# Species, Type, Class

There are **42 Fantomon Species in Generation 1**. Each Species belongs to a Type:

<mark style="color:blue;">**Aqua**</mark>**,&#x20;**<mark style="color:red;">**Chaos**</mark>**,&#x20;**<mark style="color:purple;">**Cosmic**</mark>**, Demon,&#x20;**<mark style="color:purple;">**Fairy**</mark>**,&#x20;**<mark style="color:yellow;">**Gunk**</mark>**,&#x20;**<mark style="color:orange;">**Mineral**</mark> or <mark style="color:green;">**Plant**</mark>

Every Fantomon Species has a Class: <mark style="color:blue;">**Relic**</mark> or <mark style="color:orange;">**Ancient**</mark>. All but 5 Species in Generation 1 are <mark style="color:blue;">**Relics**</mark>. There are only 5 <mark style="color:orange;">**Ancients**</mark>: <mark style="color:blue;">**Shelfy**</mark>**,&#x20;**<mark style="color:red;">**Kazaaba**</mark>**,&#x20;**<mark style="color:purple;">**Jixpi**</mark>**,&#x20;**<mark style="color:orange;">**Relixia**</mark>**&#x20;and&#x20;**<mark style="color:green;">**Grongel**</mark>. *Only Ancient Fantomons can "morph" at level 50.*

## Species by Type

### Starters

* <mark style="color:blue;">**Larik (Aqua Starter)**</mark>
* <mark style="color:red;">**Gretto (Chaos Starter)**</mark>

### <mark style="color:blue;">Aqua</mark>

* **Exotius**
* **Waroda**
* **Flamphy**
* **Buui**
* **Jilius**
* **Octmii**
* **Starfy**
* **Luupe**
* **Milius**
* **Shelfy&#x20;**<mark style="color:orange;">**(Ancient)**</mark>

### <mark style="color:red;">Chaos</mark>

* **Ephisto**
* **Kazaaba&#x20;**<mark style="color:orange;">**(Ancient)**</mark>

### <mark style="color:purple;">Cosmic</mark>

* **Xatius**
* **Tapoc**
* **Slusa**
* **Cosmii**

### Demon

* **Decro**
* **Merich**
* **Zeepuu**

### <mark style="color:purple;">Fairy</mark>

* **Huffly**
* **Munsa**
* **Fenii**
* **Fleppa**
* **Mii**
* **Jixpi&#x20;**<mark style="color:orange;">**(Ancient)**</mark>

### <mark style="color:yellow;">Gunk</mark>

* **Kaibu**
* **Koob**
* **Woobek**
* **Googa**
* **Piniju**
* **Gubba**
* **Belkezor**

### <mark style="color:orange;">Mineral</mark>

* **Meph**
* **Relixia&#x20;**<mark style="color:orange;">**(Ancient)**</mark>

### <mark style="color:green;">Plant</mark>

* **Shrooto**
* **Sphin**
* **Rooto**
* **Icaray**
* **Brutu**
* **Grongel&#x20;**<mark style="color:orange;">**(Ancient)**</mark>

## **Probability of Minting Each Type**

| Type                                           | # Species | Mint Probability            |
| ---------------------------------------------- | --------- | --------------------------- |
| <mark style="color:blue;">**Aqua**</mark>      | 10        | 32%                         |
| <mark style="color:red;">**Chaos**</mark>      | 2         | 3.2% (halved from 6.4%)     |
| <mark style="color:purple;">**Cosmic**</mark>  | 4         | 3.2% (quartered from 12.8%) |
| **Demon**                                      | 3         | 9.6%                        |
| <mark style="color:purple;">**Fairy**</mark>   | 6         | 4.8% (quartered from 19.2%) |
| <mark style="color:yellow;">**Gunk**</mark>    | 7         | 22.4%                       |
| <mark style="color:orange;">**Mineral**</mark> | 2         | 1.6% (quartered from 6.4%)  |
| <mark style="color:green;">**Plant**</mark>    | 6         | 19.2%                       |

How were each of these probabilities calculated? **3.2%** was first allocated to each **Species**. So, for <mark style="color:blue;">**Aqua**</mark> (with 10 species) 3.2%\*10 = 32% chance to mint an <mark style="color:blue;">**Aqua**</mark>. Then, certain rare **Species** (<mark style="color:red;">**Chaos**</mark>, <mark style="color:purple;">**Cosmic**</mark>, <mark style="color:purple;">**Fairy**</mark> and <mark style="color:orange;">**Mineral**</mark>) had their probabilities halved or quartered. All base probabilities for **Types** add up to **96%**, and the remaining **4%** is allocated based on your Trainer's **Class** and **Homeworld**. See [Trainer Card Impact on Fantomon Mint](/fantomon-cards/trainer-card-impact-on-fantomon-mint.md) for more information.

## Probability of Minting each Class

Class is rolled as follows:

* Once a **Type** is rolled, a **Class** is rolled based on that **Type**
* Of course, if Type has no <mark style="color:orange;">**Ancients**</mark>, then <mark style="color:blue;">**Relic**</mark> is chosen
* If **Type** does have an <mark style="color:orange;">**Ancient**</mark>, then **Class** is rolled as follows:
  * Base chances are: **84%&#x20;**<mark style="color:blue;">**Relic**</mark>**, 4%&#x20;**<mark style="color:orange;">**Ancient**</mark>
  * The remaining **12% is allocated** based on **Trainer Class, Homeworld** and **Rarity**
  * <mark style="color:blue;">**Chances to roll an Ancient after rolling Aqua Type is divided by 5**</mark>
  * <mark style="color:green;">**Chances to roll an Ancient after rolling Plant Type is divided by 3**</mark>

These tweaks for <mark style="color:blue;">**Aqua**</mark> and <mark style="color:green;">**Plant**</mark> were implemented because with so many **Species** in those **Types**, each **Species** is already allocated a low percentage, so the 1 <mark style="color:orange;">**Ancient**</mark> in that **Type** would end up with similar roll % as the other **Species** of that **Type**.


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