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Real players

PvP and Challenges

Every way to fight other players, and the challenges you take on alone.

Four ways to win at 3 vs 3

  • Crystal Rush

    Crystals appear in the middle. Carry them; a fall drops them all. Hold 10 for 15 seconds to win.

  • Bounty

    Every takedown gives stars, more for a hero on a streak. Most stars after two minutes wins.

  • Hold the Zone

    Stand in the zone without enemies to fill your bar. The first team to 100% wins.

  • Knockout

    No coming back: take out the whole enemy team to win the round. Best of three; the Blood Mist closes after 45 seconds.

Unranked

Unranked is PvP for fun with your own hero: your three abilities from the Spellbook at their own levels, your gear and your talents. There is no draft and no rating.

Find Match searches real players of about your power, so a new hero is not thrown against a fully geared one; when nobody is found after a short wait, bots at your power fill the places. "Play Against Bots" skips the search. Unranked needs a connection.

Power counts your gear and the levels of your three abilities. A hidden score of your Unranked results sets how well the bots play.

Wins pay gold, experience and Honor. Potions and bombs stay at home: PvP has no supplies.

Ranked

In Ranked only skill counts. Both sides draft from the same pool with bans, wear arena gear of the same strength and play every ability at the same level.

That level grows with your rank: a Recruit plays the plain abilities, a Fighter and a Veteran level 10 with their first effect, a Champion and a Legend level 20 with both. Health follows, so fights last as long at every rank.

Ranked has two ratings, 1 vs 1 and 3 vs 3. It opens after your first Arena match.

The Draft

Before a Ranked match or a Brawl both sides pick their abilities from one shared pool: all 60, a tab per category (some Brawls deal or narrow it). A picked card is gone for the other side.

The order is a snake: A, B, B, A, A, B, three picks each. Each pick has a timer; when it runs out, your selected card is taken, otherwise a random one.

Your weapon is no pick: change it at any time until the draft ends. Any three abilities make a valid loadout. A good pick mixes damage with something to survive or to hold the enemy.

Tap one of your loadouts at the top and the draft picks from it on your turns, in its order, skipping what is banned or taken. Its weapon comes along. Tap it again to pick by hand; bans stay yours.

Bans

From your second match on, each side first bans one ability. A banned card is crossed out for both sides.

Ban what beats your plan, or what you least want to face.

Arena Fights

One against one until a fighter falls. There is no regeneration: health only comes back through abilities.

After about a minute the Blood Mist closes in from the edge and hurts everyone outside the circle. Exhaustion weakens all healing and shields over time, so no fight lasts forever.

Every match pays gold, experience and Honor. In Ranked a win raises your rating and a loss lowers it; Unranked has no rating. Giving up pays nothing.

Ratings and Rankings

Ranked 1 vs 1 and Ranked 3 vs 3 each have a rating per season. It starts at 1,000 and moves with every Ranked match: beating a stronger side brings more, beating a weaker one less.

Ratings form ranks: Recruit, Fighter, Veteran, Champion and Legend. Your Dungeon Rating adds up the best run of the season in every dungeon.

The Rankings show the best real players of the season on the server, never bots, and your own place. They need a connection; offline you see only your own line.

The Weekly Brawl

Every week the Brawl twists the arena rules: halved cooldowns, random abilities, glass cannons, weapons only, a living arena or two against two with random abilities.

A Brawl is an online arena match against players near your rating; a bot fills in when nobody comes. Start it from the PvP tab or the Challenges. It never touches your rating.

Every match pays a little gold and Honor, and 3 and 7 wins a week open a Brawl chest. Wins count for the arena quests, the guild and the Season Path.

Honor and Arena Gear

Honor comes from PvP matches, the Brawl and Survival. Spend it with the quartermaster in the Arena Gear panel.

Arena gear counts only in Ranked, the tournament, the Brawl and Survival; Unranked uses your own gear. Every style is equally strong: Fury for physical damage, Sorcery for spells, Warding for survival. It is a choice of play style, not an upgrade.

2 vs 2

2 vs 2 is Unranked: every hero brings its own three abilities at their own levels, its gear and its talents. There is no draft and no rating.

Find Match looks for real players first; after a short wait bots fill the free places. Only a friend room of 2 vs 2 drafts.

A team loses when both its heroes are down. The arena rules apply, on a larger map.

3 vs 3

Three against three in four modes with a goal of their own. Each mode plays on two maps.

Unranked 3 vs 3: your own three abilities at their own levels, no draft and no rating. Pick a mode or "Any Mode". Real players come first; bots fill the free places after a short wait.

Ranked 3 vs 3: a team draft with one ban per team, then every hero picks three abilities in turn, all at the level of your rank. The mode is drawn at random, and the match counts for your 3 vs 3 rating.

Bushes hide a hero from enemies farther than three meters, until it fights. Jump pads throw you over walls and water. Tap the minimap to send your bot allies there.

Wins in a row raise the gold: +10% per win, up to +50%.

Battlefield

Five against five around three capture points. Stand alone in a circle to take it; held points add to your team's score.

The Battlefield is Unranked: your own three abilities at their own levels, no draft and no rating. Real players come first; bots fill the free places after a short wait.

The first team to 500 wins, or the leader after eight minutes. The fallen return at their base after a few seconds.

Crystal Rush

A crystal appears in the middle every few seconds. Walk over it to carry it.

A team that carries 10 crystals, more than the other, starts a 15-second countdown and wins when it runs out. A fall drops all the crystals a hero carried: protect your carriers.

Daily Tournament

Once a day: you and seven bot fighters in a knockout bracket, from the quarterfinal to the final. Each of your matches is a Ranked draft with bans, every ability at the level of your rank, in arena gear.

A defeat ends your run. The better your place, the bigger the reward on top of the match rewards. The tournament never touches your rating. A new one starts every day.

Online

Your progress lives on the server: gold, items, levels and everything you earn. Without a connection only the training ground is open; everything else waits until you are back online.

Every fight with other heroes looks for real players first. Unranked 1 vs 1, 2 vs 2, 3 vs 3 and the Battlefield match you by the power of your own hero; Ranked 1 vs 1 and 3 vs 3 run the draft and bans at the level of your rank, with a rating per season. When nobody is found after a short wait, bots fill the empty places, at the strength of the players they meet. They are marked with the bot icon.

Dungeons and the raid can be played online too: "Play Online" on their preparation finds a group, and bots take the places nobody fills. A friend match is a private room without rating: create one, share the five-letter code, and start when your friends are in. Your account is made on this phone the first time you go online.

Bounty

Every takedown gives your team the stars on the fallen hero's head.

A hero starts with one star; every takedown it makes adds one, up to five, and a fall resets it. After two minutes the team with more stars wins.

Hold the Zone

Stand in a zone with no enemy inside to fill your team's bar. With both teams inside, nothing moves.

The first team to 100% wins; after three minutes the fuller bar wins. On Twin Shrines each zone counts on its own.

Knockout

No coming back: a fallen hero waits for the next round. Take out the whole enemy team to win the round.

Best of three rounds. After 45 seconds of a round the Blood Mist closes in; after 90 seconds the team with more health wins it.

Tower of Trials

Climb floor after floor on an arena map against enemies from every dungeon. Each run starts from nothing: 1,000 health, your weapon and the roll, no gear, no talents and no supplies.

Before the first floor pick one of three abilities. After each floor you heal a quarter of your health and pick a boon: a new ability while you have fewer than three, an Empower of one you have (ten levels more: "+" at level 11, "++" at level 20) or a blessing.

Every fifth floor a guardian waits. The run ends when you fall. Gold, experience and materials come for every floor cleared, and the week's best floor counts on the leaderboard.

Survival

Hold out against wave after wave in the arena, under arena rules: three abilities at level 20, your arena gear, no supplies.

The next wave comes when the last enemy falls, at the latest 40 seconds after the wave began. Every fifth wave is an elite wave. Between waves you heal a little.

Every wave you survive pays gold, Honor and experience. The week's best wave counts on the leaderboard.