FIELD MANUAL

Game guide

Explore income, hero growth, damage calculations, match scores, account XP and MMR.

Current standard match rules. See hero and item entries for their individual effects.

01

Gold & rewards

Starting resources

1,500 gold

Regular income

+40 gold

Every 10 seconds

Periodic reward

+350 gold

Every 150 seconds · +5 troop power

Timing starts with the match: first income at 0:10 and first periodic reward at 2:30. Both stack, so the 2:30 payment is 390 gold and 5 troop power. Regular income is silent; periodic rewards show an announcement.

Last-hit gold goes to the credited player, including kills by their owned summons. Nearby allies do not share that gold. Timed match income goes to each player without requiring a kill or proximity.

Killing a player hero grants 300 personal gold and 1 troop power; XP depends on the victim’s level. Illusions grant no death rewards.

Lane AI bounty is base gold × 1.15. Gold rounds to the nearest integer, with .5 rounded up. Fixed camps use × 1.10 gold / × 0.84 XP in the top region and × 1.30 gold in the bottom region, with × 1.08 XP for respawning camps and × 0.92 XP for one-off camps. Event units use × 1.15 gold / × 1 XP. The catalog includes these modifiers.

Destroy a lane barracks or cavalry camp to stop its associated enemy spawns and grant each allied player an extra 400 gold. This is separate from last-hit bounty. Arrow towers award personal bounty without this 400-gold team reward.

A player hero loses 300 gold on death, down to a minimum of zero. Level, learned skills and XP progress persist. Killing enemy heroes, ordinary lane soldiers or hostile neutrals also grants 1 troop power; player-controlled summons such as Jonin do not count as lane soldiers for this reward.

Damage to an enemy hero, or effective crowd control on an enemy player hero, within 12 seconds before death can qualify for an assist. Damage, control and owned summons share one assist per player; the final-hit player is excluded. An assist gives +10 match points with no extra gold. XP follows the nearby sharing rule.

02

Match score & account progress

Match score records kills, assists, tower destruction and restoration support, with a deduction for deaths. These points are separate from match gold.

Match score values
ActionPointsHow it counts
Enemy hero kill+30Once per hero; no additional unit-kill point
Assist+10At most once per assisting player per enemy hero death
Non-hero combat unit kill+1Once per eligible enemy unit
Arrow tower destroyed+50Credited to the player securing the final hit
Hero death−15All causes, including towers, creeps and the environment
Restore allied hero HP / MP+2At most once per effective skill or item activation

Score = max(0, kills × 30 + assists × 10 + non-hero units × 1 + towers × 50 − deaths × 15 + effective restoration casts × 2)

The total cannot fall below 0. Eligible enemy soldiers, neutrals, summons and animals count as non-hero units; buildings, trees, barrels, wards, projectiles and items do not. Hero kills and arrow towers are scored separately. Winning adds no match-score bonus.

Example: 4 hero kills, 5 assists, 40 non-hero units, 1 arrow tower, 3 deaths and 8 effective restoration activations give 231 points.

Crowd control & assist counting

Successfully applied stuns, roots, silences, disarms, sleep, polymorph, knockback, airborne effects and slows can qualify you for an assist against an enemy player hero. The effect must apply within 12 seconds before that hero dies; immune, blocked or unapplied effects do not count.

For each enemy hero death, damage, crowd control, repeated hits and your summons’ contributions are combined into at most one assist per player. The final-hit player receives the kill without an assist for that same death.

Healing / mana: +2 per activation

A skill or item that actually restores another allied player hero’s HP or MP earns 2 points for that activation, without an assist. Multiple recipients, both resources, chains and repeated healing ticks share the same award. Self-restoration, illusions, non-heroes, full-resource targets and passive regeneration do not qualify. Active regeneration buffs count only after they actually restore a resource.

Example: one cast heals and restores mana to 4 teammates, followed by several regeneration ticks. The entire activation still earns only +2. Another effective activation can earn another +2.

Account XP

An officially settled normal or ranked match must last at least 8 minutes and the player must not abandon it. Account XP = 50 + min(200, floor(match score ÷ 5)) + 75 for a win. Losses and draws have no win bonus. Time beyond 8 minutes adds no further XP. This is separate from the hero’s in-match level 1–35 experience.

Accounts cap at level 100. Advancing from level L requires 200 + 50 × L account XP; level 1→2 requires 250 XP.

Matchmaking rating (MMR) and ranked LP

Normal and ranked matches maintain separate MMR ratings for matchmaking. Each match first changes MMR based on the result and both teams’ average ratings before the match, then applies a capped adjustment for player-hero kills and assists. MMR cannot fall below zero. Abandoning counts as a loss.

Your team’s expected result is E = 1 / (1 + 10^((opponent average MMR − your team average MMR) / 400)). The outcome change is K × (S − E), rounded to the nearest integer, with halves rounded away from zero. S is 1 for a win, 0 for a loss and 0.5 for a draw. K is 32 in normal matches; in ranked, it is 48 for your first 10 matches and 32 thereafter.

With equal team averages, E = 0.5. Before the player-hero adjustment and the zero floor, a normal match gives +16 for a win, −16 for a loss and 0 for a draw. Your first 10 ranked matches instead give +24, −24 or 0. Beating a stronger team earns more outcome MMR; losing to one costs less.

The player-hero adjustment uses only deaths in player-versus-player combat. Before limits, a death with a player last hit has a base pool of 3: the killer has weight 2 and each assister weight 1. Without a player last hit, assisters share a base pool of 1. Each share is multiplied by 0.75–1.25 based on the contributor’s and victim’s MMR, and the victim loses the same total. Repeated deaths of the same player to your team use 100%, 75%, 50%, 25%, then 10% from the fifth onward.

This adjustment applies only when nobody abandons and combat records are complete. Each player’s change is limited to 8 and to half the absolute outcome MMR change, rounded down; draws have a limit of 4. Final scaling and rounding keep the total transfer at zero while respecting individual limits. Match score and the +2 healing/mana support points do not convert directly into MMR. A player-hero assist earned through effective crowd control can contribute.

Ranked LP and divisions update from your first ranked match, including all of your first 10 matches. Wins and losses start around ±20 LP, adjusted for expected results and the gap between MMR and division; draws give 0, and abandoning costs an extra 10 LP. Reaching 100 LP promotes you with overflow retained; the top division can keep accumulating LP. If you had LP remaining, a loss cannot take you below 0. Losing while already at 0 demotes you one division to 75 LP, except at the lowest division. The player-hero MMR adjustment does not directly change LP.

03

Hero attributes

Strength

Per +1 point+25 HP

+0.05 HP regen / second

Agility

Per +1 point+0.33 Armor

+1% Attack speed

Intelligence

Per +1 point+12 MP

+0.06 MP regen / second

Only the primary attribute adds basic attack damage: +1 damage per point. Strength, Agility and Intelligence heroes use their respective primary stat. Intelligence does not automatically increase all spell damage; attribute scaling must be specified by the ability.

Hero max HP = base HP + Strength × 25 + other HP bonuses. Max MP = Intelligence × 12 + other MP bonuses. Armor = base armor − 6 + Agility × 0.33 + other armor bonuses. Regeneration also includes the hero’s base regeneration and item bonuses.

Attack-speed multiplier = 1 + Agility × 0.01 + bonus attack-speed fraction, clamped to 0.05–6. Attack interval = base interval ÷ multiplier, rounded to the nearest 0.05-second step (minimum 0.05 seconds). Example: 1.5-second base interval, 50 Agility and no other bonuses → one attack per second.

Per upgrade tier · Hero attributes →

04

Damage & defense

Physical damage

For armor A ≥ 0: damage taken = damage ÷ (1 + 0.06 × A). For A < 0: damage taken = damage × (2 − 0.94^(−A)). At 10 armor, take 62.5%; at −10 armor, about 146.14%. Siege damage uses this armor formula too.

Spell damage

Spell damage taken = spell damage × (1 − magic resistance). The usual hero baseline is 30% resistance, so 100 spell damage removes 70 HP. Physical armor is not used. Combined resistance is clamped to −95%–95%. Spell immunity blocks ordinary spell damage; effects that ignore immunity still use resistance.

Pure damage

Pure damage bypasses armor and magic resistance. Invulnerability, avoidance, damage-reduction passives, magic shields, damage sharing and special abilities may still change the final HP loss according to the effect. Use the ability’s stated damage type.

Damage calculator

Compare armor and resistance for a single hit. Matchup multiplier is × 1; other abilities, shields, avoidance and invulnerability are excluded.

Physical damage62.5 HP
Spell damage70 HP
Pure damage100 HP

Basic attack matchups

For basic attacks, or physical effects with an explicit attack type, multiply by this table before applying armor. “Magic” here names an attack type; spell damage instead uses magic resistance. Unspecified types use × 1.

Basic attack matchups
AttackLightMediumHeavyFortifiedNormal armorHero armorDivineUnarmored
Normal100%150%100%70%100%100%5%100%
Pierce200%75%100%35%150%50%5%150%
Siege100%100%100%180%100%100%5%100%
Magic100%100%100%100%100%100%100%100%
Chaos105%105%105%90%105%100%100%105%
Hero100%100%100%60%100%100%100%100%

05

Hero progression

Heroes start at level 1 and cap at 35. Going from level L to L + 1 costs 100 + 75 × L XP: 175 for 1→2, then 250 for 2→3. Each level consumes its requirement and carries the remainder forward; one reward can grant several levels.

XP from an enemy killed by your team is split evenly among living allied heroes within 14 horizontal units of the death. You need not last-hit; allied soldiers can secure the kill. Dead, out-of-range or other-team heroes receive none. Catalog XP is the total pool before sharing.

Each level adds the hero’s own Strength, Agility and Intelligence growth, updating HP, MP, damage and armor. Current HP and MP increase by the amount their maximum increased; leveling does not fully heal you. Hero pages list each growth rate.

Standard skill learning gives 1 point at level 1 and 1 per level gained. W/E/R/T and the attribute-bonus skill spend points, subject to their own level requirements and rank caps. Innate skills cost no points; level-gated innates unlock automatically.

Hero kill XP pool: victim levels 1/2/3/4/5 grant 100/120/160/220/300. Each level above 5 adds 100. Hero respawn time is level × 3 seconds.

Full level 1–35 table
Full level 1–35 table
LevelXP to next levelTotal XP to reach levelXP pool on deathRespawn (s)
117501003
22501751206
33254251609
440075022012
54751,15030015
65501,62540018
76252,17550021
87002,80060024
97753,50070027
108504,27580030
119255,12590033
121,0006,0501,00036
131,0757,0501,10039
141,1508,1251,20042
151,2259,2751,30045
161,30010,5001,40048
171,37511,8001,50051
181,45013,1751,60054
191,52514,6251,70057
201,60016,1501,80060
211,67517,7501,90063
221,75019,4252,00066
231,82521,1752,10069
241,90023,0002,20072
251,97524,9002,30075
262,05026,8752,40078
272,12528,9252,50081
282,20031,0502,60084
292,27533,2502,70087
302,35035,5252,80090
312,42537,8752,90093
322,50040,3003,00096
332,57542,8003,10099
342,65045,3753,200102
35Level cap48,0253,300105

06

Waves & battlefield growth

Each lane has independent streams: 3 Ashigaru every 27 seconds, 1 Archer every 27 seconds, 2 Cavalry every 108 seconds and 2 Arquebusiers every 162.5 seconds. First spawns are slightly staggered by lane and unit type. Destroying the associated barracks or cavalry camp stops that stream.

Army upgrades occur at 7:00, 18:40 and 32:00; the catalog lists stat gains per unit. Main buildings upgrade at 13:20, 30:00, 50:00 and 73:20, gaining 300 max HP per tier. Barracks, cavalry camps, headquarters and arrow towers gain 2 armor per tier; tents and walls gain 1.

Fixed camp respawn timers begin when that occupant dies and vary by monster. Bandit King, Low Ninja and Middle Ninja do not respawn automatically. Event monsters follow their event schedule instead.

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