THURSDAY ARENA

Rules

How to play Thursday Arena.

Sections

The match

A match is best of three rounds. Each round has two parts: a shop, where you spend tokens on bots and food, and then an auto battle against an opponent's board. The first side to win two rounds wins the match. If no side has two wins after round three, the side with more round wins is the winner.

A match that is still even after round three is not a draw: it goes to .

Your team has up to 3 bots. The bots that you buy stay on your board between rounds, and so do their permanent stat gains. Temporary boosts, such as Potato, reset after each battle.

The shop

  • Each shop gives you 10 tokens. Tokens that you do not spend do not go to the next round, unless your captain is the Banker, who carries up to 5. Each token you do not spend is one more tower shot.
  • The shop shows 3 bot offers and one food. Bots cost 3 tokens or more, and rarer bots cost more (see the table below).
  • Reroll costs 1 token and replaces every offer and the food. Freeze an offer to keep it after a reroll and in your next shop.
  • Selling a bot refunds 1 token and fires that bot's sell ability, if it has one.
  • Move bots left and right to set your battle order. The leftmost bot fights first.
  • You need at least one bot on the board to end the shop and start the fight.
RarityShop costAppears fromOdds
Common3 tokensTurn 1Normal
Uncommon4 tokensTurn 2Normal
Rare5 tokensTurn 3Normal
Epic6 tokensTurn 3Normal
Legendary7 tokensTurn 3, from season 2Half
Mythic8 tokensTurn 3, from season 3Quarter

Legendary bots are in the shop from season 2. The shop offers each legendary bot half as often as each other bot.

Mythic bots are in the shop from season 3. The shop offers each mythic bot a quarter as often as each other bot, and your team can have only one mythic bot.

In season 6, the shop offers each season 6 bot twice as often as an older bot of the same rarity.

Each bot has a kit: a trigger, such as Buy, Sell, Start of battle, Before attack, Faint, or Knock out, and the effect of that trigger. The Cards page lists every bot and its kit.

Food

Each shop offers one food. Feeding it to a bot costs 3 tokens.

  • Apple: +1 attack and +1 health, permanently.
  • Honey: when that bot faints, it summons a 1/1 Drone in its place, if a seat is free.
  • Potato: +2 attack for this round only. Potato is in the shop from turn 2.
  • Honey and Potato replace each other on one bot. A bot cannot take a second copy of the same boost, and the try costs nothing. Apple stacks with all other food.

The battle

Battles are automatic. Start-of-battle kits fire first. Then the two front bots hit each other at the same time, and each takes damage equal to the attack of the other bot. A bot at zero health faints, its faint kit fires, and the next bot moves to the front. Before-attack, knock-out, and friend-ahead-attacks kits fire when their trigger happens.

A side with no bots left loses the round. If both sides lose their last bot in the same exchange, the round is a draw. After 40 exchanges the fight stops, and the side with more total health wins. If the health is equal, the side with more total attack wins. If the attack is also equal, the round is a draw.

Sudden death

A match that is even after round three goes to : one more shop, with your and the season's shop rules, and one more fight against the same rival. The winner of that fight wins the match. If it is a draw, the side with more HP left wins. HP left is the HP of the bots still standing at the end of each fight, added up over the match. If HP left is even, more ATK left wins, and if that is even too, the match is a draw. cover rounds one to three only, and no drops after the third fight.

Seat rules

From season 2, each match gets three random seat rules: one for the front seat, one for the middle seat, and one for the back seat. The round 1 shop shows the front rule, round 2 adds the middle rule, and round 3 adds the back rule. After a rule shows, it stays on for the rest of the match.

A rule applies to the bot in its seat on both teams. The front seat is the leftmost bot, the middle seat is the second bot, and the back seat is the last bot. So with fewer than three bots, one bot can be in two seats. Start-of-battle rules apply before any kit fires, from front to back, your side first.

Each season adds seat rules and keeps the earlier ones. A season 6 match draws its three from all 40 rules of seasons 2 to 6.

Season 2 ruleWhat it does
Spotlight: +2 attack.
Pit stop: +3 health.
Warm-up: +1 attack and +1 health.
EncoreThe bot's fires twice.
Hard hatEach hit on the bot deals 1 less damage, to a minimum of 1.
Hot seatThe bot loses 1 health after each . This is not a hit, so do not fire.
Season 4 ruleWhat it does
Slow burnAfter each : +1 attack and +1 health, up to two times for each bot in the .
Buddy system: the bots next to the get +2 health. The bot in the seat gets nothing.
Tool belt: +2 attack and +2 health if the bot holds an .
Power couple: +2 attack and +2 health if the bot is a .
Quiet zoneThe bot's for the whole fight: its ability and its own stop. Its and keywords from or other bots still work.
Season 5 ruleWhat it does
Fast lane.
Safety netSurvives one at 1 HP.
Open planHits also deal 1 to the foe behind.
Toxic spillIts hits for 1.
Static carpetEach attack on it deals 1 damage back.
Privacy screenThe first hit on it .
Focus booth+2/+2. Its for the fight.
Recliner: 1 and -1 ATK.
Loading dockDamage past a hits the next enemy.
Season 6 ruleWhat it does
Swivel chair: swaps its ATK and HP.
Job swap: swaps ATK with the enemy in the same .
Starting blockIts first hit deals double damage.
Corner officeGains +2 ATK each time it an enemy.
Hot deskWhen , a 1/1 Temp replaces it if a is free.
Send-offWhen , its friends get +1 ATK.
PromotionGains +1/+1 each time a friend is .
Glass desk+3 ATK, but each hit on it deals 1 more damage.
Parting shotWhen , 5 damage to the enemy front.
Power napAfter 2: +2/+2.
Finder's feeEach it makes: +1  in your next shop.
Lights outWhen it is the last bot on its side: +3/+3.
Fist bumpEach time it attacks: the friend behind gets +1 ATK.
Entry level: +2/+2 if it is a common bot.
Revolving doorAfter 2: it moves to the front.
Lightning rodEnemy abilities that pick a bot must pick it.
Line leader: +1 ATK for each friend behind it.
Desk hog: +2 ATK, and the bots next to it get -1 HP.
Comfy chair: +3 HP, and the bots next to it get -1 ATK.
Paper plane: hits the same- enemy for half its ATK.

Crews

From season 3, each bot has a crew: Sales, Ops, Marketing, Personal, or Builders. The card shows its crew as a shape: Sales is a triangle, Ops is a square, Marketing is a circle, Personal is a diamond, and Builders is a hexagon.

When two bots of one crew are on your team, the crew bonus turns on at the start of each fight, after the seat rules and before any kit fires. With 3 bots of one crew, you get the bigger bonus. The shop shows your active crews above your line, and the rival's crews work the same way.

Crew2 bots3 bots
Sales+2 attack for each Sales bot+3 attack and +1 health for each Sales bot
Ops+3 health for each Ops bot+1 attack and +4 health for each Ops bot
Marketing2 damage to each enemy bot3 damage to each enemy bot
Personal+1 attack and +1 health for each Personal bot+2 attack and +2 health for each Personal bot
Builders+2 attack and +3 health for your front bot+4 attack and +5 health for your front bot

Captains

From season 3, each match starts with a pick: three captains, dealt at random for that match. Pick one before the round 1 shop. Your captain helps you for the whole match.

Your rival has a captain too, and it shows from the first fight on. A fight captain acts at the start of each fight, for both teams. A shop captain changes the tokens, the prices, or the offers of each of your shops. Tap a captain in the match to read what it does.

Each season adds captains and keeps the earlier ones. A season 6 match deals its three from all 41 captains of seasons 3 to 6.

Season 3 captainWhat it does
DrillEach fight: your front bot gets +2 ATK.
MedicEach fight: your back bot gets +3 HP.
BankerUp to 5 unspent carry to your next shop.
ScoutYour first in each shop is free.
Chef costs 1  less.
RecruiterEach shop gives you 1 more .
Season 4 captainWhat it does
HecklerEach fight: their front bot loses 2 ATK.
VeteranEach fight: your middle bot gets +1/+1 per round already fought.
GearheadEach fight: each of your bots with an gets +1/+1.
RealtorEach shop gives you 1  for each empty on your line.
TrainerEach bot you gets +1 HP for good.
Grocer give +2/+2 instead of +1/+1.
UnderdogAfter you lose a fight, your next shop gives you 4 more .
FreezerA bot gets +1/+1 in your next shop.
Season 5 captainWhat it does
Critic: 1 damage to each enemy.
ModeratorEach fight: their back bot .
SprinterFights 1 and 2: your bots get +1 ATK.
Late bloomerFight 1: your bots get -1 HP. Later fights: your bots get +1/+1.
HotheadEach fight: your bots get +1/+1, and their bots get +1 ATK.
BruiserEach fight: your bots get +2 ATK. They lose their abilities.
Bargain hunter cost 1  less.
HustlerEach shop gives you 2 more . You cannot .
SalvagerEach of your bots that gives you 1  in your next shop, up to 2.
AppraiserYou also get a offer in shop 1.
HeadhunterEach shop shows a bot from a on your line.
Season 6 captainWhat it does
Safety officerWhen your front bot , the next bot gets +2 ATK.
RainmakerEach fight: your highest-ATK bot gets +1 HP for each friend.
MotivatorAfter you lose a fight, your bots get +1/+1 in the next fight.
Early riserYour first shop shows 2 more bots.
ProcrastinatorShop 3 gives you 4 more .
CuratorYour offers show 4 relics, not 3. Each relic you take gives 2 .
BureaucratEvery number in their bots' abilities is 1 lower.
MinimalistWith 2 bots or fewer, your bots get +1/+1.
Fact checkerEnemies at lose 2 ATK.
Stunt doubleYour bots at get +2 ATK.
Backseat driverAfter each , your middle bot deals 1 damage to their front.
Hall monitorEach fight: their front bot loses 1 ATK. Their bots' abilities do nothing.
LiferYour bots still standing after a fight get +2 HP for good.
Twin finderEach shop shows a copy of a bot on your line.
NetworkerEach shop gives you 2  for each of your that is on, up to 4.
DealmakerThe shows you up to 3 pacts, not 2.

Fusion

From season 4, you can fuse two bots of your line into one. In the shop, tap a bot, tap Fuse, and tap a second bot. They become one Fusion in the first bot's seat, and the other seat opens. Fusing is free.

The Fusion keeps the higher attack and the higher health of the two, plus 2 of each. It keeps the first bot's item and food marks. Its name is both names, and it wears both faces. It counts for both crews, and a Fusion of two bots of one crew counts twice for that crew. A Fusion cannot fuse again, but you can sell it, feed it, equip it, and move it like any bot.

The Fusion's power comes from the crews of its two parents. There is one recipe for each pair of crews.

CrewsFusionPower
Sales + SalesCloser: steal 2 ATK from the strongest enemy
Ops + OpsBunker 2: takes 2 less damage per hit
Marketing + MarketingHype Machine: 2 damage to each enemy
Personal + PersonalConfidant: friends have +1 ATK while it lives
Builders + BuildersForeman: gain +2/+2
Sales + OpsPipeline: give the friend ahead +2/+2
Sales + MarketingGrowth Hacker: 3 damage to the enemy front
Sales + PersonalCharmer: the enemy front skips its next attack
Sales + BuildersFounder: gain +3/+3
Ops + MarketingLaunch Team 2: attacks also hit the next enemy for 2
Ops + PersonalWellnessEnd of each : restore 1 HP to the front friend
Ops + BuildersPlatform: gain
Marketing + PersonalInfluencer: enemies have -1 ATK while it lives
Marketing + BuildersDemo Day: each attack hits twice
Personal + BuildersMentor: give each friend +1/+1

From season 5, an item can turn on a catalyst. While a Fusion holds an item of the type that its catalyst names, the catalyst replaces its base recipe and gives it a new power. When the item goes, the base recipe comes back. There are 60 catalysts: 16 from season 5 and 44 from season 6.

Season 5 catalysts
CrewsItem typeCatalystPower
Sales + SalesWeaponShark 1: its hits steal 1 ATK. .
Ops + OpsArmorFortress 1: takes 1 less damage per hit. 3: each attack on it deals 3 back
Marketing + MarketingWeaponFlame War 2: its hits poison for 2. 1: attacks also hit the next enemy
Personal + PersonalTrinketBest Friends: give each friend +2 HP
Builders + BuildersTrinketLegacy: a 3/3 Spare bot
Sales + OpsArmorDeal Desk 1: takes 1 less damage per hit. 1: its hits steal 1 ATK
Sales + MarketingWeaponHard Sell: damage past a hits the next enemy. 1: its hits poison for 1
Sales + PersonalSkill modDouble Agent 1: the first hit misses. : the bot it hits
Sales + BuildersWeaponUnicorn: damage past a hits the next enemy. 1: attacks also hit the next enemy
Ops + MarketingSkill modAutomationEvery 2nd : gain +2/+2
Ops + PersonalArmorSafe Space: give each friend 1
Ops + BuildersArmorData Center: enemy abilities must target it. (once): stay at 1 HP instead
Marketing + PersonalSkill modSpin Doctor: the bot it hits . 1: takes 1 less damage per hit
Marketing + BuildersTrinketRoadshow: after each front attack, it heals half its ATK. 1: attacks also hit the next enemy
Personal + BuildersSkill modSelf Care: after each front attack, it heals half its ATK. 1: takes 1 less damage per hit
Personal + BuildersTrinketCare Package: give each friend 1
Season 6 catalysts
CrewsItem typeCatalystPower
Sales + SalesSkill modCommission: damage past a hits the next enemy. Knock out: gain +2/+2
Sales + SalesArmorWarranty: gain , which the next hit
Sales + SalesTrinketUpsell 1: the first hit misses. : +1  in your next shop
Ops + OpsWeaponClean Sweep: its hits ignore , , and . : attack the next enemy at once
Ops + OpsSkill modChange FreezeEvery 2nd : each enemy
Ops + OpsTrinketShift Change: gain +2/+2
Marketing + MarketingArmorDamage Control 3: no hit deals it more than 3. 2: each attack on it deals 2 back
Marketing + MarketingSkill modViral Loop: gain +2/+1
Marketing + MarketingTrinketBuzz: lose 1 HP, give each friend +2 ATK
Personal + PersonalArmorComfort Zone: restore 2 HP
Personal + PersonalWeaponPayback: gain +2/+1
Personal + PersonalSkill modMe TimeAfter each : restore 1 HP to itself
Builders + BuildersArmorScaffold 2: takes 2 less damage per hit. 2: takes 2 of each hit on the friend ahead
Builders + BuildersWeaponHeavy Lifting: gain +2 HP for each friend
Builders + BuildersSkill modSite Plan 1: takes 1 less damage per hit. : your gets +3 
Sales + OpsSkill modForecast: the enemy front . 1: takes 1 less damage per hit
Sales + OpsWeaponQuotaEvery other : gain +3/+1
Sales + OpsTrinketSupply Chain: give the friend behind +4/+4
Sales + MarketingTrinketSwag Bag: give the friend behind +2/+2
Sales + MarketingArmorTalking Points 1, and each friend gets Armor 1: takes 1 less damage per hit
Sales + MarketingSkill modSmile and DialEvery 3rd : the enemy front's next attack hits the bot behind it
Sales + PersonalTrinketWarm Intro: give each friend +2/+2
Sales + PersonalWeaponReferral: give each friend +6/+5
Sales + PersonalArmorHelp DeskEvery 2nd : restore 3 HP to the front friend
Sales + BuildersArmorEscrow: when your side has fewer bots, gain +3/+3
Sales + BuildersSkill modFranchise 2: takes 2 less damage per hit. : copy the friend ahead's ability
Sales + BuildersTrinketExit Strategy 1: the first hit misses. : +2  in your next shop
Ops + MarketingWeaponDrip CampaignEvery 2nd : 3 damage to the enemy front
Ops + MarketingArmorCrisis Comms: the enemy with the most ATK loses 2 ATK
Ops + MarketingTrinketSmoke and Mirrors and 1. : give each friend Hidden
Ops + PersonalTrinketOffsite: give each friend . 1: takes 1 less damage per hit
Ops + PersonalWeaponDeadline: at 5 HP or less, gain +5/+1
Ops + PersonalSkill modPulse CheckFriend ahead : restore 6 HP to that friend
Ops + BuildersSkill modRefactorEvery 3rd : gain
Ops + BuildersWeaponDemolition 3: its attacks also hit the enemy for 3. : gain +3/+2
Ops + BuildersTrinketLoad Bearing: give the friend ahead +1/+4
Marketing + PersonalWeaponCallout: the enemy front takes +2 . 1: attacks also hit the next enemy
Marketing + PersonalArmorFan Club: give the friend behind +2/+2
Marketing + PersonalTrinketWord of Mouth 2. : give the friend behind Splash 1: its attacks also hit the next enemy
Marketing + BuildersWeaponHackathon: gain +1/+1
Marketing + BuildersArmorModel Home: gain 3/4 of the HP of your healthiest friend
Marketing + BuildersSkill modBeta Test: deal 3 damage to the enemy front
Personal + BuildersWeaponSide Project 1: attacks also hit the next enemy. : restore 3 HP
Personal + BuildersArmorFamily Dinner 1: takes 1 less damage per hit. : give the friend behind +1/+2

Relics

From season 4, after each of your first two fights, you pick 1 of 3 relics, or 1 of 4 with the Curator captain. You hold up to two, and they act for the rest of the match. Pick before you shop: if you shop without a pick, the first relic is yours.

A fight relic acts on your line in every fight. A shop relic changes your shop for the rest of the match: the prices you see are the prices you pay. Relics stack with your captain, your crews, and your items. Your rival's relics act on its line, as its captain does, and you see them on its plaque.

Fight relicWhat it does
HelmetsAll your bots have 1.
FangsAll your bots have 1.
StickyAll your bots have .
Double tapYour front bot has .
VampireAll your bots have .
Quick drawYour front bot has .
HotfixEvery number in your bots' abilities is +1.
EncoreYour bots' abilities fire twice.
Wide swingYour front bot has 1.
JammerYour front bot the enemy .
BubbleYour front bot starts with .
SiphonAll your bots have 1.
SteamrollerAll your bots have .
ThornsAll your bots have 1.
Slingshot: 3 damage to their back bot.
Second windYour back bot survives one at 1 HP.
Night shiftYour bots get +1/+1 after 3.
BrawlAll your bots have and -1 ATK.
SandbagsAll your bots have 2 and -1 ATK.
Riot shieldsAll your bots have and -1 ATK.
Mass emailEvery 3rd : 2 damage to each enemy.
Paper cutYour front bot has and +1 ATK.
Remote workYour bots have ; your front gets +2 HP.
LanyardYour front bot has , back bot -1 ATK.
Office favoriteYour front bot has 2, back +1 ATK.
Office coldYour spreads when a poisoned enemy .
Do not disturbYour bots get +1 ATK. You cannot .
SledgehammerYour front bot has and +3 HP.
Shift coverYour middle bot has 4 and +1 ATK.
Spot checkFight opens: 2 damage to their highest-ATK bot.
Retention planYour highest-ATK bot starts with .
Elevator pitchFight opens: their front takes half your highest ATK.
Growth planYour bots with 2 ATK or less get +1/+1.
QA passYour bots lose their flaw.
Desk fortYour front bot +3 HP, back bot -1 ATK.
Security cameraYour fires 2 more each fight.
Shop relicWhat it does
Rich+2  in each shop.
Bulk orderBots cost 1 less.
Loyalty card refunds the full price.
Fresh stockYour first 3  in each shop are free.
Early accessEach unlocks one shop early.
Item hoarder cost 0.
Gym passBots you get +1 ATK for good.
Extra shelfYour shop shows one more bot.
Victory lap+2  in the shop after a won fight.
Knowledge transfer gives your front bot +1/+1 for good.
Break room you give also feeds the bot behind.
Group projectEach you make gives +2 .
Loud crewYour turn on with one bot fewer.
Team colorsYour bots whose is on get +2 HP.
Cross-team3 different : your bots get +2 HP.
AlchemistYour get +2/+2 more.
MergerYour start with .

New abilities in Season 4

From season 4, 100 new bots join the shop in two drops of 50. Each one has one of 26 new abilities. The Cards page lists every bot with its ability in full. A Season 4 ability fires only in a Season 4 match, so the fights and replays of the earlier seasons play as they did.

AbilityWhat it does
Leech NAfter each front attack, if both bots live, the bot takes up to N attack from the bot it hit.
Reflect NWhen the front bots trade hits and both live after the hit on the bot, it deals N damage back to the attacker.
MuzzleAfter each front attack, if both bots live, the bot it hit for the rest of the fight.
OverkillWhen a front attack's damage is more than the target's health, the extra hits the enemy behind it. A on the target stops it.
Exchange NA countdown. The fires once, after N of the fight.
RerollA shop trigger. The fires each time you the shop while the bot is on your board.
Aura, ahead or behindThe friend ahead or the friend behind has the bonus while the bot lives and keeps its ability.
Copy the enemy across: the bot takes the ability of the enemy in the same .
Knock out: gain the victim's attackThe bot adds the attack of the bot it to its own.
Swap seats in the front : the bot trades seats with the friend behind it.
Faint: the friend behind gets a keywordWhen the bot , the friend behind it gets the that the card names, such as 1 or 1.
Send the enemy front to the back: the enemy front bot moves to the back of its line.
Deal 1 damage to each enemy: one hit on every enemy bot. fire.
Faint (once): come backThe first time the bot , it returns at the back of the line with 1 health, if a is free.
The enemy front loses its bonuses: the enemy front bot loses its , , and bonuses. It keeps at least 1 health.
Knock out: attack the next enemy at onceAfter a the bot swings again, at the enemy bot that is now in front. That swing gets no hit back.
Evade NIn each fight, the first N hits on the bot that no . A hit that misses does no damage and fires no .
Take the keywords of the enemy across: the bot takes the , such as or , of the enemy in the same , but not its .
Eat the friend behind: the friend behind leaves the board and the bot gains its attack and health. No fires.
Before attack: knock out a low enemy frontBefore the bot attacks, an enemy front bot at N health or less takes a hit equal to its health. That hit ignores , but a can still save it.
Gain +N/+N for each friend: the bonus counts each living friend on the bot's line.
Swap attack with the enemy across: the bot and the enemy in the same trade their attack values.
Heads, gain +N/+N: a coin flip from the fight's random stream. gives the bonus, tails gives nothing.
Gain +N/+N if an enemy shares its crew: the bonus comes only when an enemy bot is from the same as the bot.
From round NThe fires at the start of each battle N of the match on, and never before.
Faint: the enemy front loses its abilityWhen the bot , the enemy bot in front for the rest of the fight.

Outposts and towers

From season 5, each player has an outpost: one tower beside their line. In any shop, pick a blueprint and a seat to build it. Building is free. Your rival has a tower too: a ghost fights with the tower its player built, and the AI builds and grows its own.

From season 6, there are five blueprints: the Desk lamp and the Sprinkler join the Turret, the Clinic, and the Relay. Each match offers 3 of the 5, and your rival builds from the same 3.

The seat of the tower is its lane, on both lines. In each exchange of a fight, after the front bots attack, the tower fires one shot while it has shots left. A shot that hits or weakens goes to the enemy in its lane, and a shot that helps goes to your bot in its lane. When that seat is empty, the shot goes to the front bot.

A tower has 2 shots in each fight, plus 1 for each token you have left when you end the shop. So each token you do not spend is one more shot.

A tower can reach tier 2 from the round 2 shop and tier 3 from the round 3 shop. Tier 2 costs 3 tokens, and you pick one of two paths. Tier 3 costs 4 tokens and goes on down the same path. Each tier has more HP: 6, 9, then 12. Move takes your tower to another seat for 1 token.

Siege hits towers. A tower at 0 HP is stopped and fires no more shots in that fight. Each fight starts a tower at full HP.

TowerWhat it does
TurretThe at tier 1. : 1 damage. It grows into a or a .
CannonA at tier 2. : 2 damage. It grows into a .
RailgunA at tier 3, from the . : 3 damage, and 1 to the bot behind.
GatlingA at tier 2. 2  each , 1 damage each. It grows into a .
MinigunA at tier 3, from the . 2  each , 1 damage and 1 each.
ClinicThe at tier 1. : heals 1. It grows into a or a .
MedbayA at tier 2. : heals 2. It grows into a .
Trauma centerA at tier 3, from the . : heals 2. Your first bot to in its comes back with 1 HP.
Shield domeA at tier 2. every 2nd . It grows into an .
AegisA at tier 3, from the . every .
RelayThe at tier 1. : -1 ATK to the enemy, at most -3. It grows into a or a .
ScramblerA at tier 2. : -1 ATK to the enemy, at most -3. Takes 3 enemy shots at the start.
EMP towerA at tier 3, from the . : -1 ATK to the enemy, at most -3. Takes all enemy shots at the start.
BeaconA at tier 2. : your bot gets +2 ATK, at most +6. It grows into an .
UplinkA at tier 3, from the . : all your bots get +3 ATK, at most +9 each.
Desk lampThe at tier 1. : +3  to an enemy, once on each bot. It grows into a or a .
FloodlightA at tier 2. : +5  to an enemy, once on each bot. It grows into .
Stage lightsA at tier 3, from the . : +2  to every enemy, at most +6 on each bot.
GlareA at tier 2. : an enemy and +3 , once each. It grows into an .
X-rayA at tier 3, from the . : an enemy and +6 , once each.
SprinklerThe at tier 1. Each : 1 damage to every enemy. It grows into a or a .
Fire hoseA at tier 2. Every 2nd : 2 damage to every enemy. It grows into a .
Fire mainA at tier 3, from the . Every 2nd : 2 damage and 1 to every enemy.
MisterA at tier 2. Every 2nd : 1 damage and 1 to every enemy. It grows into a .
Fire alarmA at tier 3, from the . Every 2nd : 2 damage and 1 to every enemy, 2 to their .

Pacts

From season 5, a dealer comes to each shop with two pacts, or up to three with the Dealmaker captain. Each pact has a boon, which helps you, and a price, which you pay. Sign one of them, or skip them. You can sign one pact in each shop, and each pact once in a match.

A signed pact acts in the shops and fights that it names. A loan gives its boon now and takes its price later. An investment takes its price first and gives its boon later. A trade gives both from now on, and the other pacts give both in the next fight or in this shop.

You cannot sign a pact that takes more tokens now than you have, or a pact that stops your buys while your line has no bot.

PactBoonPriceOffered in
Venture round+3  now.3 fewer in each later shop.Shop 1
All-nighterYour bots have +2/+2 in the next fight.Your bots have -2/-2 in the fight after it.Shops 1 and 2
Side hustle+4  now.Every bot in your next shop comes (never a Mythic).Shops 1 and 2
ReorgYour turn on with one bot fewer.Your is off from now on, and your bots have -1/-1 in each later fight.Shops 1 and 2
Stealth modeAfter the next fight, each bot on your line gains +2/+2.Your bots have -2 ATK in the next fight.Shop 2
R&DYour next shop offers 1 bot of the next up (never a Mythic).2 fewer now.Shop 2
Bus factorYour front bot has double ATK.Your other bots have -1 ATK.Shops 1 to 3
Crunch timeYour bots have +2 ATK.Each of your bots loses 1 HP after each .Shops 1 to 3
Open sourceEvery number in your bots' abilities is +1.Every number in the rival's bots' abilities is +1.Shops 1 to 3
Golden parachuteWhen your front bot , the next bot gains its ATK.Your front bot has -2 HP.Shops 1 to 3
LayoffsYour bots have +2/+2 in the next fight.You cannot bots in your next shop.Shops 1 and 2
Long gameYour bots have +1 ATK in every fight left.2 fewer in each later shop.Shops 1 and 2
Fire saleEach this shop pays 2 more .Your bots have -1 ATK in the next fight.Shops 1 to 3
Nest eggYour bots have +2/+2 in the fight after next.3 fewer now.Shops 1 and 2
Day off+4  in your next shop.Your is off in the next fight.Shops 1 and 2
Heat waveEach enemy loses 1 HP after each .So do your bots.Shops 1 to 3
Window shopping are free this shop.Bots cost 1 more this shop.Shops 1 to 3
Dress downYour bots have +1/+1 in the next fight.Your do nothing in that fight.Shops 1 to 3

Glitches

From season 5, about one shop bot in 4 comes with a glitch. A glitch gives the bot an upside and a flaw, and its card shows both. A Trial bot shows up only in the first two shops. Your rival's bots can come with glitches too.

In the shop, Debug removes the glitch of a bot on your line, both its upside and its flaw, for 2 tokens. Or keep the bot as it is.

GlitchUpsideFlaw
Overclocked+2 ATK.Loses 1 HP after each .
GlassDouble ATK.Half HP, rounded up.
Bloated+4 HP.-2 ATK, but never below 1.
TrialCosts 1 .Leaves after the next fight.
VolatileWhen it , it deals 3 damage to the enemy front.It also deals 2 damage to the friend behind it.
Haunted+1/+1.When it , a 2/2  joins the enemy front if a is free.
Mirror: its ATK becomes the ATK of the enemy .Against a small bot, it becomes small.
Stubborn+1/+1.It cannot move or be .
Lazy+3/+2.It skips its first attack.
LeakyEvery number in its ability is +2.It loses 1 HP each time its ability fires.
Jittery+1 ATK.Its attacks hit a random enemy.
Slow boot+1 ATK after each .Starts each fight with -2 ATK, but never below 1.
Fickle: flips a coin. A win gives +2/+2.A loss gives -1/-1, but never below 1.
Stage fright+1/+1.Its ability is off while it is in front.
Clingy: gains the HP of the friend behind.-1 ATK, but never below 1, and it when that friend faints.
Picky+1/+1.It cannot hold an .

Trade-offs

From season 5, some items, relics, captains, and seat rules are trade-offs: an upside with a price. The card shows the upside first, then the price in red, under a half green, half red mark. On the Cards page, the Trade-offs filter shows them all.

Trade-offUpsidePrice
Boxing gloves+1 ATK. Hits twice.It loses its ability.
Filing cabinetArmor 2.-1 ATK.
Space heater+3/+3.The enemy across gets +2 ATK.
HouseplantLater fights: +2/+2.First fight held: -1/-1.
Lead apronArmor 3.It loses its ability.
BrawlAll your bots have Double hit.-1 ATK.
SandbagsAll your bots have Armor 2.-1 ATK.
Riot shieldsAll your bots have Shield.-1 ATK.
Late bloomerLater fights: your bots get +1/+1.Fight 1: your bots get -1 HP.
HotheadEach fight: your bots get +1/+1.Their bots get +1 ATK.
BruiserEach fight: your bots get +2 ATK.They lose their abilities.
HustlerEach shop gives you 2 more tokens.You cannot reroll.
Focus booth+2/+2.Its kit is off for the fight.
ReclinerStart of battle: Armor 1.-1 ATK.

New abilities in Season 5

Season 5 adds new keywords and new triggers. The Cards page lists every bot with its ability in full. A Season 5 ability fires only in a Season 5 match, so the fights and replays of the earlier seasons play as they did.

AbilityWhat it does
Siege N: after each front attack, this bot deals N damage to the enemy . A tower at 0 HP stops for the rest of the fight.
PierceThe bot's front attacks ignore , , and .
HiddenEnemy abilities that pick a bot skip this bot while it is not at the front.
SteadfastNothing can take away the bot's ability or swap it for another.
WoundEach bot this bot's front attacks hit can't be for the rest of the fight.
ContagionWhen a enemy , its venom moves to the next enemy in line.
Bodyguard N: the bot takes up to N damage of each hit on the friend ahead of it.
Sturdy N: no hit deals the bot more than N damage.
HeavyThe bot's front attacks deal triple damage, and it rests for the after each one.
Reckless N: the bot's front attacks deal N more damage and 1 damage to the friend behind it.
Burnout N: the bot starts the fight with N more ATK and loses 1 ATK after each , but not below 1.
TetherAs the fight starts the bot gains the HP of the friend behind it, and it when that friend faints.
Heartbreak N: the bot starts the fight with +N/+N, and when it each friend loses 2 ATK, but not below 1.
WildThe bot's front attacks hit a random enemy, or an enemy with if there is one.
Potluck you give the bot also goes to the friend behind it.
BlockA hit deals 0 damage and does not the bot. and block hits. A Block ability fires each time the bot blocks a hit.
Enemy joinsFires when a bot joins the enemy line during the fight, such as a , at most once each . An stepping in does not count.
Last legsFires once in a fight, the first time the bot lives with HP at or below the number in its text.
HealedFires each time the bot is , such as by , unless it is .
OutnumberedFires once in a fight, when the enemy line has more bots than the bot's own line.
Won fightFires after each fight the bot's side wins, and what it gives lasts for good.
Lost fightFires after each fight the bot's side loses, and what it gives lasts for good.
Fight overFires after each fight the bot's side wins or loses, with one effect for a win and another for a loss.
Shop startFires as each shop after the first starts, while the bot is on your line.
Shop endsFires when you end the shop, before the fight starts.

New abilities in Season 6

Season 6 adds new fight abilities. The Cards page lists every bot with its ability in full. A Season 6 ability fires only in a Season 6 match.

AbilityWhat it does
AdaptIf the enemy front has more ATK than the bot, the bot gains a . If not, it gains the ATK in its text.
Dug inThe bot takes no damage before the first : the 's strike and hits deal it 0.
PaybackWhen the bot , it hits the enemy front, or an enemy with , for half the damage it took from hits in the fight, rounded down, at most 6. does not count.
Pile onFires each time the friend right in front of this bot an enemy, as long as both bots still stand.
Roll callThe bot gains the bonus in its text once for each other friend of its on the line that still stands. A bot with no crew gains nothing.
RotateYour front bot moves to the back of your line, and each bot behind it moves up one . With one bot left, nothing moves.

The face-off

When you tap Fight, your rival's line flips face up before the fight starts. You see who each will hit, and you can still move your .

Tap GO, or the fight starts by itself after 5 seconds. Then you see where your rival's waited.

The Intern and its crew boost

Each round, you and your rival get the same common card as your . It waits behind your front bot: in the face-off, drag it to another bot, or tap it and then a bot.

When that bot , the takes its as a plain 3/3, before Faint abilities. It stays on the line, so a or a come-back can find no free seat.

As each fight starts, the bot your waits behind gets the Intern card's :

Intern card's crewCrew boost
Sales+1 HP
Marketing+1 HP
Ops+2 HP
Builders+2 HP
Personal+1 ATK and +1 HP

The captain's opening strike

Your the enemy with the most attack as the line flips, the front-most on a tie. Your rival's captain hits your line the same way.

The crosshair never moves, even if a changes who has the most attack.

A right behind the marked bot can take some or all of the strike, and the crosshair stays on the marked bot.

The strike lands before abilities and hits a bot too. There is no strike if the marked bot is first, or with no or one that a turns off.

Office Day

From season 6, each day has an Office Day: one rule for the day's rated and practice matches, the same for everyone. A match keeps the rule it started with, and your plaque shows it.

Opponents, practice, and rated play

  • Anyone can practice without an account. Practice matches are against an AI board and do not change your rating.
  • Sign in with X to play rated matches. When you end a shop, the game saves your board as a snapshot. Then you fight the snapshot of another player at the same round, the one closest to your aim. That opponent is your ghost.
  • Your aim is your rating plus 23. Attackers win a little more often than equal ratings say, so a board at your aim gives you an even chance. Your last 10 rated results move your aim: after more wins than losses it goes up, and after more losses than wins it goes down, by at most 70 points. Your rating change still comes from your rating and your ghost's rating, so a higher board gives more points for a win and takes fewer for a loss.
  • The game looks at every saved board for your round. It uses the first of these ranges that has a board: within 100 rating points of your aim, within 200, within 400, and then any rating. In that range, a board that you have not fought comes before a board that you have fought, and then the closest rating comes first.
  • When one player was your ghost in 10 of your last 50 rated matches, the game takes a board of another player first, from any range. A board more than 400 rating points above your aim comes last.
  • From season 3, players at 1300 or more form the top table. When you and the owner of a board are both at 1300 or more, that owner can be your ghost in up to 25 of your last 50 rated matches before the game takes a board of another player first.
  • After the game picks your ghost, you fight the boards of that same player in the later rounds of the match.
  • If no ghost is available for your round, you fight an AI board, and the match is unrated. The result screen shows this.

Rating, tiers, and seasons

Each player starts a season at 1000 Elo. A rated match changes your rating by standard Elo with a K factor of 32. A win against a higher-rated ghost gives more points, a loss against a lower-rated ghost takes more points, and a draw counts as half a win. Your rating changes as soon as the match has a result, so if you leave after you lose the last fight, the loss still counts.

Your ghost counts too. When another player fights your board, your rating goes up when your ghost wins and down when it loses, with a K factor of 16, if the two ratings are within 400 points. Attackers win a little more often than equal ratings say, so the expected score gives the attacker 23 extra rating points. So an average match moves the ladder by almost nothing. Each ghost defense also counts in your record: Played, Wins, Losses, and Draws.

From season 3, the top table is the one place where a ghost defense counts in full. When you and the attacker are both at 1300 or more, your rating moves with the same K factor of 32 as the attacker's, not 16. So two top players who fight each other's boards cannot both climb: what one gains, the other loses.

TierRating
SuperGrok#1 at 1700 and up, from season 2
Grok1600 and up
Deep Thought1500 to 1599
Big Brain1400 to 1499
Grandmaster1300 to 1399
Diamond1200 to 1299
Platinum1100 to 1199
Gold1000 to 1099
Silver900 to 999
BronzeBelow 900

From season 2, SuperGrok is a title for one player: the #1 player of the ladder, when their rating is 1700 or more.

The leaderboard shows the top 100 players of the current season by rating. Each season has its own ratings, and each new season starts every player at 1000.

From season 5, you keep your final place only with at least 10 rated attacks in the last 24 hours of the season. A rated attack is a rated match that you start against a ghost. Ghost defenses, practice matches, and matches against an AI board do not count. When the season ends, players with fewer are listed after all who have 10 or more, by final rating. In the last 24 hours, the leaderboard draws that line and shows how many rated attacks you still need.

Frequently asked questions

How long is a Thursday Arena match?

A match is best of three rounds. Each round is one shop followed by one auto battle. A match that is even after three rounds plays one more shop and fight, so a full match is at most four shops and four fights.

Do I need an account to play?

No. Anyone can practice against the AI without signing in. Sign in with X to play rated matches against the boards of other players and to get a place on the leaderboard.

How many tokens do I get each round?

Each shop gives you 10 tokens. Unspent tokens do not go to the next round, unless your captain is the Banker, who carries up to 5. Each token you do not spend is one more tower shot. Bots cost 3 to 8 tokens by rarity, food costs 3, a reroll costs 1, and selling refunds 1.

How many bots can I have on my team?

Up to 3. Their left-to-right order is the order they fight in.

What is a ghost opponent?

In a rated match, your opponent is the saved board of another signed-in player at the same round, with the rating closest to your aim. You fight their board, not the player, and other players can fight your board. When they do, your rating moves too.

How does rating work?

Rated matches use Elo with a K factor of 32. Everyone starts each season at 1000. The tiers, lowest first, are Bronze, Silver, Gold, Platinum, Diamond, Grandmaster, Big Brain, Deep Thought, and Grok. Silver starts at 900, Gold at 1000, Platinum at 1100, Diamond at 1200, Grandmaster at 1300, Big Brain at 1400, Deep Thought at 1500, and Grok at 1600. From season 2, SuperGrok is a title for one player: the #1 player of the ladder, when their rating is 1700 or more.

What is new in Season 6?

New bots, items, seat rules, captains, catalysts, relics, blueprints, pacts, glitches, and Office Days. The shop offers each new bot twice as often as an older bot of the same rarity. Each day has one rule for rated and practice matches, the same for everyone. An ability that knocks out a low enemy front now ignores Armor.

How do I keep my place at the end of a season?

From season 5, play at least 10 rated attacks in the last 24 hours of the season. Ghost defenses and practice matches do not count. Players with fewer are listed after all who have 10 or more, by final rating, and the leaderboard shows how many you still need.

What is the Intern?

From season 6, each round the game deals one common card from the card pool as the Intern, the same card for you and your rival. It waits behind your front bot, or behind the bot you move it to in the face-off. When that bot faints, the Intern takes its seat as a plain 3/3 with no crew and no ability, before Faint abilities fire.

What does the Intern's crew boost give?

As each fight starts, the bot your Intern waits behind gets a boost from the Intern card's crew: Sales +1 HP, Marketing +1 HP, Ops +2 HP, Builders +2 HP, and Personal +1 ATK and +1 HP. The boost moves with the Intern.

Who does my captain hit, and why does the crosshair not move?

Your captain hits the enemy with the most attack as the line flips, the front-most of them on a tie, for 3 damage. The target is set at that moment, so the crosshair stays on that bot even if a crew boost changes who has the most attack. If that bot is knocked out before the strike, the strike is skipped.

What if I have no captain, or a pact turns my captain off?

Then your side has no opening strike and no crosshair. Your rival's captain still strikes your line if it has one.

What does "No free seat" mean in a fight?

A summon or a come-back needs a free seat on the line, and an Intern that steps in takes one. When the Intern's seat leaves none free, the fight says "No free seat for" and the name of the bot that could not join.

Is Thursday Arena free?

Yes. Thursday Arena is a free browser game with nothing to buy.