Game Modes
1v1 Ranked
Competitive one-on-one duels where every decision counts. Get matched against players near your skill level and fight to climb the ladder. Win to gain rating, lose to drop—earn your spot on the leaderboard.
Free-For-All
Pure chaos—everyone for themselves. Choose fights carefully, manage multiple threats, and capitalize on openings. Last player standing takes the win.
2v2 Ranked
Queue as a duo and win as a team. Coordination, timing, and smart combos separate good pairs from great ones. Your Duo Rating is tracked per partnership, so every teammate pairing has its own rank.
1v1 Custom
Private matches for practice or grudge matches—no rating on the line. Set up a lobby with friends or run drills vs AI to warm up or learn new techniques at your own pace.
Movements & Camera
Basic Movement
Learn the core movement controls that govern positioning, spacing, and survivability in combat.
Hold right mouse button to move.
Sprinting
Hold Shift to sprint, allowing you to quickly close distance or disengage. Sprinting consumes stamina, so smart resource management is essential during prolonged fights.
Rolling
Perform quick evasive rolls to avoid incoming attacks.
• You are invincible for the first 2/3 of the roll
• Dodging Hollow, Fray, Sunder, or Pierce during this window grants a Voidstep stack.
Precise timing is critical—well-timed rolls create counterattack opportunities and enable powerful Voidstep plays.
Stamina: 12
Camera Controls
Choose the camera style that fits your playstyle:
Locked Camera – Follows your champion automatically.
Free Camera – Allows manual control for greater situational awareness.
Weapon Stance
Basic Attacks
Basic attacks form the foundation of your damage output in both Weapon and Magic stances.
• Weapon Stance basic attacks have significantly greater range and damage than Magic stance.
• Magic Stance basic attacks deal lower damage, but any successful hit interrupts enemy spellcasting.
You can switch stances at any time using the TAB key.
Sunder (Q)
A powerful strike that shatters your opponent's defenses.
Each successful hit grants one Sunder stack, up to a maximum of 10.
Each stack increases Sunder's damage by 5%.
Stamina: 15
Pierce (W)
A precise thrust that pierces through armor and can strike multiple enemies.
• Deals base damage + 4% of the enemy's missing health per unit traveled
• Ideal for executions
• Applies a healing reduction debuff, reducing all healing received by the target by 50% for 1 second per unit traveled
Stamina: 10
Parry (E)
A reactive read-and-punish guard. Press to open a brief parry window, aimed where your cursor points.
• If a committed attack—Sunder, Pierce, Hollow, or Fray—lands during the window, its damage is fully negated and the attacker is Muted (cannot cast spells) for 2 seconds.
• A successful parry refunds half the stamina (net cost of 10).
• Only big, telegraphed moves are parryable—basic attacks and the Blight beam are not.
• Directional: you only catch attacks from the 120° arc you're facing—you can't parry from behind.
• Whiffing still spends the full stamina and triggers the cooldown, so it's a managed read—not a panic button.
Window: 0.33s
Stamina: 20 (10 refunded on success)
Cooldown: 10s
Voidstep (R)
Harness power from the abyss.
• You may only have one Voidstep stack at a time
• Doubles attack speed
• Grants +50% critical strike chance
• Reduces all stamina costs by 50%
Duration: 10 seconds
Magic Stance
Hollow (Q)
Unleash a delayed implosion that deals high magic damage.
• Triggers 2.5 seconds after casting
• Excellent for combo setups and zoning
Mana: 20
Cast Time: 2 seconds
Fray (W)
A fast-casting, high-velocity projectile.
• Longer range than most spells
• Delivers high magic damage
Mana: 15
Cast Time: 1.5 seconds
Blight (E)
Hold to channel a short-range green beam of corruption straight ahead of you.
• Aim locks to the direction you cast it—it won't track your cursor while channeling, so position before you commit.
• Damages every enemy in a 60° cone out to 4 units for 3 every 0.4s (~7.5 dmg/sec) while held.
• No hard heal-lock—instead the constant damage (plus a brief residual burn after you stop) keeps interrupting the target's heals.
• Sprinting is disabled while channeling.
Mana: 5 to start, then 4 per tick (a single tap costs 9)
Cast Time: None—channels while held
Heal (R)
A charge-based healing spell.
• Tap the key for a quick heal
• Hold the key to channel a stronger heal
Mana: 6–11
Cast Time: 0.75–1.5 seconds
Ready Spells
Once a spell is successfully cast, it can be held indefinitely.
This allows you to:
• Switch to Weapon Stance
• Release the readied spell at the perfect moment for devastating combos
Cancelling Spells
Cancel spells mid-cast to adapt to changing situations.
• Critical for baiting opponents and conserving mana
• You can cancel a cast by:
• Rolling, or
• Switching to Weapon Stance
If you have a ready spell you want to discard, press the ` key to cancel it and begin casting a new spell.
Core Mechanics
Targeting
Winning duels starts with control.
Right-click an opponent to lock them as your target—basic attacks and most spells will automatically track them.
For precision casting, you can left-click a target while a spell is primed to cast directly.
In fast combat, mouse-wheel targeting is often superior:
• Scroll up: target the opponent closest to your cursor
• Scroll down: cycle through all valid targets
You can also enable scroll-to-execute, allowing instant spell casts on the nearest target.
Key binds
• F — cast on current target
• D — self-cast
Mistargeting loses fights. Master this early.
Interrupting
Every hit matters.
Any damage taken during spellcasting interrupts the cast and staggers the caster for 0.5 seconds, temporarily locking them out of casting.
Perfectly timed interrupts define high-level dueling—used offensively to shut down opponents, and defensively to deny lethal combos.
Recovery
Recovery is your only reset.
If you:
• stop moving
• perform no actions
• and take no damage
for 1 full second, you enter a Recovery stance.
While in Recovery, stamina and mana regeneration are tripled.
Recovery is immediately broken if any of these conditions fail. Skilled players force opponents out of recovery and punish greedy resets.
Magic Resistance
Magic resistance prevents instant deaths in team fights.
After being hit:
• Hollow grants temporary resistance for 2 seconds, scaling from 100% → 0%
• Fray applies a similar effect over 1 second
This system has minimal impact in 1v1s, but is critical in 2v2, where layered magic damage would otherwise end fights instantly.
Falling
Leave the arena platform and you die.
Positioning is non-negotiable.
Devouring Abyss
At 10 minutes, the Abyss begins consuming the arena.
By 15 minutes, the platform is completely gone.
The playable space shrinks continuously during the final 5 minutes, forcing engagements and ending stalemates. Survival becomes movement, pressure, and nerve.
Replay System
Access
All ranked matches are recorded automatically.
Access replays from your Profile → Match History to review every action, decision, and mistake.
Recording & Sharing
Capture and export highlights directly from replays.
Share clutch moments, brutal outplays, and clean wins with the community.