Lanes, helping a teammate and XP in a team
A team fight is played in lanes: each pair of opponents has a lane and a board of its own.
A chain hits the opponent in your lane, the staff hits any enemy. Whoever wins a lane goes to help a teammate.
Formats
| Format | Join a request | Your request | Life |
|---|---|---|---|
| 2v2 | from hero level 3 | from hero level 5 | ×2.8 |
| 3v3 | from hero level 3 | from hero level 6 | ×3.3 |
Lane rules
| Rule | 2v2 | 3v3 |
|---|---|---|
| Back to the wall: two on one — their blows | ×0.43 | ×0.65 |
| Three on one — their blows | — | ×0.55 |
| A tired helper: the first blows | ×0.5, 2 blows | ×0.5, 2 blows |
- For the fallen: when a fighter falls, each teammate's next 3 blows are 15% stronger.
- From move 21 of a lane blows grow — by 10% for each further pair of moves: a fight does not drag on.
- Skipped moves: after 3 a fighter is out.
- Whoever moves second starts with the staff 70% charged.
- In a team the “War Cry” page works for the whole side: everyone's next 3 blows are 6% stronger.
Team seats
Teams gather for 20 seconds; heroes run by the game take the free seats one by one.
The game deals the sides and the lanes: the level totals of the sides are as close as they can be.
In this version every rival and teammate in the arena is a hero run by the game.
XP in a team
XP is counted as in a one-on-one fight: for your own damage to each enemy. The result is shared by the side.
| The first team win of the day | XP ×2 |
|---|---|
| Less than 15% of your side's damage | XP as for a defeat |
| Skipped moves (2 or more) and less than 10% of the damage | no XP and no sparks |
| Leaving a fight | a defeat; right at the start — no reward at all |
See also
