Budget strategy for Draft and Auction
Draft gives you 50 credits for seven fighters. Auction gives you $50. They use the same scale, so a fighter's credit cost is a good guide to what they are worth in an auction too. This guide shows where the bargains are, using the game's real numbers.
What each tier costs
| Tier | Fighters | Average cost | Average rating | Rating per credit |
|---|---|---|---|---|
| SS | 27 | 10.1 | 97.0 | 9.6 |
| S | 45 | 7.6 | 89.7 | 11.8 |
| A | 45 | 5.8 | 84.0 | 14.5 |
| B | 27 | 4.6 | 77.3 | 16.7 |
| C | 12 | 2.8 | 63.2 | 23.0 |
Seven fighters on 50 credits works out to about 7.1 each. You cannot afford seven SS-tier fighters. A winning team is a few stars surrounded by well-chosen, cheaper fighters who fit their roles.
Best value: strong fighters for the price
Fighters rated 80 or higher, ranked by rating per credit. These are the ones that let you spend elsewhere.
| Fighter | Tier | Rating | Cost | Per credit | Signature role |
|---|---|---|---|---|---|
| Armin Attack on Titan | A | 84 | 4 | 21.0 | Tank |
| Mirko My Hero Academia | A | 81 | 4 | 20.3 | Damage |
| Zeke Attack on Titan | A | 81 | 4 | 20.3 | Vice-Captain |
| Reiner (Titan) Attack on Titan | A | 81 | 4 | 20.3 | Tank |
| Tsunade Naruto | S | 90 | 5 | 18.0 | Healer |
| Ulquiorra Bleach | A | 85 | 5 | 17.0 | Support |
| Byakuya Bleach | A | 85 | 5 | 17.0 | Captain |
| Hisoka Hunter x Hunter | A | 84 | 5 | 16.8 | Support |
| Gremmy Bleach | A | 83 | 5 | 16.6 | Support |
| Toshiro Bleach | A | 82 | 5 | 16.4 | Captain |
| Shinobu Demon Slayer | B | 81 | 5 | 16.2 | Healer |
| Illumi Hunter x Hunter | A | 81 | 5 | 16.2 | Support |
| Killua Hunter x Hunter | A | 81 | 5 | 16.2 | Support |
| Doflamingo One Piece | A | 81 | 5 | 16.2 | Captain |
| Dabi My Hero Academia | A | 81 | 5 | 16.2 | Damage |
Priciest for what you get
These cost the most relative to their rating. That is not a reason to avoid them, since abilities, tags and duo partners matter beyond the number, but they should have a clear job on your team.
| Fighter | Tier | Rating | Cost | Per credit | Signature role |
|---|---|---|---|---|---|
| Madara Naruto | SS | 96 | 11 | 8.7 | Captain |
| Luffy One Piece | SS | 97 | 11 | 8.8 | Captain |
| Gojo Satoru Jujutsu Kaisen | SS | 98 | 11 | 8.9 | Captain |
| Gol D. Roger One Piece | SS | 98 | 11 | 8.9 | Captain |
| Sukuna Jujutsu Kaisen | SS | 99 | 11 | 9.0 | Captain |
| Naruto Naruto | SS | 99 | 11 | 9.0 | Captain |
| Saitama One Punch Man | SS | 99 | 11 | 9.0 | Damage |
| Julius Black Clover | SS | 99 | 11 | 9.0 | Captain |
| Goku Dragon Ball | SS | 96 | 10 | 9.6 | Damage |
| Meruem Hunter x Hunter | SS | 96 | 10 | 9.6 | Captain |
| Blast One Punch Man | SS | 96 | 10 | 9.6 | Captain |
| Asta Black Clover | SS | 96 | 10 | 9.6 | Damage |
Draft tips
- Fit is worth a star's price. A perfect fit in the signature role adds +25. A cheaper fighter in the right seat can outscore a more expensive one in the wrong seat.
- Plan for duos. A pairing is worth +12, which is more than the gap between many neighbouring fighters. If one half comes up cheaply, look for the other.
- Don't blow the budget early. The reserve rule stops you getting stuck, but the cheapest fighters are far weaker than average. Leave room for at least one or two mid-priced picks.
- Use rerolls on bad boards, not good ones. Two rerolls per run are for draws where nothing fits.
Auction tips
In the live Auction, a fighter is on offer to both players and only one can have them. That changes the maths in a few ways.
- Anchor to the credit cost. It is a fair-price guide on the same scale as your $50. Paying well over it for a fighter needs a reason, such as a perfect fit or a duo partner you already hold.
- Every win is also a denial. A fighter you buy is gone from your rival for good. Sometimes pushing the price up on a fighter you don't want hurts them by draining their money. Be careful: it can leave you holding the fighter.
- The reserve rule shapes late bidding. Each player always keeps $1 for every empty slot. Your cap per bid shrinks as you fill slots, so your cheap picks are best taken early or late, not by accident in the middle.
- If your rival cannot raise, the lot sells at once. A bid that exceeds what they can afford ends it immediately. Knowing their remaining money tells you when a modest bid is enough.
- Passing is a move. A rival who passes on a lot concedes it to you at the current bid, so you can pick up value when they are conserving money.
- Think about roles as you win. You must place each fighter straight away, so the role fit hints on the placement buttons are part of your decision to bid.