OVERVIEW
Two factions — Humans and Orcs — battle across three lanes (top, mid, bot). Each faction has a base at their end of the map. Destroy the enemy base to win the round. When a game ends, a new one starts automatically after a short countdown.
JOINING
Anyone can join a game at any time. When you make your first deployment, you're automatically assigned to whichever faction has fewer players. You can't choose your faction — this keeps teams balanced.
- •Each game supports up to 20 players (10 per side)
- •Team balance helped by the matchmaker filling faction holes across rooms first
- •Underdog XP multiplier compensates a short-handed team
LANES & UNITS
Each lane is a corridor connecting the two bases. Regular units (footmen and archers for humans, grunts and trolls for orcs) auto-spawn and march down all three lanes, fighting any enemies they encounter. You don't control individual units — they spawn and fight automatically.
TOWERS & BASE
| Building | HP | Damage | Range | Attack Rate |
|---|---|---|---|---|
| Tower | 1200 | 70 | 275px | 0.75s |
| Nexus (Base) | 1500 | 60 | 275px | 0.6s |
Each lane is guarded by a tower for each side (6 towers total). Towers auto-attack nearby enemies in range and hit hard. Destroy them to push toward the enemy base.
Early Game Tower Buff:
For the first 1 minute 45 seconds of every round, towers deal 2× damage and take 50% reduced damage. This prevents early hero rushes and gives the game time to develop.
YOUR HERO
The one thing you control is your hero. On your first deployment, you choose a hero class — melee, ranged, or mage — and assign it to a lane. Your hero is significantly stronger than regular units and can turn the tide of a lane just by being there.
You can reassign your hero to a different lane at any time. Deciding when to hold a lane and when to rotate is the core strategic decision.
PATHING, AGGRO & LANE SWITCHING
How Aggro Works
As a unit moves, it scans for the nearest enemy within its attack range and engages it. Creeps prioritise fighting enemies over reaching the destination — a wave of creeps will stop and trade where it meets opposing creeps (the frontline). Heroes work the same way: walk along the lane, auto-attack the nearest enemy in range.
Switching Lanes
When you press a different lane button, your hero doesn't just turn around and run. Instead, the switch is a 3-second sequence:
- 1.For the full 3 seconds, your hero has aggro immunity — it ignores enemy units and won't get pulled into a fight
- 2.First 1.5 seconds: walk straight toward the destination lane's y-axis (a "vertical peel")
- 3.Back half of 3 seconds: lock onto the new lane's frontline waypoint and walk there
Base Defense Priority
If enemies are within range of your own base and your hero is nearby, your hero auto-attacks the closest enemy to the base — regardless of lane assignment or aggro-immunity timers. Defending your nexus is always priority one.
RECALL
Press B (or click the recall button) to channel for 2 seconds, then teleport back to your base at full HP. You're invulnerable during the channel. 120 second cooldown. Useful for retreating from a losing fight or getting back to defense quickly.
If you switch lanes mid-channel, the teleport will drop you at the new lane's base-side waypoint.
PINGS
Tap the ping buttons to alert your team. Available pings:
- •Top / Mid / Bot — request reinforcements in that lane
- •Defend Base — emergency call to come back
Pings show up on everyone's screen and on the minimap. 4 second cooldown per player.
LEVELING & ABILITIES
Heroes gain XP by being near enemy kills. Levels increase your hero's base HP and damage. Every 2 levels (2, 4, 6, 8, ...), you unlock or upgrade an ability. Each ability maxes at level 4. If you don't pick one before your next level-up, one is assigned randomly.
Underdog XP Bonus
If your team is outnumbered, you earn more XP per kill — 1 + (bigTeam / smallTeam - 1) × 5/6
- • 4v5 → +20.8%
- • 2v3 → +41.7%
- • 1v2 → +83.3%
Late-Join Catchup
If you deploy into a game running for more than 3 minutes, your hero spawns at level 3 and earns 2× XP until your level matches the lowest-level hero in the game.
THE DRAGON
When one team destroys all 3 of the enemy's towers, a Dragon spawns at mid lane for that team. The Dragon is a powerful unit that walks toward the enemy base, attacking with AOE fireballs.
- •HP scales with player count: 1200 + 100 × total players (2000 at 4v4, 3200 at 10v10)
- •Base damage: 100 AOE fireball (120px splash radius)
- •Move speed: 60 px/s (same as creeps)
- •Killable — focus fire from defending team can take it down
- •Respawns every 2 minutes if killed (as long as towers stay down)
- •Each respawn is +50% stronger — both HP and damage scale with spawn count
The Dragon is a major objective. Earning one tilts the game heavily — but it's not an automatic win.
SUDDEN DEATH
After 15 minutes of game time, Sudden Death triggers. Bases stop attacking, making it much easier to push for the win. Designed to prevent stalemates.
SURRENDER (/FF)
Any human player can call a surrender vote by typing /ff in chat. A few rules:
- •Minimum 2 humans on your team are required
- •Unanimous YES from your team's humans ends the game
- •Any single NO instantly fails the vote
- •Votes expire after 20 seconds if not resolved
- •2-minute cooldown between surrender votes
WINNING
The game ends when one faction's base is destroyed (or surrenders via /ff). After a 5-second pause, a new round begins. Heroes reset and start at level 1 — there is no persistence across games, like a traditional MOBA.
Two things do persist across games: your Honor rank (earned in ranked play) and your Silver balance (earned in Ranked, spent in the Armory).