Fighters

Needle, the ranged fighter

HP 100

NEEDLES4 DMG

  • PINCUSHION0/6
  • NEEDLESTORM

Needle

Ranged · seed 1

Shoots needles from far away.

How it fights

Thread the needle ability

Fires three-needle bursts along its aim every 1.4 seconds, 4 damage per needle. Needles fly straight and can miss. Holds fire when a mirror guard would catch them.

Needlestorm ultimate

Three fans of five needles, 4 damage each. Dodgeable, and reflectable.

First round: vs Ricochet

Frost, the control fighter

HP 100

ICE SHARD7 DMG

  • CHILL
  • SHATTER+3
  • BLIZZARD

Frost

Control · seed 2

Slows you down with ice.

How it fights

Chill ability

Fires an ice shard for 7 every second. A hit chills for 1.6 seconds: 35% slower, weapons turn at half speed, attacks recharge 30% slower. Ice on a chilled target shatters for 3 more.

Blizzard ultimate

For 3 seconds, a storm around Frost chills anything inside and deals 2 damage every quarter second.

First round: vs Blink

Rail, the sniper fighter

HP 100

RAIL BEAM30 DMG

  • OVERCHARGE

Rail

Sniper · seed 3

Locks on, then fires a beam across the arena.

How it fights

Lock on ability

Its sight turns slowly. Once lined up it locks for half a second, then fires a beam across the arena: 30 damage to everything on the line, with a hard push.

Overcharge ultimate

A continuous beam for 1.4 seconds that tracks twice as fast, 2.5 damage every twelfth of a second.

First round: vs Anchor

Volt, the chain lightning fighter

HP 100

ARC10 DMG

  • CHAINx3
  • JOLT
  • OVERLOAD

Volt

Chain lightning · seed 4

Zaps the closest ball, and the zap jumps to more.

How it fights

Arc ability

Every 1.25 seconds zaps the nearest enemy in front of it within reach for 10, jolting it still for an instant. The arc jumps to 2 more nearby.

Overload ultimate

A 16-damage bolt that stuns the rival for 1.3 seconds: barely moving, no attacks.

First round: vs Aegis

Leech, the lifesteal fighter

HP 100

BITE8 DMG

  • LIFESTEAL+0
  • SIPHON

Leech

Lifesteal · seed 5

Heals itself with every bite.

How it fights

Lunge ability

Lunges at a rival its fangs face, bites for 8 on arrival and heals half of every bite.

Siphon ultimate

For 3 seconds: drains 3 HP every 0.2 seconds from a rival in reach, healing all of it.

First round: vs Titan

Ember, the last stand fighter

HP 100

AXE15 DMG

  • LAST STAND40%
  • WILDFIRE

Ember

Last stand · seed 6

Gets stronger when it's almost out.

How it fights

One more round ability

Its axe winds up and chops for 15 when the blade connects. Once, below 40% HP: Last Stand, 6 seconds of a whirling axe, 50% faster with 70% stronger cuts.

Wildfire ultimate

For 3.5 seconds: whirls its axe, moves 35% faster and leaves burning ground. Rivals take 4 damage per touch, every 0.35 seconds.

First round: vs Hive

Maul, the heavy hitter fighter

HP 100

HAMMER15 DMG

  • WALL SPLAT+8
  • EARTHSHAKER

Maul

Heavy hitter · seed 7

Swings a big hammer that knocks you into walls.

How it fights

Wall splat ability

Its hammer tracks the rival, winds far back and slams through for 15, shoving the rival away. A rival shoved into a wall within 0.6 seconds takes 8 more.

Earthshaker ultimate

Three ground slams in one second, each 10 damage and a shove to anything close.

First round: vs Rang

Mortar, the artillery fighter

HP 100

SHELLS13 DMG

  • POINT BLANK
  • BARRAGE

Mortar

Artillery · seed 8

Fires shells that land where you're going.

How it fights

Incoming ability

Every 1.7 seconds lobs a shell where the rival is heading. It lands 0.8 seconds later for 13 and blasts the rival back. Up close, it fires the cannon straight instead.

Barrage ultimate

Six shells rain in and around the rival, 9 damage each.

First round: vs Pulse

Pulse, the area damage fighter

HP 100

SHOCKWAVE18 DMG

  • WALL CRUSHx2
  • AFTERSHOCK

Pulse

Area damage · seed 9

Hits everything around it with shockwaves.

How it fights

Make some space ability

Every 1.2 seconds a shockwave hits everything inside its ring for 18 and throws the rival back.

Aftershock ultimate

Three widening shockwaves, 13 damage each. Each one shoves the rival away.

First round: vs Mortar

Rang, the boomerang fighter

HP 100

BOOMERANG10 DMG

  • RETURN HIT
  • WHIRLWIND

Rang

Boomerang · seed 10

Throws boomerangs that hit on the way out and back.

How it fights

Comes back around ability

Throws a boomerang where it aims, up to two in the air. Each one curves in, hits for 10 on the way out and again on the way back, and has to be caught.

Whirlwind ultimate

Throws three boomerangs in a fan, 7 damage per hit.

First round: vs Maul

Hive, the summoner fighter

HP 100

SEEKERS5 DMG

  • ARMORED SWARM0/5
  • QUEEN'S CALL

Hive

Summoner · seed 11

Sends a swarm of seekers after you.

How it fights

Strength in numbers ability

Launches an armored seeker toward the rival every 2 seconds. Up to 5 at once; each dives in, hits for 5 and survives any single blow.

Queen's Call ultimate

Summons 4 extra seekers (up to 8) and speeds every seeker up for 4 seconds.

First round: vs Ember

Titan, the grower fighter

HP 100

STOMP6 DMG

  • GROWTH0/5
  • COLOSSUS

Titan

Grower · seed 12

Starts small and grows as it fights.

How it fights

Growth spurt ability

Its horn tracks the rival. Every 1.8 seconds it stomps for 12, throwing nearby rivals back, and grows, up to 5 times. Each growth: slams hit 2.5 harder and it takes 10% less damage.

Colossus ultimate

For 3 seconds: grows even bigger, slams for double and sends the rival flying.

First round: vs Leech

Aegis, the reflector fighter

HP 100

SHARDS8 DMG

  • MIRROR GUARD
  • SHIELD BASH6
  • MIRROR DOME

Aegis

Reflector · seed 13

Puts up a mirror that sends shots back.

How it fights

Return to sender ability

Raises a mirror guard for 1 second in every 3.2: shots come back 50% harder, seeker strikes bounce off, and anything that runs into it gets shield-bashed for 6. Fires an 8-damage shard every 0.95 seconds.

Mirror Dome ultimate

Bursts 8 shards (7 damage), then guards for 3 seconds: reflects every shot and halves other damage.

First round: vs Volt

Anchor, the grappler fighter

HP 100

HOOK12 DMG

  • BODY SLAM8
  • UNDERTOW

Anchor

Grappler · seed 14

Throws an anchor and pulls you in.

How it fights

Heave-ho ability

Every 1.45 seconds throws its anchor where it aims. A catch deals 12 and hauls the rival in, usually into an 8-damage body slam; a miss reels back empty.

Undertow ultimate

For 2.5 seconds: reels the rival in nonstop, tugging for 4 every half second.

First round: vs Rail

Ricochet, the momentum fighter

HP 100

SABRE12 DMG

  • BANK SHOT0/5
  • PARRY
  • GOLD RUSH

Ricochet

Momentum · seed 16

Gets faster every time it bounces off a wall.

How it fights

Bank shot ability

Its sabre tracks the rival and slashes for 12 when in reach, wind-up then sweep; a swinging blade swats shots aside. Each wall bounce adds 8% speed and 1.5 damage, up to 5 stacks.

Gold Rush ultimate

For 3 seconds: 45% faster, hunts the rival and spins its sabre like a buzzsaw, cutting every 0.15 seconds.

First round: vs Needle