In this article, you can find answers to frequently asked questions about gameplay. Want to know about Bad Luck Protection? Not sure how control effects work? Want to find out more about main and secondary stats? You can find out in this article.
You begin your journey with the tutorial. Starting with the Campaign, you will progress through the game and unlock new mechanics and game modes.
You can find beginner's guides on our official YouTube channel. Also, you can always ask other players for advice in the game chat.
There are several ways to get emeralds:
- completing daily and ordinary quests,
- receiving Arena rewards,
- promoting heroes,
- obtaining rewards in the Tournament of the Elements,
- completing special events,
- making in-game purchases.
You get one point of energy every six minutes. Energy has a specific maximum value. When you reach it, energy stops accumulating. Initially, the maximum value is 60 points, but for each new team level, the maximum value increases by one, up to 190 at team level 130.
In addition, to get energy you can:
- complete daily Get free energy quests;
- collect rewards from the Daily Bonus tab;
- collect some free gifts on our official website;
- increase your team level (30 points for each new team level);
- use a special item called Bottled Energy;
- complete Emerald Waterfalls special event;
- exchange emeralds.
There are several ways to obtain gold:
- opening chests in the Tower;
- completing Campaign missions;
- completing daily quests;
- collecting gifts in the Daily Bonus tab;
- in weekly gifts for participation in the Tournament of the Elements;
- selling various in-game resources from your Inventory;
- getting gifts from your Guild Master;
- completing tasks from special events;
- using Emerald Exchange.
Each strength point provides:
- 40 health points;
- one point to physical attack if strength is the main stat of the hero.
Each intelligence point provides:
- three points to magic attack;
- one point to magic defense;
- one point to physical attack if intelligence is the main stat of the hero.
Each agility point provides:
- two points to physical attack;
- one point to armor;
- one point to physical attack if agility is the main stat of the hero.
Health is the stat that determines how much damage a hero can withstand before dying. If health points reach zero, the hero dies.
Physical attack is the stat that determines how much damage a hero deals with basic attacks and abilities that deal physical damage.
Physical damage is reduced by armor.
Armor is the stat that reduces damage received by a hero from physical attacks and abilities.
- 1,000 armor absorbs 25% physical damage, 3,000 armor — 50%;
- armor reduces incoming physical damage according to this formula: 1 - 1 / (1 + armor / 3000).
Armor penetration is the stat that allows ignoring a target's armor.
- One armor penetration point ignores one armor point.
E.g., if the attacker has 6,000 armor penetration and their target has 8,000 armor, the target's armor will be reduced to 2,000 points.
- Armor cannot be negative, i.e., below zero.
E.g., if the attacker has 10,000 armor penetration and their target has 5,000 armor, the target's armor will be reduced to zero points.
- Armor reduces incoming physical damage according to this formula: 1 - 1 / (1 + armor / 3000).
Vampirism is the stat that grants a hero healing equal to a percentage of the damage dealt with a basic attack or an ability.
E.g., if a hero deals 100 damage and has 10% vampirism, they are healed for 10 health points for this attack.
Magic attack is the stat that determines how much damage a hero deals with magic abilities and the strength of their effects.
Magic damage is reduced by magic defense.
Magic defense is the stat that reduces damage received by a hero from magic attacks and abilities.
- 1,000 magic defense absorbs 25% magical damage, 3,000 magic defense — 50%;
- magic defense reduces incoming magic damage according to this formula: 1 - 1 / (1 + magic defense / 3000).
Magic penetration is the stat that allows ignoring a target's magic defense.
- One magic penetration point ignores one magic defense point.
E.g., if the attacker has 6,000 magic penetration and their target has 8,000 magic defense, the target's magic defense will be reduced to 2,000 points.
- Magic defense cannot be negative, i.e., below zero.
E.g., if the attacker has 10,000 magic penetration and their target has 5,000 magic defense, the target's magic defense will be reduced to zero points.
- Magic defense reduces incoming magic damage according to this formula: 1 - 1 / (1 + magic defense / 3000).
Dodge is the stat that determines a hero's chance to evade physical damage.
- The more dodge a hero has, the more likely they will evade incoming physical damage.
- Dodge percent calculation formula: hero's dodge / (hero's dodge + target's main stat) х 100%.
Critical hit chance is the stat that determines the chance that a physical attack will be critical.
- Critical hits deal double damage.
- The more critical hit chance a hero has, the more likely their physical attack will be critical.
- Critical chance percent calculation formula: hero's crit hit chance / (hero's crit hit chance + target's main stat) х 100%.
There are three damage types in the game, each of them has its own features.
Physical damage is displayed in orange color. It can be diminished by armor.
Ginger's Lead Storm: Quickly fires seven buckshot rounds from the pistol, damaging all enemies. Damage per shot: 4231 (10% phys. atk. + lvl * 20).
Magic damage is displayed in purple color. It can be diminished by magic defense.
Skill exampleLars' Chain Lightning: Launches an electrical charge hitting each enemy one by one. Damage per target: 19008 (35% mag. atk. + lvl * 50).
In battles, pure damage is displayed in white color. To make pure damage abilities readable, in skill descriptions, they are colored green instead of white, similar to healing abilities.
Pure damage cannot be diminished, unlike physical or magic damage.
Skill exampleHeidi's Deathflower: Summons a huge mushroom at the center of the enemy team which spreads toxic spores, poisoning all enemies in the area of effect. Poison deals 28115 (55% mag. atk. + lvl *70) pure damage per three seconds.
Heroes gain energy in the following scenarios:
- for each basic attack or ability besides passives — 10%;
- for every 1% of the maximum health points lost — 1%;
- for defeating an opponent — 30%;
- if a hero dodges an attack, they receive 100% energy they would have received if they had not dodged the attack.
Titan energy generation is slightly different from the hero one. Titans gain energy:
- for each basic attack or supertitan basic skill — 20%, twice as much as heroes;
- for defeating an opponent's titan — 30%;
- for every 1% of the maximum health points lost — 0.5% of maximum energy; half as much as heroes.
A hero that is stunned cannot move or attack. There are two ways to stun the opponent:
- Inflict damage higher than 20% of the opponent's maximum health in one attack.
- Cast a skill that applies stun.
Stun is displayed as spinning stars above the hero.
A hero that is silenced cannot use any abilities, except those that scale with physical attack and deal physical damage. For example, Cornelius' first skill deals physical damage but scales with magic attack, therefore, he cannot use this ability if silenced.
Silence is displayed as a mask with a red cross on its mouth.
A hero that is slowed has reduced basic attack speed and increased abilities cooldowns.
Slowed heroes are highlighted in blue, and a snowflake is displayed above them.
A hero that is under the effect of mind control fights on the side of their opponent and can use basic attacks and skills, except the first one. Mind control is displayed as a rotating coin above the hero.
You get a double reward for clearing a Dungeon level for the first time: 50 Titan Potions and 2 titanite for a hero level and 2 Soul Stones and 10 titanite for a titan level.
If you clear the level again, the reward is 25 Titan Potions and 1 titanite for a hero level and 1 Soul Stone and 5 titanite for a titan level.
Our system ensures that every in-game action is processed and validated by the game server. It guarantees that items don't disappear on their own and can't be lost. If an item is nowhere to be found, it means that it was either used, exchanged, or not there in the first place.
Items in the game never disappear on their own: every single in-game action is processed and validated by the game servers. If a piece of equipment is missing, there are three possible scenarios:
- You might have equipped this item with another hero. Items are not unique and can be used for various heroes.
- You might have sold this item sold for gold or exchanged it for activity points for your Guild.
- Crafting in the game is a complex, multi-level system. All higher-tier items are crafted out of lower-tier gear.
Letters are stored in your in-game mailbox for a limited amount of time, usually for three days. Afterward, any items they contain are permanently deleted. The expiration date is displayed at the bottom of the letter.
Make sure to claim rewards as soon as they arrive in your mailbox. Our Support team cannot restore expired letters and rewards.
If you do not want to see any messages from a certain player, click their nickname in the chat and press Add to blacklist.
If the Guild Master does not log in to the game for more than 30 days in a row, their title is automatically transferred to a General or an Officer who is the first one to log in to the game after the 30 days timer has run out.
If the Guild Master logs in, the 30 days timer resets. Another way of transferring the title is to contact that player directly and ask them to manually transfer the title to someone else.
If you spend a certain number of emeralds on the Altar of the Elements and do not get a totem fragment, you receive a guaranteed fragment.
Here are the Bad Luck Protection thresholds:
- 1st totem fragment — 4,500 emeralds;
- 2nd totem fragment — 45,000 emeralds;
- 3rd totem fragment — 466,667 emeralds;
- 4th totem fragment — 850,000 emeralds;
- 5th totem fragment — 1,133,333 emeralds;
- 6th totem fragment — 1,416,667 emeralds;
- 7th totem fragment — 1,700,000 emeralds;
- 8th totem fragment — 1,983,333 emeralds;
- 9th totem fragment — 2,266,667 emeralds;
- 10th totem fragment — 2,550,000 emeralds;
- 11th totem fragment — 2,833,333 emeralds;
- 12th totem fragment — 3,116,667 emeralds;
- 13th totem fragment — 3,400,000 emeralds;
- 14th totem fragment — 3,683,333 emeralds;
- 15th totem fragment — 3,966,667 emeralds;
- 16th totem fragment — 4,250,000 emeralds;
- 17th totem fragment — 4,533,333 emeralds;
- 18th totem fragment — 4,833,329 emeralds;
- 19th totem fragment — 5,133,329 emeralds;
- 20th totem fragment — 5,433,329 emeralds;
- 21st totem fragment — 5,733,329 emeralds;
- 22nd totem fragment — 6,033,329 emeralds;
- 23rd totem fragment — 6,333,329 emeralds;
- 24th totem fragment — 6,633,329 emeralds;
- 25th totem fragment — 6,933,329 emeralds;
- 26th totem fragment — 7,233,329 emeralds;
- 27th totem fragment — 7,533,329 emeralds;
- 28th totem fragment — 7,833,329 emeralds;
- 29th totem fragment — 8,133,329 emeralds;
- 30th totem fragment — 8,433,329 emeralds.
When you receive a totem fragment from any other source, you advance to the next step in the Bad Luck Protection system.
Every item has a different drop chance. The rarer the item, the lower the chance. Rarity depends on the color: white, green, blue, purple, orange, and red.
All Campaign missions have Bad Luck Protection. This feature guarantees that you have one of each item featured in the mission when using the x10 raid option.
The same rule applies for heroic missions where you are guaranteed at least one Soul Stone when raiding x3.
The difficulty of the Tower depends on your team level that you can find under your avatar on the game's main screen. If your heroes are not upgraded up to that level, clearing the Tower might become a challenge.
If a hero or a pet is displayed in gray color and you cannot pick them to fight in the Tower, then their level is lower than required. Your heroes and pets have to be at least level 15 to participate in this game mode.
When you raid a mission, your heroes do not obtain experience directly. Instead, acquired experience points are converted into EXP Potions that you can find in your Inventory and use to upgrade any hero of your choice.
To leave, open the Adventures tab, click the Log button in the bottom-left corner, and then Leave Adventure.
You can exchange Gold trophies for Silver and Silver trophies for Bronze, but not vice versa. To make an exchange, visit Guild War Shop.
To receive the reward, you need to attack at least once in Arena or Grand Arena before 8:00 PM. Successful defenses do not count for issuing the reward.
Each day only the first five successful defenses grant Arena Coins, so you can receive up to 50 Coins. All further defenses are not rewarded. The same rule works for Grand Arena.
There are two matchmaking ranges in Arena and Grand Arena: visible and hidden.
The visible range includes player positions you can see in the list of suggested opponents.
The hidden range is wider than the visible range. It ensures that opponents do not disappear while you are choosing an opponent or heroes to attack. Without this range, you would have to constantly look for a new opponent because positions in Arena and Grand Arena are dynamic and change quickly.
The hidden range allows you to attack an opponent even if they have changed their position while you were selecting your heroes. However, if the new position is outside both the visible and hidden range, you will have to look for a different opponent.
Cleaver, totem fragments, and supertitans are unique and rare rewards. You have a certain chance to get a super prize every time you open а chest or sphere. Neither the number of chests/spheres opened nor their type (for emeralds or free ones) affects the result. The chance is the same for all players, so it is a matter of luck.
On the first day of each calendar month, the counter of the collected rewards is reset, and you start collecting rewards again from the first day of the month.
The standard Guild War Season starts on Monday and ends on Friday. On Saturday, only transitional matches take place. In these matches, top Guilds from every league except for Gold fight against bottom Guilds from the higher leagues to promote to a higher league.
If you do not have an opponent on Saturday, it means that you finished the week in the middle of your league.
Titans resurrect with the Dungeon reset at the beginning of a game day, at 5:00 AM your local time zone. If your titans are still dead, then you have already explored the Dungeon today or changed the time zone recently. You will be able to proceed tomorrow.
Note that if you use Divination Cards to beat the Dungeon, your titans still take damage as in the standard manual walkthrough.
In this article, you can find answers to frequently asked questions about the combat system: how hero skills work, how energy generation affects battles, how team composition can play a crucial role in combat, and much more!
If you still have questions regarding a specific battle, take the following steps to understand what is going on:
Read the description of the abilities of each hero that participated in that battle. There are over 200 abilities in the game, and their interaction is usually the key. You can toggle the detailed descriptions of skills in the game settings:
Check the active effects from the first artifacts. If damage is too high or too low, most likely, the heroes are under buffs. Artifacts affect the whole team, not only one hero:
If a hero has chosen a different target than you expected, pay attention to the skills that can influence target selection. For example, Jorgen's Leper is one such skill.
- Check if your heroes are under any control effects.
Try experimenting with hero combinations paying attention to strengths and weaknesses of both teams. Well-chosen heroes may sometimes defeat opponents even when outnumbered.
- If you still have not figured everything out, you can discuss the battle with your guildmates or ask other players for help on our official Discord server.