WikiRaising chao
Chaos Chao
The immortal form. Three lifetimes and every animal in one of them, for a chao that stops dying, with every grade a rank higher and every graft shed.
Updated
A Chaos Chao does not age out. It has no seventh day, no final cocoon and no rebirth. It is the longest project in the game and the only one that ends in something permanent.
The rule
Two conditions, both checked at the cocoon:
- Generation 3 or higher. The chao must have reincarnated twice. A fresh chao is generation 1 and each rebirth adds one.
- Every one of the 21 animals, given in its current life, since its most recent rebirth.
Meet both and the ascension is guaranteed. There is no roll and no hidden requirement.
The catch
The animal roster resets on every rebirth.
Feeding a chao all 21 animals across its first and second lives counts for nothing. You need all 21 within the single life that ends in the ascension cocoon, which is the third life at the earliest.
A real attempt looks like: raise a chao, let it reincarnate twice, then in that third life, before the seven days are up, give it one of each of the 21 animals.
What you get
Immortality. The adult timer stops mattering. A Chaos Chao never reincarnates and never dies.
Every grade a rank higher. A normal evolution sharpens one stat by a single
grade letter, either the type it evolved into or stamina for a normal chao. A
Chaos ascension raises all five, capped at S. A chao arriving at generation 3
has already had two grade bumps carried through its rebirths, so this is often
the step that finishes an S-grade sheet.
A permanent accent, decided by alignment at the moment of ascension:
| Alignment | Form | Accent |
|---|---|---|
| Neutral | Light Chaos | A radiant orb of light |
| Hero | Angel Chaos | A halo at full bloom |
| Dark | Devil Chaos | Red-orange fire, double-width |
The accent is part of the form rather than the floating ball a normal chao carries and loses. It is never tinted by the chao’s stats the way an ordinary ball, halo or spike is: these three are the mark itself.
⚠️ Two of the three share a shape with something else and are told apart by degree. The Angel’s halo is the hero halo at full glow against an ordinary hero’s 20%, and the Devil’s fire is the half-fish’s flame in red-orange at double the width. A slim blue flame over a chao’s head is a half-fish modifier, not a Devil.
The eyes change too: a Chaos Chao ignores the eye genes and the hero/dark override, and wears a solid glowing oval on a transparent field — green for the Light, blue for the Angel, gold for the Devil — with no sclera and no eyelid, so it is always wide open.
Every graft shed. Ascension strips all grafted animal parts, and the chao wears its own form and nothing else. Reaching a Chaos Chao requires being given every animal in the game, so the chao that ascends is by definition the one most thoroughly covered in wings, horns and tails, and it drops all of them in the cocoon.
Choosing which one
Alignment is read at the cocoon, and only Hero Fruit and Dark Fruit move it, at +15 and -15 on a scale from -100 to +100. The thresholds are +30 for hero and -30 for dark, with anything between counting as neutral.
- Angel Chaos: reach +30 or higher. Two Hero Fruit is enough from neutral.
- Devil Chaos: reach -30 or lower. Two Dark Fruit.
- Light Chaos: feed neither.
Alignment resets on rebirth, so the third life always starts from neutral. Light Chaos is what you get by not intervening.
Planning the run
Track the roster. Twenty-one animals is more than it sounds when they arrive one at a time from mini-game prizes, and one you have forgotten costs the whole life.
Watch the seven days. The final life runs on the ordinary adult clock: seven days of active garden time, aging more slowly while the game is closed. Every animal has to land inside that window.
Take the stat hits. A full sweep means eating every negative delta. This matters less than it looks, because the ascension raises every grade and grade multiplies all future gains.
Do not sculpt first. Ascension sheds the parts and re-forms the body, so second-evolution work during the third life is discarded by the cocoon. Sculpt in lives one and two, and use the third for the roster.
Carrying an element
A Chaos Chao keeps an element earned before it ascended — the body stays Chaos and the element is carried inside the Chaos accent itself: a Light Chaos Chao’s orb, an Angel’s halo, a Devil’s flame. It also fights with that element’s moves, so a fire Devil has all eight fire moves.
The orb dims for the three elements it contains — water, ice and earth — so its own near-white core does not blaze straight through a translucent guest. Ice dims it furthest.
A fire Devil is the one pairing that holds nothing. A flame cannot be nested inside a flame — a small fire inside the Devil’s own would be invisible — so it takes the only register a flame has left and burns bigger: the largest flame in the game.
⚠️ The order is irreversible. A Chaos Chao cannot reincarnate, so it can never earn an element afterwards. The element has to come first, which means planning it two lives ahead of the ascension rather than discovering it after.
Related
- Elemental chao: the rite that has to happen first.
- Chao forms: all three Chaos Chao, turnable.
- Evolve: all three on a live model — press ✦ Chaos, then pick the alignment. Give it an element to see the mark it carries.
- Animals: all 21, with the stat deltas.
- Life cycle: rebirth, generations, what carries over.
- Second evolution: for every adult that is not this one.