Put a durable card on the front
A tank, or a card with high HP and armor. It soaks the whole enemy row.
How the deck and a fight work
A deck of five cards stands in one row. You set it before the match — the server resolves combat. Here: how to start, where to place cards, what each role does, and how damage and rating are calculated.
First evening
The first minutes are not ranked. Build a deck and play one calm fight to see the line in motion.
In the hall or on the Market, claim the welcome set: 3 creeps, 7 uncommon heroes, and a guaranteed support. That is enough for a first five.
On the arena, tap “Build deck” and place five cards left to right. Autofill can make a five — then you can swap by hand.
Casual or bot: rating does not move. Watch who stands on the left (the front) and who takes the first hits.
After 3 training battles, ranked search unlocks. Until then, tweak the line and combos in peace.
Combos on the arena light up before you queue. If a link is active, the stats are already boosted — those numbers walk onto the table.
All five cards enter at once. There are no three phases and no turn-taking. One shared row until a side has no one left alive.
Order matters more than “a strong card anywhere”. A sturdy front holds the line. A fragile front lets the row collapse.
A tank, or a card with high HP and armor. It soaks the whole enemy row.
A carry on the front hits for half. Prefer seats 2–4: full damage to their front, without standing in yours.
A nuker hits the front like everyone else, then the enemy back for half. It does not need to stand on the right — the back strike works from any seat.
After hits, it heals the most hurt ally, not itself. Seat does not change healing — living as support does.
Roles are printed on the card. One card can wear several tags. Combat looks at specific keys: tank, carry, nuker, support.
Holds the front
Does not change the hit formula. Its power is HP and armor: it stays left longer and keeps the row from sliding. Put tanks on the front or just behind it.
Hits hard, not from the front
Hits the enemy front like everyone else. If the carry itself is the leftmost living card, its hit is halved (rounded up, at least 1). Do not feed it to the front.
Front + back
First it hits the leftmost living enemy. Then the rightmost living enemy, for half of that same math. If only one enemy remains, there is no second hit: front and back are the same card.
Heals after hits
Does not hit differently. After every round of hits, each living support heals the ally with the lowest current HP (not itself, not the dead). Heal does not revive and cannot pass max HP.
Tags like healer or babysitter help deck combos. In combat, only the support role heals. Creeps can be tanks or carries; support exists only on heroes.
Combat uses three numbers on the face. HP on the card = HP on the table, with no hidden multiplier.
Hit power. Higher means more pain to the front (and the back, if this is a nuker).
Cuts incoming damage: half the armor (rounded down) is subtracted from ATK. A hit never fully vanishes — the floor is always 1.
Life pool. At 0 the card leaves and the row shifts. The winner’s score is the remaining HP of their living cards.
Attribute, rarity, and the Counters list currently add no extra hit points. Rarity sets the stat budget on the template, not a free damage pip.
A hit is one-way: a card strikes a target and does not get a reply from the same stat swap. The reply is that card’s own turn.
Formula
damage = max(1, ATK + ramp − ⌊ARM / 2⌋)
The round ATK bonus does not start immediately — see rounds below.
Say the attacker has ATK 6 and the target has ARM 5, first round.
A round: all living cards hit in turn (yours and theirs alternate), then supports heal. Then the next round.
Base heal is 2 HP. Rounds 1–5 are full. Then every 5 rounds the heal drops by 1. At 0, healing stops — only hits remain.
From round 11, every 10 rounds all hits gain +1 ATK before armor. Long fights get meaner.
No more than 40 rounds. If the row freezes and nobody loses HP, combat stops and a tie-break runs.
Support does not spend its own HP to heal. It simply restores an ally after the hits.
The side with living cards wins when the opponent has none. Winner points are the sum of current HP on their living cards. The loser scores 0.
MMR moves only in ranked PvP. Bot, casual, and draws do not touch it. You start at 1000.
A win weighs more than a loss, so the pool slowly grows. Arena rank and bracelet travel with MMR. Collection rating is a separate table and is not tied to the fight.
Hit rules are the same. Stakes and rewards change.
No MMR and no card transfer. Use it to see the line. A win grants arena XP.
PvP with no rating. Arena XP to the winner, 1500 shards for a win. You can queue once the 5-card deck is ready.
The same fight, but MMR is written. Unlocks after 3 training battles. A win is +2 and 1500 shards, a loss −1 and 200. Cards do not change hands — a “play for a card” mode comes later.
A separate 10-card entry, a bracket, and place rewards. The table still uses the same line combat.
Links read the roles in your five. Several can be active at once — bonuses stack. Inside one link the best tier is taken, not the sum of steps. The effect is already baked into stats before you queue.
They light from tags in your five. Several at once is fine.
In the deck: support / healer
Саппорт в колоде бронирует всю команду
In the deck: tank / initiator + In the deck: carry / nuker + In the deck: support / healer
Танк, керри и саппорт в одной колоде — базовая живучесть
In the deck: disabler / initiator
Дизейблеры и инициаторы по колоде укрепляют всех
In the deck: nuker
Два нукера в любой позиции — общий урон
In the deck: escape
Карты с escape усиливают только себя (не всю команду)
Rare mixes on this line.
In the deck: pusher
Пушеры усиливают керри, но фронт теряет броню