That's it — no email, no password. You can save your progress later.
Choose 1 hero and exactly 4 minis to take into battle.
Hover a mini to preview its attack. Coins are earned every match — more for a win.
Build a deck of 1 hero + 4 minis — only those can be deployed in a match. The enemy brings its own hero and deck of 4.
Your hero deploys free at the start of the match and doesn't use a mini slot. Unlike minis, heroes aren't locked in place — drag your hero during any deploy phase to move it anywhere on your half. Heroes can't be starred, but their abilities are mighty.
Each round you get fresh elixir (8, then +7) — and any elixir you don't spend carries over to the next round. Drag minis from the shop onto your half of the board (the wide side, near you) — minis placed this round can be dragged around until you hit Ready. You can field at most 2 copies of each mini — spend the rest on stars. Minis persist between rounds and respawn at full health — every round you add more.
Drop a duplicate on top of your mini to merge and star it up (costs its elixir again, max ★★). Each star adds +65% HP and damage/heal — and upgrades don't use a mini slot.
Every mini charges its mana bar (purple) by attacking and taking damage. At full mana it unleashes its ability — damage dealers strike hard, tanks defend, the Healer mass-heals. A mini that never got to cast fires its ability with its dying breath — unless it's stunned (Valkyrie's Skull Slam stuns!). See each ability in the Minis page.
Battles play out automatically: minis chase the nearest enemy and fight on their own. If nobody wins within 60 seconds, the side with more total HP takes the round.
Matches are best of 5: first to 3 round wins takes it. Between equally ranked players a win is worth +30 trophies and a loss costs 20 — beat someone above you and you take more, lose to them and you drop less.
Trophies place you in a league, from Wood up to Champion. Reach a league and its floor is locked in for the season — you can slide about inside it, but you can't fall out of it. The Leaderboard shows the top of the ladder, the league road and where you sit on it.
A season is a calendar month. When it ends you bank a season reward (bigger the higher you finished), your placing is saved to your season history, and trophies above 400 are halved so the ladder starts fresh. Your account level never resets — every match played adds XP.
Tanks up front, ranged behind. The Healer keeps your Knight alive shockingly long. The Wizard's splash punishes clumped minis — spread out against him.