Melee
Knight
The balanced line-holder. Nothing spectacular, never a wasted pick, and hard on Assassins.
A tactical 1v1 auto battler. Draft three units a round and counter the army the enemy is building.
The trailer
Draft, heroes, the Hollow and the blow at the end. Captured from the game, in your language.
How it plays
Every round is the same sequence: pick three times, then fight. The armies get bigger with every round.
Three times a round the game puts a pair in front of you. A fresh pair costs 20 coins, each one after that ten more.
Last round's units come back healed, the three new ones join them. In round five that is fifteen.
Both armies walk at each other. Whoever loses the round loses a life. At zero the match is over.
Units
From round two on you have watched the enemy army fight once. All of it comes back.
Melee
The balanced line-holder. Nothing spectacular, never a wasted pick, and hard on Assassins.
Melee
A slow wall with little damage of its own. Buys your ranged units the time they need.
Melee
Fast and fragile. Holds a flank, then blinks behind the enemy line and deletes the archers.
Ranged
Long reach, steady damage, almost no health. Devastating behind a wall, useless in front of one.
Ranged
Shorter range than an Archer but heavier hits. The mid-line compromise.
Ranged
Long range, brutal single-target damage, slow reload. The answer to anything armoured.
Ranged
Weak on its own. Its plague hits every enemy of the kind it strikes, and when it falls, every enemy of its killer's kind. The answer to an army of one unit.
Commanders
Heroes never step onto the battlefield. They bend the draft instead, with a passive that is always on, a tactical trick you can spend, and one ultimate per match. They get stronger by rarity, never by raw level.
Knight Commander · Melee
Forest Ranger · Ranged
Shadow Master · Assassins
Iron Guardian · Defense
Field Tactician · Combined Arms
Ash Commander · Aggression
Banner Marshal · Mixed Ranks
Campaign
Each territory rewrites one rule before you draft, and every one ends with a boss and a Hero. The rule is shown before you commit. Adapting to it is the whole point.
Kingdom
No modifier. Where you learn the loop.
Greenwood Forest
Ranged and fast units are 10% more effective.
Iron Mountains
Heavy melee gains 15% defence.
Ashen Volcano
All damage up 20%. Battles end fast.
Frozen Lands
Everything moves 15% slower.
Shadowlands
One enemy draft pick stays hidden from you.
Crystal Realm
Rerolls cost half. Coins flow faster.
After the Crystal Realm the Spire opens. Every floor is generated from its number, so floor 40 is the same fight for everybody. Every tenth floor is a boss, and the enemy gains a level every three floors.
The Arena