The Laboratory

XP and sparks for a fight

The XP formula, the daily rule and sparks for a fight

XP comes from damage. The higher the level of the one you hit, the more the damage is worth.

In the game this block shows your own hero's numbers.

Damage and its price

Damage counts up to the rival's life pool.

Damage is worth what its target is worth. The table shows the price of damage to a hero of the same level as yours, at the start of a level.

LevelXP per 500 damage
122
326
530
632
844
1056
1268
1480

A rival above or below you

The high price goes to the winners. Without a win, damage to higher levels counts as damage to an equal.

Rival above byhero lv. 3hero lv. 6hero lv. 10
1×1.2×1.5×1.2
2×1.5×2×1.4
3×1.9×2.8×1.6
4×2.7×3.5×1.7
5×3.7×4.2×1.9
6×5.2×4.8×1.9
Rival below byXP for damage
1×0.5
2×0.25
3 or more×0.1

The bonus for a higher-level rival is paid only if they fought back: dealt at least 25% of their life, skipped no moves and did not resign before their move 5. Otherwise damage to them counts as damage to an equal.

The daily rule

The first 10 fights of a day×1
The rest of the day's fights×0.25
The same rival a second time in a day×0.5
The same rival: fight no. 3 in a day and on×0.1
The same rival: more than 6 fights in a week×0.1

A human gains 15% more XP — from levels and in the arena.

Example

A level 7 hero deals 1,000 damage to a hero of the same level and wins: 76 XP.

The same damage to a hero 3 levels above, and a win: 269 XP. Without the win — 38.

Sparks for a fight

Sparks follow the fight's XP: one for every 10 XP. A lost fight and a draw give XP too — and so sparks.