How to play

Win your first match.

Eleven short sections. Read them, then go beat the Voidwarden.

Play vs Sim

01 / 11

The goal

Defeat the other squad's fighters. A team left with only its Miners loses, so Miners on their own can't save you.

The battle HUD: each squad's portraits, health and gear down its side, the turn order across the topBattle
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.

You · APicks firstOpponent · BActs first in battle

Player B acts first in battle to offset A's first pick.

Picking the Data Shaman from the draft rail, locking it in and placing itThe 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
Deployment: your placement grid in blue on the left, the opponent's hidden zone outlined in orange on the rightDeploy
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.

Both squads drop onto the board at once, then START MATCHThe 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.

Three turns with the full HUD: Blink Slash, Fire Storm pulling enemies together, then Arrow Rain, with the turn order strip at the topBattle
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.

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.

A Miner holding 3 stored crystals walks to a large node and swings: PROSPECTOR +3, +6 crystalsMiner
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
The forge on the Squire: Vanguard at two of four pieces with Momentum on, and the Vanguard Helm next for 5 crystals
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

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.

Your turn 0:45Opponent's turn 0:45Your turn 0:08
Each pick
20 seconds
Deploy
60 seconds
Each turn
45 seconds
Missed turns
3 in a row forfeits
Reconnect
30 seconds
vs Sim
No clock
The turn clock in its last seconds: ROUND 1, YOUR TURN 0:08, in redPvP
Recorded in the game.

Free · No wallet needed

That's the guide.

The Voidwarden has no clock. You have no excuse.