How to Play (Basics)
Deploy creatures and destroy all opponent creatures to win.
To play the game, you will need to create a deck first: Click on “Collections”, then “Create New Team”.
Once you have selected your Hero and Creatures, you may assign action cards to each individual creature. You can assign cards up to the amount you have, indicated by the number of “active” pips displayed below the cards.
Additionally, you can only assign one copy of a card per creature. This means no duplicates on any creatures!
Some card slots are multiclass, which means you can assign a card of a different class from the creature’s original class. This allows for a more diverse deck building experience.
Tip: You can also use the Search bar to filter the types of cards you want.
Once you are done assigning cards, save your deck to use it in PVP and Practice mode. Don’t forget to name your deck!
If you wish to change heroes for your deck, you can do so at any time during deck building or editing by clicking on the Summary button, then the Change Hero button.
Gameplay & Rules
- Each player will deploy a creature for free on their first turn.
- On turn 1, each player will start with 2 energy and gain 1 max energy per turn, up to a maximum of 10 energy.
- Energy may be spent by deploying creatures, using action cards, and performing Drag Attacks (explained further in the Creature Stats section). If you do not have enough energy, the action will not be performed, and an alert will appear.
- The Energy Cost to deploy a creature is always 1.
- The Energy Cost for using an Action Card is displayed on the card itself.
- The Energy Cost for doing a Drag Attack is displayed on the creature itself.
- Creatures have Attack (ATK), Defense (DEF), Magic (MGC), and Resistance (RES). When using a Physical Attack card, a creature’s ATK will be used against the target opponent creature’s DEF. Conversely, using a Magic Attack card will compare the attacker’s MGC against the opponent’s RES.
- Drag Attacks are Hybrid Attacks that use your creature’s ATK and MGC against the opponent’s DEF and RES combined. Choose your attack types wisely.
- Creatures also have a Critical chance (CRT). This determines the chance of any type of attack, physical or magical, resulting in a critical hit (1.5x damage).
- Most importantly, creatures have their own HP values. Once they reach 0 HP, they die and cannot be brought back, with the exception of Auto Revive.
Creature Passive Abilities
- All creatures have a passive ability (aka passives) associated with them. Be sure to check them out by clicking on your creature cards, and strategize your moves accordingly.
- You can also view the tooltips for each attribute in creature passives by hovering over the passives text.
- Action cards are cards that can be played using on hand energy. You always start the game with 5 action cards, but you may gain more by performing Drag Attacks.
- You are limited to drawing one card per creature per turn for Drag Attacks, and can draw up to 5 action cards per creature in each match. The number of cards remaining in each creature’s card pool is indicated in the creature’s card pool UI on the board.
- When you draw a card from performing a Drag Attack, a lock will appear on your creature’s deck, and you will not be able to draw another card from a second Drag Attack until the next turn.
- Action cards that allow your creatures to deal damage to opponent creatures may be canceled by dragging the action card back into your hand.
- Pro-tip: If you have a creature with the Dealer passive ability, you will gain an extra card when attacking.
Whenever a player plays an Action Card, the hero meter will begin to fill according to the Energy spent on the Action Card. When the hero meter is full, the player will draw a Hero Card, which the player may use to turn the tide of the battle. Hero Cards always cost 0 Energy and are very powerful.
Status effects may be applied through action cards, hero cards, or creatures’ passive abilities. There are positive status effects (buffs, blue icons) and negative status effects (debuffs, red icons) that can be applied to creatures. If a creature has Immunity, it will prevent the next debuff from being inflicted.
Only one armor type can be applied at any one time. Applying a new armor effect will overwrite any armor that is currently on a creature.
Some action cards and hero cards may affect multiple targets. If a card affects an Area, it means that the selected target and adjacent creatures on the board are affected. If a card affects a Team, it means all deployed creatures, either on the player or opponent side, will be affected.
Advanced Energy Gameplay
- If you don’t use all your Energy in a turn; up to 3 Energy will be “Banked” for your next turn.
- “Banked” Energy can only be used for Drag Attacks.
- If the Drag Attack costs more than the Banked Energy left; the Banked Energy is first consumed and the rest of the cost for the drag attack is taken from the main Energy pool.
- On the main PVP lobby, you may select a team you have created, or make a new one via the Collections button.
- After selecting a deck; click the Play button to start a PVP game. The game will attempt to search for a human opponent for you to play against in real time. If the game is unable to find an opponent, you may attempt another search by clicking on the Play button again.
- When playing games against human opponents, there will be a turn timer for both you and the opponent. If the timer goes to zero before you can click on the End Turn button, the game will switch to the opponent’s turn. If either player does nothing for three consecutive turns, they will forfeit the game.
- You can gain MMR (Matchmaking Rating) by winning games against human players. The game will try to match you against players with similar MMR. Players will enter different venues depending on their MMR relative to other players on the Leaderboards.