Ranking** tab.

<figure><img src="https://839080418-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9ZKqK3xpoNPWAfr9LDSn%2Fuploads%2FfUuK0R2W68EOFEzzXsrq%2Fattacks.webp?alt=media" alt="The plants leaderboard next to the attack dialog and its rules"><figcaption><p>Pick a target above you, check the odds and the PTS at stake, then confirm</p></figcaption></figure>

## Attacking

Tap the sword icon next to any plant ranked above you. The rules, enforced by the smart contract:

| Rule                | Value                                                                  |
| ------------------- | ---------------------------------------------------------------------- |
| Who can you attack? | Only plants of a **higher level** than your attacker                   |
| Attacker cooldown   | One attack per plant every **30 minutes**                              |
| Target protection   | A plant can only be attacked once per **60 minutes**                   |
| Win chance          | **31%** for the attacker                                               |
| The prize           | Winner takes **0.5% of the loser's PTS**                               |
| Restrictions        | Both plants alive, no active Fence on the target, never your own plant |

A few important truths:

* **Attacks never touch TOD.** Nobody can shorten your plant's life; only points move.
* **Losing stings twice.** A failed attack costs you 0.5% of *your* PTS, and your 30-minute cooldown is spent either way.
* **Why bother at 31%?** Because when you win, you take 0.5% of a *bigger* plant's score. Attacking up is how smaller gardens close the gap.

## The Fence

<img src="https://839080418-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9ZKqK3xpoNPWAfr9LDSn%2Fuploads%2FTKwIZP95wPnYQcR0rRLd%2FFence.png?alt=media" alt="Fence" data-size="line"> The Fence is the game's only defense item. While active, **all incoming attacks are blocked**.

* **Price:** 50 SEED per day of protection.
* **Duration:** 1 to 30 days, your choice, and you can extend an active fence anytime.
* **Limit:** you can't buy more fence-days than your plant has TOD remaining (protecting a plant that would die mid-fence makes no sense, so extend TOD first).
* A shield badge and countdown appear on your plant while it's protected.

{% hint style="success" %}
A fence prevents eligible incoming plant attacks while active. Compare its cost with the PTS you want to protect; it does not provide a guaranteed financial return.
{% endhint %}

## Kills, the graveyard game

When a plant's TOD hits zero it dies, and enters the danger zone. Under the leaderboard's **Dead** filter, *any* player with a living plant can **kill (burn)** it:

| Kill mechanics       |                                                                                                                                                                                                                                    |
| -------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Cooldown             | 1 kill per wallet per hour                                                                                                                                                                                                         |
| Killer receives      | **+1 Star** <img src="https://839080418-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9ZKqK3xpoNPWAfr9LDSn%2Fuploads%2FKsX2cWTcxB3QjPr3HbtP%2FStar.svg?alt=media" alt="" data-size="line"> (arcade currency) |
| Dead plant           | Burned, removed from the game permanently                                                                                                                                                                                          |
| The dead plant's ETH | **Automatically paid out to its owner.** Killing never steals rewards                                                                                                                                                              |

So death is a race: the owner can revive for 5 SEED (keeping all PTS!), but only if nobody burns the plant first. Reviving is cheap; being burned is forever.

## Stars

<img src="https://839080418-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9ZKqK3xpoNPWAfr9LDSn%2Fuploads%2FKsX2cWTcxB3QjPr3HbtP%2FStar.svg?alt=media" alt="Star" data-size="line"> Stars are earned exclusively by kills and spent in the Arcade. A star play of the Box Game has a 6-hour cooldown instead of 24, and SpinLeaf costs one star per spin. Active hunters keep their arcade spinning all day.

{% hint style="info" %}
Fence V2 configuration was checked on 12 September 2026: 50 SEED per day, with a configured maximum of 30 days. The purchase quote also enforces the plant’s lifetime and existing protection limits.
{% endhint %}
