Zodikin: Tamers of the Twelve
Tycho’s guides

Your first hour

Pick a sign, win the guided fight, make your first catch and set up your team.

Choose your sign

Zodikin starts with a choice: your zodiac sign. The sign you pick decides which three starters you are offered. Every sign has its own three.

There is no wrong pick. Look at the starters you like best, then check what their sign hits hard on the matchup chart.

The first fight

Lyra walks you through your first battle. Fights are turn-based: tap an attack to use it. The number on each attack shows how many uses it has left, so don’t spend your strongest one on a weak opponent.

  • Attacks either deal damage, boost your Zodikin, or weaken the opponent.
  • Backpack opens your items mid-fight.
  • Friends Help spends 1 Wishstar to call a friend’s free attack, and the enemy doesn’t hit back. It isn’t available in the Arena.
  • Run Away leaves a fight you can’t win.

Catching

Wild Zodikin can be caught mid-battle with the Catch button. Each attempt costs Kinstar, so weaken a Zodikin before you throw. When the catch lands you get to name it.

If your team is knocked out, a Sunspark wakes them up and puts them back in the fight.

Your team and ranch

Your ranch is home. The Zodikin you catch live there, and the Summoning Temple, Ascension Spire, Blacksmith, Wishing Well and Guild Hall are all a tap away. You can change your team from the ranch or straight from the map.

Zodikin level up as they fight, up to level 60. Their stats grow with every level.

What to do next

  1. Follow the quests: each one completed pays a Star Sigil.
  2. Visit the Summoning Temple. Your first visit gives you 10 Star Sigils, enough for a ×10 summon. How summoning works
  3. Fill your Collection albums. Each album is a set of Zodikin to catch, and finishing albums pays out prizes.
  4. When a Zodikin has duplicates, take it to the Ascension Spire.