Gems and summoning
Gems buy summons, class changes and upgrades, and duplicates from summons are the only route to ascension. Here is every source we can trace, and what to spend them on.
Where gems come from
- Group bonus400 gems
Join the official Roblox group, like the game and favourite it. One-off, verified by a full beginner walkthrough.
Confidence: community
- Working codes300 to 1,000 gems each
Ten confirmed codes are worth 5,100 gems together. Each code works once per account.
Confidence: community
- QuestsScore dependent
Quests pay out gems, and the higher your score the more you earn.
Confidence: single
- Match resultsScore dependent
Kills and objectives move your end-of-match score, and score drives the payout. An AFK win is worth roughly 10 gems.
Confidence: community
A first-week spending plan
Start by banking every verified source before spending anything. The one-off group bonus and the confirmed codes together come to more gems than a week of match earnings, and unlike match earnings they expire. Only after that is it worth thinking about what the gems are for.
Then summon rather than switch class. Summoning produces duplicates, duplicates produce ascension, and ascension is the gate in front of evolution, which is the only progression step that changes what your units actually are. A class change is a one-off cost that alters your own commander's play style; useful, but it does not compound the way duplicate stock does.
The exception is a player who already knows they want a different class and has the duplicates they need. In that case switching early is fine, because the cost is paid once either way. What is worth avoiding is switching repeatedly while learning, since each switch quietly costs you a batch of summons you could have turned into ascension material.
Where gems go
- Summoning from the troop pool - the source of every duplicate you need for ascension.
- Changing your commander class, which is why the first class pick is worth thinking about.
- Recruiting and upgrading the troops that sit in your four-entry loadout.
Doing the gem maths
Stack the verified sources against each other and the priority order writes itself. The one-off group bonus is 400 gems for about a minute of work. The ten confirmed codes together are 5,100 gems, which is nearly ten times the group bonus for a similar amount of effort. Match earnings are the slow, repeatable source, and an AFK win paying roughly 10 gems shows how little the game rewards standing still.
That ordering matters because gems are the only route to duplicates, and duplicates are the only route to ascension. Spending gems on class changes early competes directly with summoning, and a class change is a fixed cost you pay once while summons are the thing that keeps feeding your roster. If you are deciding between the two in your first week, the summons are almost always the better buy.
- Codes first: 5,100 gems, one-off, and they expire. Claim them before anything else.
- Group bonus second: 400 gems, one-off, no downside, takes a minute.
- Matches third: score and objectives drive the payout, so playing the objective pays twice.
Gem FAQ
- How do I get gems fast?
- Do the one-off group bonus first: join the official group, like the game and favourite it for 400 gems. After that, match score and quests are the repeatable sources, and every working code is worth between 300 and 1,000 gems.
- Do I earn gems by going AFK?
- Barely. Creator testing puts an AFK win at around 10 gems, which is negligible next to actually playing the match and scoring.
- What are gems spent on?
- The summon pool, changing your commander class, and recruiting or upgrading the troops in your four-entry loadout.
- Should I save gems or summon immediately?
- Summoning is how you get duplicate copies, and duplicates are the only way to ascend. There is no separate currency for ascension, so early summons are progress rather than waste.
Summon odds, and why two sets are printed
These are the only published pull rates we could find, and they do not agree with each other. Command Center lists a full set; Pro Game Guides gives a single figure for the two best units, and it is less than half of Command Center's number. Printing both is more useful than picking the flattering one, because the practical advice does not change either way: at any of these rates you should treat a 4-star as a long-run goal funded by codes and match earnings, not as something you buy in one sitting.
| Unit | Stars | Command Center | Pro Game Guides |
|---|---|---|---|
| Spartan | 4 | 0.19% | 0.08% |
| Immortal | 4 | 0.19% | 0.08% |
| Samurai | 4 | 0.06% | not published |
| Berserker | 4 | 0.06% | not published |
| Crossbowman | 3 | 4% | not published |
| Scout Rider | 2 | 20% | not published |
| Mercenary, Spearman, Shieldman, Archer | 1 | 18.88% each | not published |
Two caveats worth carrying into the summon screen. Command Center's numbers add up to roughly 99.5%, which is what a real rate table looks like once rounding is applied, but neither site states where its figures were read from, so both are labelled single source here. And these are per-pull rates, not pity thresholds: no source has published a guaranteed-drop counter for this game, so there is no honest point at which we can tell you the next 4-star is due.