Defeat the other squad's fighters. A team left with only its Miners loses, so Miners on their own can't save you.
Battle
Recorded in the game.
02 / 11
The draft
Ten picks in snake order. You never take more than two of one class, and your two Miners join automatically. In PvP each pick has a 20-second clock.
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You · APicks firstOpponent · BActs first in battle
Player B acts first in battle to offset A's first pick.
The draft
Recorded in the game.
03 / 11
Deploy
Place your five picks anywhere in your 22-tile start zone. The opponent can't see where you put them, and you can't see theirs. In PvP you get 60 seconds. Your Miners start beside your home crystal.
YouYour zone, in blueOpponentHidden
Deploy
Recorded in the game.
04 / 11
The reveal
Both squads appear at once. Now you find out what they drafted and where they're standing. Everything you guessed during deploy gets graded here.
The reveal
Recorded in the game.
05 / 11
Your turn
Choose one of your ready units, then move and act in either order. You can also forge on your turn; it doesn't use an action. Players alternate, and each unit acts once per round, unless the Mutagenist set's Haste Tonic lets it act again. When one side runs out of ready units, the other finishes the round.
??
Your turn
The strip shows who acts next. A "?" is a unit nobody has chosen yet.
Battle
Recorded in the game.
06 / 11
Abilities and resources
Every fighter class has a basic attack, a special that costs its resource (energy, mana, rage, focus or reagents) and a passive. Specials are the swing moves. Spend them where they count. The Miner has only its pickaxe and its Prospector passive.
Assassin
Recorded in the game.
Blink SlashSpecial50 energy
Dash up to 4 tiles in a straight line, damaging every enemy in the path. A Squire's Bulwark stops the dash.
01 / 05
Squire
Rage
Spear ThrustBasic
Shield SlamSpecial50 rage
FortifiedPassive
Assassin
Energy
Dagger SlashBasic
Blink SlashSpecial50 energy
BackstabPassive
Data Shaman
Mana
Fire StrikeBasic
Fire StormSpecial50 mana
ClarityPassive
Archer
Focus
LongbowBasic
Arrow RainSpecial60 focus
Pinning ShotPassive
Alchemist
Reagents
Acid FlaskBasic
ElixirSpecial50 reagents
Field MedicPassive
Miner
No resource
Pickaxe StrikeBasic
ProspectorPassive
07 / 11
Crystals and the forge
Each side starts with 5 crystals, enough for one piece. Your Miners mine the rest. Small nodes give 2 crystals a swing for 4 swings; large nodes give 3 a swing for 5 swings. Prospector: each turn a Miner doesn't swing (walking counts), it stores +1 crystal, up to 3. Its next swing at a node adds them all. Hitting an enemy keeps them stored.
Miner
Recorded in the game.
The forge
Every fighter has four gear slots: weapon, head, body and feet. A piece is its slot's material plus its set's material, then a 1-crystal fee: 5 crystals in all. A forged piece gives 25% more than its two materials. Forge for any of your fighters on your turn. It doesn't use an action. Replace a piece and you get half its crystals back, rounded down. Gear adds at most +2 move. Miners can't wear gear.
Each slot's material
2crystalsWeaponPower Core+12 attack power
2crystalsHeadCapacitor Bank+15 max resource
2crystalsBodyCooling Gel+100 max health
2crystalsFeetQuantum Chip+1 move
Recorded in the game.
08 / 11
Gear sets
Each fighter class has three sets, 15 in all. Two pieces of one set unlock its first bonus; four unlock its second. You can mix: two pieces of one set and two of another turn on both first bonuses. In battle, each unit's row in the team panel shows its four slots and a chip for every set it wears.
Squire · Vanguard
Recorded in the game.
Lance Charge4-piece
Shield Slam becomes a charge: dash up to 3 tiles in a straight line to an enemy, then slam it. Can't charge while Pinned, and a Squire's Bulwark can only be slammed from next to it.
01 / 03
Squire
Swipe for all three →
Sentry
Protects a squishy back line
Sentry Lance, weapon
Sentry Helm, head
Sentry Plate, body
Sentry Greaves, feet
2 piecesWatchful
Fortified reaches 3 tiles (from 2).
4 piecesIntercept
Once per round, when an enemy hits an ally within 2 tiles, the Sentry takes the hit instead, with its own defense.
Berserker
Damage carry
Berserker Lance, weapon
Berserker Helm, head
Berserker Plate, body
Berserker Greaves, feet
2 piecesBloodrage
+25% Spear damage while below half health. Rage from hits is doubled.
4 piecesRampage
Spear heals the Berserker for 30% of the damage it deals, and also hits one enemy next to the target for half damage.
Vanguard
Engage and lockdown
Vanguard Lance, weapon
Vanguard Helm, head
Vanguard Plate, body
Vanguard Greaves, feet
2 piecesMomentum
Spear deals +20 damage for each tile the Squire walked this turn before attacking, up to +60.
4 piecesLance Charge
Shield Slam becomes a charge: dash up to 3 tiles in a straight line to an enemy, then slam it. Can't charge while Pinned, and a Squire's Bulwark can only be slammed from next to it.
Assassin
Swipe for all three →
Wraith
Executioner
Wraith Blade, weapon
Wraith Hood, head
Wraith Garb, body
Wraith Treads, feet
2 piecesIsolation
Backstab also triggers when the target has no ally within 2 tiles.
4 piecesExecute
Dagger Slash deals +50% damage to targets below 40% health. A kill refills energy.
Reaper
Attrition and anti-heal
Reaper Blade, weapon
Reaper Hood, head
Reaper Garb, body
Reaper Treads, feet
2 piecesLacerate
Dagger Slash applies Bleed: 25 damage at the start of the target's turn for 2 turns, stacking up to 3.
4 piecesHemorrhage
Blink Slash makes every enemy it passes Bleed. Bleeding enemies receive 50% less healing.
Shadow
Mobility and escape
Shadow Blade, weapon
Shadow Hood, head
Shadow Garb, body
Shadow Treads, feet
2 piecesSlip
Blink Slash reaches 1 tile further, and the Assassin can still walk after it.
4 piecesVanish
After a kill, the Assassin is Hidden through its next turn: enemies can't single it out (area attacks still hit), and its Dagger Slash always counts as a Backstab.
Data Shaman
Swipe for all three →
Hexer
Shuts down enemy carries
Hexer Staff, weapon
Hexer Hood, head
Hexer Robe, body
Hexer Boots, feet
2 piecesFeedback
Fire Strike drains 10 of the target's mana, rage or energy and gives it to the Shaman.
4 piecesStatic Field
Fire Storm costs 90 mana (from 50) and Silences the enemy at its centre for 1 turn: it can't use its Special.
Pyromancer
Damage-over-time carry
Pyromancer Staff, weapon
Pyromancer Hood, head
Pyromancer Robe, body
Pyromancer Boots, feet
2 piecesKindling
Fire Strike applies Burn for 1 turn.
4 piecesWildfire
Burn stacks up to 3 and deals 50% more. When a Burning unit dies, its Burn spreads to its adjacent allies.
Void Arcanist
Grouping and burst
Void Arcanist Staff, weapon
Void Arcanist Hood, head
Void Arcanist Robe, body
Void Arcanist Boots, feet
2 piecesOverclock
Clarity triggers on 50% of turns (from 25%) and restores 20 mana (from 15). Fire Storm costs 10 less mana.
4 piecesSingularity
Fire Storm pulls every enemy in its area 1 tile toward the centre before it hits, and its hits ignore flat defense.
Archer
Swipe for all three →
Deadeye
Sniper carry
Deadeye Bow, weapon
Deadeye Cap, head
Deadeye Quiver, body
Deadeye Boots, feet
2 piecesSteady Aim
If the Archer hasn't moved this turn, the Longbow reaches 1 tile further.
4 piecesHeadshot
Longbow hits from 5 or more tiles get +15% crit chance and ignore flat defense.
Frost Stalker
Area lockdown
Frost Stalker Bow, weapon
Frost Stalker Cap, head
Frost Stalker Quiver, body
Frost Stalker Boots, feet
2 piecesChill
Pinning Shot chance rises from 25% to 40%. Pinned enemies take 15% more damage.
4 piecesDeep Freeze
Arrow Rain Pins every enemy it hits (from a 15% chance).
Skirmisher
Self-peel against divers
Skirmisher Bow, weapon
Skirmisher Cap, head
Skirmisher Quiver, body
Skirmisher Boots, feet
2 piecesPoint Blank
The Longbow can shoot adjacent enemies, and knocks them back 1 tile.
4 piecesOverwatch
Once per round, when an enemy walks within 3 tiles, the Archer shoots it at once for 30% damage, with a 50% chance to Pin it where it stands.
Alchemist
Swipe for all three →
Herbalist
Sustain
Herbalist Flask, weapon
Herbalist Mask, head
Herbalist Coat, body
Herbalist Boots, feet
2 piecesRemedy
Field Medic heals 80 (from 50).
4 piecesRegrowth
Elixir also heals allies next to the target for 150, and gives everyone it heals Regen: 60 health at the start of their next 2 turns.
Plague Doctor
Debuffs and anti-heal
Plague Doctor Flask, weapon
Plague Doctor Mask, head
Plague Doctor Coat, body
Plague Doctor Boots, feet
2 piecesContagion
Acid Flask also Corrodes enemies next to the target.
4 piecesMiasma
Corroded enemies take 40 poison damage at the start of their turn and receive 50% less healing.
Mutagenist
Carry enabler
Mutagenist Flask, weapon
Mutagenist Mask, head
Mutagenist Coat, body
Mutagenist Boots, feet
2 piecesPotent Tonic
Elixir's Invigorate gives +40 attack and ability power (from +25) and +1 Move.
4 piecesHaste Tonic
Once every 3 turns, an Elixir on an ally that already acted this round lets it act again. It's healed as usual.
09 / 11
Status effects
Statuses show on a unit's portrait in the HUD. Learn these and the board starts reading itself.
Burn
50 damage a turn and −25 defense.
Corroded
Takes 20% more damage.
Stun
Loses its turn.
Pinned
Can't move, but can still act.
Fortified
The Squire's aura: allies within 2 tiles take 20% less damage and can't be backstabbed.
Invigorated
+25 attack and ability power.
Prospecting
A Miner's stored crystals, up to 3. Its next swing at a node adds them all.
10 / 11
Counters
Who beats whom. The draft marks the same thing on every portrait, so draft against what they've already taken. The Miner has no counters.
SquireStrong vs AssassinWeak vs ShamanWeak vs Archer
AssassinStrong vs ShamanStrong vs ArcherStrong vs AlchemistWeak vs Squire
Data ShamanStrong vs SquireWeak vs AssassinWeak vs Alchemist
ArcherStrong vs SquireStrong vs AlchemistWeak vs Assassin
AlchemistStrong vs ShamanWeak vs ArcherWeak vs Squire
11 / 11
Playing online
vs Player matches you with the first player waiting. Turns are 45 seconds, and the clock turns red for the last 10. Miss three turns in a row and you forfeit. Drop out and you have 30 seconds to reconnect. vs Sim has no clock at all.