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Start & battle

Battle mechanics

Energy, deployment, Guardians, Hantao, and how to win.

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Objective and match clock

Each player has one Nexus and two Guardians. Destroy the enemy Nexus to win immediately.

Phase Rule
Regulation Lasts 3 minutes. Destroying the enemy Nexus ends the match.
End of regulation If both Nexuses survive, the player with more surviving base structures wins.
Equal structure counts The match enters 1 minute of overtime, even if the structures have different HP.
Overtime Soul Energy regenerates three times as fast. Destroying an enemy Guardian or Nexus wins.
End of overtime The player with the higher remaining percentage of their original combined base HP wins. Equal percentages draw.

The HP comparison divides each side's remaining Guardian and Nexus HP by that side's original combined starting HP. Destroyed structures contribute zero; healing counts. Deployed units and card buildings do not count. Same-tick Guardian trades use this percentage tiebreak. Nexus destruction takes priority, and simultaneous Nexus destruction draws.

A surviving-structure lead matters more than remaining HP at the regulation deadline. If neither player has a structure-count advantage, prepare for sudden death.

Guardians and the Nexus

Structure Base HP Base damage Attack interval Targeting and behavior
Emberwarden, melee Guardian 3,400 300 1.4 seconds Ground and air; can move up to 3 tiles from its post to engage
Voidwarden, ranged Guardian 2,600 140 0.9 seconds Ground and air; stationary ranged defender
Nexus 4,200 120 1 second Ground and air; ranged defender

These are Base Level 1 stats. One permanent Base Level upgrades both Guardians and the Nexus at account levels 1, 2, 4, 7, 11, 16, 22, 29, 37 and 46. Each upgrade adds 10% of the level-1 HP and attack, reaching 190% at Base Level 10. The server locks each player's Base Level when the match starts; reconnecting or earning XP cannot upgrade a running battle. Training uses Base Level 1.

Each Guardian blocks ordinary enemy unit targeting of the Nexus from its own lane. Destroy one Guardian and units approaching through that lane can target the Nexus. The other lane remains protected until its Guardian falls.

This is a unit-targeting rule. Aimed damage spells can hit the Nexus directly, including while Guardians survive. Damaging spells deal 25% of their unit damage to Guardians and Nexus: level-1 Emberburst deals 600 to units and 150 to these base structures. Deployed card buildings take full spell damage. Spell details show unit and base damage separately.

The Nexus fires at valid enemies in range. Defeating a Guardian does not expand your deployment area into the enemy half.

Arena, placement, and movement

The arena has two bridge approaches around a central obstacle. Ground units use the bridges to cross; flying units ignore the ground crossing restriction.

  • Deploy Nomgars in your own half of the arena.
  • Ground and fixed units cannot be deployed in the central fountain obstacle, water, or bridge crossing area.
  • Flyers retain their air-placement exemption around the crossing but still use your half of the board.
  • Aim spells anywhere inside the arena. Their targeting rules decide which units they affect.
  • Invalid placement or insufficient energy does not spend the card.
  • Units move, choose targets, and attack automatically after deployment. There are no direct move commands for deployed units.

Most cards have a 1-second deployment delay. A multi-unit card pays its energy cost once and places its whole formation. Unit bodies spread out rather than occupying one exact point; air and ground bodies do not collide with each other.

Soul Energy

Property Current value
Starting energy 8
Maximum stored energy 12
Normal regeneration 1 energy every 2.8 seconds
Final minute of regulation Double regeneration: 1 energy every 1.4 seconds
Overtime regeneration Triple regeneration: about 1 energy every 0.93 seconds

Troops and spells spend the same energy pool. Regeneration runs at 1× for the first two minutes, 2× for the final minute of regulation, and 3× throughout the one-minute overtime. Changing speed keeps partial refill progress without refilling the bar. Energy above 12 is not stored, including energy delivered by Schiffy.

Energy is separate from account Gold and Gems. Spending energy during a match does not spend your account currencies.

Decks, hand, and card cycle

  • A deck contains 8 cards, including any spells you choose.
  • You have 4 cards in hand and a next-card preview.
  • Playing a card fills its hand slot with the next queued card. The played card goes to the back of the queue.
  • You can maintain 5 loadouts.
  • The normal deck builder prevents duplicate cards in a loadout.
  • There is no total deck-cost limit. Average Soul shows the average energy cost; it is a planning tool rather than a legality cap.
  • A complete legal edit is saved by the builder. Fill all eight slots before starting battle.
  • The server checks ownership and card levels for online play.

A cheap deck cycles back to its key cards quickly. An expensive deck can assemble a stronger push but has fewer immediate responses after spending its energy.

Targeting and unit roles

Ground targeting cannot attack flyers. Ground + air can attack either. Structure-focused units ignore ordinary troops and seek buildings, making them useful for breaking Guardians. Defending fixed structures can also distract suitable attackers.

Movement and targeting are separate. A flying unit is not automatically an anti-air unit, and a ground unit can have anti-air attacks. Read the card's targets rather than assuming from its model.

Fixed units stay where deployed. Cactoo and Spineshot have 30-second lifetimes; Barkwall has a 40-second lifetime. They are deployable defensive cards, separate from the two Guardians and Nexus that determine the match's structure count.

Splash attacks affect an area; line attacks hit along a path; single-target attackers focus damage on one target. See ability details for armor, stun, healing, damage over time, and other effects.

Lane control and Hantao

Hantao rewards control of both approaches:

  1. When one of your units crosses the center line into the enemy half, your team claims that lane.
  2. The claim stays after that unit moves on or dies. Your opponent takes it back by crossing into your half through the same lane.
  3. Hold both lanes continuously for 10 seconds to begin a Hantao strike.
  4. After a 2-second windup, Hantao hits the enemy's living Guardian with the lowest current HP. If no Guardian remains, it hits the Nexus. Damage starts at 500 against Base Level 1 and scales with the defending Base Level, preserving its share of that structure's starting HP.
  5. Continued control builds the next strike. Losing either lane resets the ongoing hold timer, but does not cancel a strike already winding up.

Air units can claim lanes too. Schiffy is excluded: his fetch routes do not capture lanes. Hantao damage can destroy a structure and decide a match, including overtime.

The lane colors and Hantao's eyes help show control. Crossing matters; merely leaving a unit standing near the center does not continually reclaim the lane.

Spells

The two currently available account spells are:

Spell Energy Radius Level 1 effect
Emberburst 4 2 tiles 600 damage to enemies in the area
Frostburst 3 2.5 tiles 100 damage to enemies in the area and a 1.5-second stun on enemy units

Both can hit ground and air. Frostburst damages structures but its stun applies to units. Spell effects resolve at the selected location; allow for the target's position when the cast is accepted.

Spell levels increase damage, while energy cost, radius, and stun duration stay fixed. See spell upgrades for account requirements and Gold costs.

Controls and settings

Drag a card from the hand to aim its placement, then release on a valid position. Use the placement indicator to confirm where the card will land.

On touch devices, Settings offers Under finger and Above finger placement. Under finger uses the direct touch position; Above finger offsets the preview to make the placement easier to see. Audio settings include master, music, and effects volume.

An online match continues while you browse an in-match menu. Use the explicit surrender flow if you intend to concede; closing the page is not a reliable way to obtain a settled result.

Basic strategy

  • Keep an answer to air units in your deck.
  • Support a structure-focused attacker so it survives long enough to reach a Guardian.
  • Use cheap defenders to preserve energy for a counter-push.
  • Split pressure when it can win both lane claims and trigger Hantao.
  • Save area damage for groups that justify its energy cost.
  • When overtime begins, a nearly defeated Guardian becomes an immediate win opportunity.

These are starting principles. Card levels, placement, cycle, and the opponent's available energy change the best play.

Values and availability can change. Always review the current in-game offer or Forge confirmation before proceeding.

Battle mechanics — Nomgar Wiki