Section 09
Which pets to build, which to skip, and why Pet Food and Wild Marks call for opposite strategies.
Pets unlock sequentially — each one requires the previous at a set level. You can't skip ahead to the good ones, but you also don't need to max the early ones. Clear the gates with the minimum, then bank.
| Pet | Gives | Verdict |
|---|---|---|
| Cave Hyena | Construction speed | First. Maps directly onto the constraint every account has. City skill still needs a manual tap — the patch only automated combat skills. |
| Musk Ox | Instant resource gathering | Second, to level 15. That's the hard gate for Giant Tapir — being stuck behind it later costs more than the marks now. |
| Giant Tapir | Gated behind Musk Ox 15 | Clear the gate, don't over-invest. |
| Snow Leopard | Combat | The standard free-to-play bank target. Once you have it, the hoarding phase is over — pour marks in. |
| Cave Lion | +10% attack to all troops at max | Alternative bank target. A passive that applies everywhere. |
| Iron Rhino | Rally capacity up to +150,000 for 2 hours, 20-hour cooldown | Close to mandatory for rally leaders. More capacity means more allied troops in one hit — it changes what your rallies can do, not just your numbers. |
| Snow Ape | Squad / march capacity | Solid, situational. |
| Giant Elk | Unearths a random item, 1–2 day cooldown | Skip. No combat utility at all. |
Combat skills now fire automatically when squads deploy, calculated at their level at the moment of deployment — so feed your pets before registering for an event, not after. No more wasted cooldowns from forgetting to tap.
City skills still need manual triggering from the pet menu. Cave Hyena's construction buff is the one people forget, and it's free value every single day.
In the Labyrinth, pet skills activate automatically in both Gaia Heart and Cave of Monsters.
Separate system, same principle: the cost is stamina, not troops.