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 sudden death.
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.
| Rarity | Shop cost | Appears from | Odds |
|---|---|---|---|
| Common | 3 tokens | Turn 1 | Normal |
| Uncommon | 4 tokens | Turn 2 | Normal |
| Rare | 5 tokens | Turn 3 | Normal |
| Epic | 6 tokens | Turn 3 | Normal |
| Legendary | 7 tokens | Turn 3, from season 2 | Half |
| Mythic | 8 tokens | Turn 3, from season 3 | Quarter |
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 sudden death: one more shop, with your tokens 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. Pacts cover rounds one to three only, and no relic 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 rule | What it does |
|---|---|
| Spotlight | Start of battle: +2 attack. |
| Pit stop | Start of battle: +3 health. |
| Warm-up | Start of battle: +1 attack and +1 health. |
| Encore | The bot's start-of-battle kit fires twice. |
| Hard hat | Each hit on the bot deals 1 less damage, to a minimum of 1. |
| Hot seat | The bot loses 1 health after each exchange. This is not a hit, so hurt kits do not fire. |
| Season 4 rule | What it does |
|---|---|
| Slow burn | After each exchange: +1 attack and +1 health, up to two times for each bot in the seat. |
| Buddy system | Start of battle: the bots next to the seat get +2 health. The bot in the seat gets nothing. |
| Tool belt | Start of battle: +2 attack and +2 health if the bot holds an item. |
| Power couple | Start of battle: +2 attack and +2 health if the bot is a Fusion. |
| Quiet zone | The bot's kit is off for the whole fight: its ability and its own keywords stop. Its item and keywords from relics or other bots still work. |
| Season 5 rule | What it does |
|---|---|
| Fast lane | Strikes first. |
| Safety net | Survives one knockout at 1 HP. |
| Open plan | Hits also deal 1 to the foe behind. |
| Toxic spill | Its hits poison for 1. |
| Static carpet | Each attack on it deals 1 damage back. |
| Privacy screen | The first hit on it misses. |
| Focus booth | +2/+2. Its kit is off for the fight. |
| Recliner | Start of battle: Armor 1 and -1 ATK. |
| Loading dock | Damage past a knockout hits the next enemy. |
| Season 6 rule | What it does |
|---|---|
| Swivel chair | Start of battle: swaps its ATK and HP. |
| Job swap | Start of battle: swaps ATK with the enemy in the same seat. |
| Starting block | Its first hit deals double damage. |
| Corner office | Gains +2 ATK each time it knocks out an enemy. |
| Hot desk | When knocked out, a 1/1 Temp replaces it if a seat is free. |
| Send-off | When knocked out, its friends get +1 ATK. |
| Promotion | Gains +1/+1 each time a friend is knocked out. |
| Glass desk | +3 ATK, but each hit on it deals 1 more damage. |
| Parting shot | When knocked out, 5 damage to the enemy front. |
| Power nap | After exchange 2: +2/+2. |
| Finder's fee | Each knockout it makes: +1 token in your next shop. |
| Lights out | When it is the last bot on its side: +3/+3. |
| Fist bump | Each time it attacks: the friend behind gets +1 ATK. |
| Entry level | Start of battle: +2/+2 if it is a common bot. |
| Revolving door | After exchange 2: it moves to the front. |
| Lightning rod | Enemy abilities that pick a bot must pick it. |
| Line leader | Start of battle: +1 ATK for each friend behind it. |
| Desk hog | Start of battle: +2 ATK, and the bots next to it get -1 HP. |
| Comfy chair | Start of battle: +3 HP, and the bots next to it get -1 ATK. |
| Paper plane | Start of battle: hits the same-seat 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.
| Crew | 2 bots | 3 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 |
| Marketing | 2 damage to each enemy bot | 3 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 captain | What it does |
|---|---|
| Drill | Each fight: your front bot gets +2 ATK. |
| Medic | Each fight: your back bot gets +3 HP. |
| Banker | Up to 5 unspent tokens carry to your next shop. |
| Scout | Your first reroll in each shop is free. |
| Chef | Food costs 1 token less. |
| Recruiter | Each shop gives you 1 more token. |
| Season 4 captain | What it does |
|---|---|
| Heckler | Each fight: their front bot loses 2 ATK. |
| Veteran | Each fight: your middle bot gets +1/+1 per round already fought. |
| Gearhead | Each fight: each of your bots with an item gets +1/+1. |
| Realtor | Each shop gives you 1 token for each empty seat on your line. |
| Trainer | Each bot you buy gets +1 HP for good. |
| Grocer | Apples give +2/+2 instead of +1/+1. |
| Underdog | After you lose a fight, your next shop gives you 4 more tokens. |
| Freezer | A frozen bot gets +1/+1 in your next shop. |
| Season 5 captain | What it does |
|---|---|
| Critic | Start of battle: 1 damage to each enemy. |
| Moderator | Each fight: their back bot loses its ability. |
| Sprinter | Fights 1 and 2: your bots get +1 ATK. |
| Late bloomer | Fight 1: your bots get -1 HP. Later fights: your bots get +1/+1. |
| Hothead | Each fight: your bots get +1/+1, and their bots get +1 ATK. |
| Bruiser | Each fight: your bots get +2 ATK. They lose their abilities. |
| Bargain hunter | Items cost 1 token less. |
| Hustler | Each shop gives you 2 more tokens. You cannot reroll. |
| Salvager | Each of your bots that faints gives you 1 token in your next shop, up to 2. |
| Appraiser | You also get a relic offer in shop 1. |
| Headhunter | Each shop shows a bot from a crew on your line. |
| Season 6 captain | What it does |
|---|---|
| Safety officer | When your front bot faints, the next bot gets +2 ATK. |
| Rainmaker | Each fight: your highest-ATK bot gets +1 HP for each friend. |
| Motivator | After you lose a fight, your bots get +1/+1 in the next fight. |
| Early riser | Your first shop shows 2 more bots. |
| Procrastinator | Shop 3 gives you 4 more tokens. |
| Curator | Your relic offers show 4 relics, not 3. Each relic you take gives 2 tokens. |
| Bureaucrat | Every number in their bots' abilities is 1 lower. |
| Minimalist | With 2 bots or fewer, your bots get +1/+1. |
| Fact checker | Enemies hurt at start of battle lose 2 ATK. |
| Stunt double | Your bots hurt at start of battle get +2 ATK. |
| Backseat driver | After each exchange, your middle bot deals 1 damage to their front. |
| Hall monitor | Each fight: their front bot loses 1 ATK. Their bots' faint abilities do nothing. |
| Lifer | Your bots still standing after a fight get +2 HP for good. |
| Twin finder | Each shop shows a copy of a bot on your line. |
| Networker | Each shop gives you 2 tokens for each of your crews that is on, up to 4. |
| Dealmaker | The pact dealer 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.
| Crews | Fusion | Power |
|---|---|---|
| Sales + Sales | Closer | Start of battle: steal 2 ATK from the strongest enemy |
| Ops + Ops | Bunker | Armor 2: takes 2 less damage per hit |
| Marketing + Marketing | Hype Machine | Start of battle: 2 damage to each enemy |
| Personal + Personal | Confidant | Aura: friends have +1 ATK while it lives |
| Builders + Builders | Foreman | Friend faints: gain +2/+2 |
| Sales + Ops | Pipeline | Start of battle: give the friend ahead +2/+2 |
| Sales + Marketing | Growth Hacker | Start of battle: 3 damage to the enemy front |
| Sales + Personal | Charmer | Start of battle: the enemy front skips its next attack |
| Sales + Builders | Founder | Last bot standing: gain +3/+3 |
| Ops + Marketing | Launch Team | Splash 2: attacks also hit the next enemy for 2 |
| Ops + Personal | Wellness | End of each exchange: restore 1 HP to the front friend |
| Ops + Builders | Platform | Start of battle: gain Shield |
| Marketing + Personal | Influencer | Aura: enemies have -1 ATK while it lives |
| Marketing + Builders | Demo Day | Double hit: each attack hits twice |
| Personal + Builders | Mentor | Start of battle: 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.
| Crews | Item type | Catalyst | Power |
|---|---|---|---|
| Sales + Sales | Weapon | Shark | Leech 1: its hits steal 1 ATK. First strike. |
| Ops + Ops | Armor | Fortress | Armor 1: takes 1 less damage per hit. Reflect 3: each attack on it deals 3 back |
| Marketing + Marketing | Weapon | Flame War | Venom 2: its hits poison for 2. Splash 1: attacks also hit the next enemy |
| Personal + Personal | Trinket | Best Friends | Start of battle: give each friend +2 HP |
| Builders + Builders | Trinket | Legacy | Faint: summon a 3/3 Spare bot |
| Sales + Ops | Armor | Deal Desk | Armor 1: takes 1 less damage per hit. Leech 1: its hits steal 1 ATK |
| Sales + Marketing | Weapon | Hard Sell | Overkill: damage past a knock-out hits the next enemy. Venom 1: its hits poison for 1 |
| Sales + Personal | Skill mod | Double Agent | Evade 1: the first hit misses. Muzzle: the bot it hits loses its ability |
| Sales + Builders | Weapon | Unicorn | Overkill: damage past a knock-out hits the next enemy. Splash 1: attacks also hit the next enemy |
| Ops + Marketing | Skill mod | Automation | Every 2nd exchange: gain +2/+2 |
| Ops + Personal | Armor | Safe Space | Start of battle: give each friend Armor 1 |
| Ops + Builders | Armor | Data Center | Taunt: enemy abilities must target it. Faint (once): stay at 1 HP instead |
| Marketing + Personal | Skill mod | Spin Doctor | Muzzle: the bot it hits loses its ability. Armor 1: takes 1 less damage per hit |
| Marketing + Builders | Trinket | Roadshow | Lifesteal: after each front attack, it heals half its ATK. Splash 1: attacks also hit the next enemy |
| Personal + Builders | Skill mod | Self Care | Lifesteal: after each front attack, it heals half its ATK. Armor 1: takes 1 less damage per hit |
| Personal + Builders | Trinket | Care Package | Start of battle: give each friend Evade 1 |
| Crews | Item type | Catalyst | Power |
|---|---|---|---|
| Sales + Sales | Skill mod | Commission | Overkill: damage past a knock-out hits the next enemy. Knock out: gain +2/+2 |
| Sales + Sales | Armor | Warranty | Knock out: gain Shield, which blocks the next hit |
| Sales + Sales | Trinket | Upsell | Evade 1: the first hit misses. Knock out: +1 token in your next shop |
| Ops + Ops | Weapon | Clean Sweep | Pierce: its hits ignore Armor, Shield, and Evade. Knock out: attack the next enemy at once |
| Ops + Ops | Skill mod | Change Freeze | Every 2nd exchange: each enemy loses its ability |
| Ops + Ops | Trinket | Shift Change | Friend ahead faints: gain +2/+2 |
| Marketing + Marketing | Armor | Damage Control | Sturdy 3: no hit deals it more than 3. Reflect 2: each attack on it deals 2 back |
| Marketing + Marketing | Skill mod | Viral Loop | Enemy faints: gain +2/+1 |
| Marketing + Marketing | Trinket | Buzz | Start of battle: lose 1 HP, give each friend +2 ATK |
| Personal + Personal | Armor | Comfort Zone | Hurt: restore 2 HP |
| Personal + Personal | Weapon | Payback | Friend faints: gain +2/+1 |
| Personal + Personal | Skill mod | Me Time | After each exchange: restore 1 HP to itself |
| Builders + Builders | Armor | Scaffold | Armor 2: takes 2 less damage per hit. Bodyguard 2: takes 2 of each hit on the friend ahead |
| Builders + Builders | Weapon | Heavy Lifting | Start of battle: gain +2 HP for each friend |
| Builders + Builders | Skill mod | Site Plan | Armor 1: takes 1 less damage per hit. Start of battle: your outpost gets +3 shots |
| Sales + Ops | Skill mod | Forecast | Start of battle: the enemy front loses its ability. Armor 1: takes 1 less damage per hit |
| Sales + Ops | Weapon | Quota | Every other exchange: gain +3/+1 |
| Sales + Ops | Trinket | Supply Chain | Knock out: give the friend behind +4/+4 |
| Sales + Marketing | Trinket | Swag Bag | Faint: give the friend behind +2/+2 |
| Sales + Marketing | Armor | Talking Points | Armor 1, and each friend gets Armor 1: takes 1 less damage per hit |
| Sales + Marketing | Skill mod | Smile and Dial | Every 3rd exchange: the enemy front's next attack hits the bot behind it |
| Sales + Personal | Trinket | Warm Intro | Friend faints: give each friend +2/+2 |
| Sales + Personal | Weapon | Referral | Knock out: give each friend +6/+5 |
| Sales + Personal | Armor | Help Desk | Every 2nd exchange: restore 3 HP to the front friend |
| Sales + Builders | Armor | Escrow | Outnumbered: when your side has fewer bots, gain +3/+3 |
| Sales + Builders | Skill mod | Franchise | Armor 2: takes 2 less damage per hit. Start of battle: copy the friend ahead's ability |
| Sales + Builders | Trinket | Exit Strategy | Evade 1: the first hit misses. Faint: +2 tokens in your next shop |
| Ops + Marketing | Weapon | Drip Campaign | Every 2nd exchange: 3 damage to the enemy front |
| Ops + Marketing | Armor | Crisis Comms | Start of battle: the enemy with the most ATK loses 2 ATK |
| Ops + Marketing | Trinket | Smoke and Mirrors | Hidden and Evade 1. Start of battle: give each friend Hidden |
| Ops + Personal | Trinket | Offsite | Start of battle: give each friend Lifesteal. Armor 1: takes 1 less damage per hit |
| Ops + Personal | Weapon | Deadline | Last legs: at 5 HP or less, gain +5/+1 |
| Ops + Personal | Skill mod | Pulse Check | Friend ahead hurt: restore 6 HP to that friend |
| Ops + Builders | Skill mod | Refactor | Every 3rd exchange: gain Shield |
| Ops + Builders | Weapon | Demolition | Siege 3: its attacks also hit the enemy outpost for 3. Knock out: gain +3/+2 |
| Ops + Builders | Trinket | Load Bearing | Start of battle: give the friend ahead +1/+4 |
| Marketing + Personal | Weapon | Callout | Start of battle: the enemy front takes +2 damage per hit. Splash 1: attacks also hit the next enemy |
| Marketing + Personal | Armor | Fan Club | Hurt: give the friend behind +2/+2 |
| Marketing + Personal | Trinket | Word of Mouth | Splash 2. Faint: give the friend behind Splash 1: its attacks also hit the next enemy |
| Marketing + Builders | Weapon | Hackathon | Before attack: gain +1/+1 |
| Marketing + Builders | Armor | Model Home | Start of battle: gain 3/4 of the HP of your healthiest friend |
| Marketing + Builders | Skill mod | Beta Test | Friend ahead attacks: deal 3 damage to the enemy front |
| Personal + Builders | Weapon | Side Project | Splash 1: attacks also hit the next enemy. Knock out: restore 3 HP |
| Personal + Builders | Armor | Family Dinner | Armor 1: takes 1 less damage per hit. Faint: 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 relic | What it does |
|---|---|
| Helmets | All your bots have Armor 1. |
| Fangs | All your bots have Venom 1. |
| Sticky | All your bots have honey. |
| Double tap | Your front bot has Double hit. |
| Vampire | All your bots have Lifesteal. |
| Quick draw | Your front bot has First strike. |
| Hotfix | Every number in your bots' abilities is +1. |
| Encore | Your bots' start-of-battle abilities fire twice. |
| Wide swing | Your front bot has Splash 1. |
| Jammer | Your front bot silences the enemy across. |
| Bubble | Your front bot starts with Shield. |
| Siphon | All your bots have Leech 1. |
| Steamroller | All your bots have Overkill. |
| Thorns | All your bots have Reflect 1. |
| Slingshot | Start of battle: 3 damage to their back bot. |
| Second wind | Your back bot survives one knockout at 1 HP. |
| Night shift | Your bots get +1/+1 after exchange 3. |
| Brawl | All your bots have Double hit and -1 ATK. |
| Sandbags | All your bots have Armor 2 and -1 ATK. |
| Riot shields | All your bots have Shield and -1 ATK. |
| Mass email | Every 3rd exchange: 2 damage to each enemy. |
| Paper cut | Your front bot has Pierce and +1 ATK. |
| Remote work | Your bots have Hidden; your front gets +2 HP. |
| Lanyard | Your front bot has Tether, back bot -1 ATK. |
| Office favorite | Your front bot has Heartbreak 2, back +1 ATK. |
| Office cold | Your poison spreads when a poisoned enemy faints. |
| Do not disturb | Your bots get +1 ATK. You cannot reroll. |
| Sledgehammer | Your front bot has Heavy and +3 HP. |
| Shift cover | Your middle bot has Sturdy 4 and +1 ATK. |
| Spot check | Fight opens: 2 damage to their highest-ATK bot. |
| Retention plan | Your highest-ATK bot starts with Shield. |
| Elevator pitch | Fight opens: their front takes half your highest ATK. |
| Growth plan | Your bots with 2 ATK or less get +1/+1. |
| QA pass | Your glitched bots lose their flaw. |
| Desk fort | Your front bot +3 HP, back bot -1 ATK. |
| Security camera | Your tower fires 2 more shots each fight. |
| Shop relic | What it does |
|---|---|
| Rich | +2 tokens in each shop. |
| Bulk order | Bots cost 1 less. |
| Loyalty card | Selling refunds the full price. |
| Fresh stock | Your first 3 rerolls in each shop are free. |
| Early access | Each rarity unlocks one shop early. |
| Item hoarder | Items cost 0. |
| Gym pass | Bots you buy get +1 ATK for good. |
| Extra shelf | Your shop shows one more bot. |
| Victory lap | +2 tokens in the shop after a won fight. |
| Knowledge transfer | Selling gives your front bot +1/+1 for good. |
| Break room | Food you give also feeds the bot behind. |
| Group project | Each Fusion you make gives +2 tokens. |
| Loud crew | Your crews turn on with one bot fewer. |
| Team colors | Your bots whose crew is on get +2 HP. |
| Cross-team | 3 different crews: your bots get +2 HP. |
| Alchemist | Your Fusions get +2/+2 more. |
| Merger | Your Fusions start with Shield. |
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.
| Ability | What it does |
|---|---|
| Leech N | After each front attack, if both bots live, the bot takes up to N attack from the bot it hit. |
| Reflect N | When the front bots trade hits and both live after the hit on the bot, it deals N damage back to the attacker. |
| Muzzle | After each front attack, if both bots live, the bot it hit loses its ability for the rest of the fight. |
| Overkill | When a front attack's damage is more than the target's health, the extra hits the enemy behind it. A shield on the target stops it. |
| Exchange N | A countdown. The kit fires once, after exchange N of the fight. |
| Reroll | A shop trigger. The kit fires each time you reroll the shop while the bot is on your board. |
| Aura, ahead or behind | The friend ahead or the friend behind has the bonus while the bot lives and keeps its ability. |
| Copy the enemy across | Start of battle: the bot takes the ability of the enemy in the same seat. |
| Knock out: gain the victim's attack | The bot adds the attack of the bot it knocked out to its own. |
| Swap seats | Hurt in the front seat: the bot trades seats with the friend behind it. |
| Faint: the friend behind gets a keyword | When the bot faints, the friend behind it gets the keyword that the card names, such as Armor 1 or Reflect 1. |
| Send the enemy front to the back | Start of battle: the enemy front bot moves to the back of its line. |
| Deal 1 damage to each enemy | Start of battle: one hit on every enemy bot. Hurt kits fire. |
| Faint (once): come back | The first time the bot faints, it returns at the back of the line with 1 health, if a seat is free. |
| The enemy front loses its bonuses | Start of battle: the enemy front bot loses its seat rule, crew, and captain bonuses. It keeps at least 1 health. |
| Knock out: attack the next enemy at once | After a knock-out the bot swings again, at the enemy bot that is now in front. That swing gets no hit back. |
| Evade N | In each fight, the first N hits on the bot that no shield blocks miss. A hit that misses does no damage and fires no hurt kit. |
| Take the keywords of the enemy across | Start of battle: the bot takes the keywords, such as Armor or First strike, of the enemy in the same seat, but not its shields. |
| Eat the friend behind | Start of battle: the friend behind leaves the board and the bot gains its attack and health. No faint kit fires. |
| Before attack: knock out a low enemy front | Before the bot attacks, an enemy front bot at N health or less takes a hit equal to its health. That hit ignores Armor, but a shield can still save it. |
| Gain +N/+N for each friend | Start of battle: the bonus counts each living friend on the bot's line. |
| Swap attack with the enemy across | Start of battle: the bot and the enemy in the same seat trade their attack values. |
| Heads, gain +N/+N | Start of battle: a coin flip from the fight's random stream. Heads gives the bonus, tails gives nothing. |
| Gain +N/+N if an enemy shares its crew | Start of battle: the bonus comes only when an enemy bot is from the same crew as the bot. |
| From round N | The kit fires at the start of each battle from round N of the match on, and never before. |
| Faint: the enemy front loses its ability | When the bot faints, the enemy bot in front loses its ability 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.
| Tower | What it does |
|---|---|
| Turret | The Turret blueprint at tier 1. Each shot: 1 damage. It grows into a Cannon or a Gatling. |
| Cannon | A Turret at tier 2. Each shot: 2 damage. It grows into a Railgun. |
| Railgun | A Turret at tier 3, from the Cannon. Each shot: 3 damage, and 1 to the bot behind. |
| Gatling | A Turret at tier 2. 2 shots each exchange, 1 damage each. It grows into a Minigun. |
| Minigun | A Turret at tier 3, from the Gatling. 2 shots each exchange, 1 damage and Venom 1 each. |
| Clinic | The Clinic blueprint at tier 1. Each shot: heals 1. It grows into a Medbay or a Shield dome. |
| Medbay | A Clinic at tier 2. Each shot: heals 2. It grows into a Trauma center. |
| Trauma center | A Clinic at tier 3, from the Medbay. Each shot: heals 2. Your first bot to faint in its lane comes back with 1 HP. |
| Shield dome | A Clinic at tier 2. Shield every 2nd exchange. It grows into an Aegis. |
| Aegis | A Clinic at tier 3, from the Shield dome. Shield every exchange. |
| Relay | The Relay blueprint at tier 1. Each shot: -1 ATK to the enemy, at most -3. It grows into a Scrambler or a Beacon. |
| Scrambler | A Relay at tier 2. Each shot: -1 ATK to the enemy, at most -3. Takes 3 enemy shots at the start. |
| EMP tower | A Relay at tier 3, from the Scrambler. Each shot: -1 ATK to the enemy, at most -3. Takes all enemy shots at the start. |
| Beacon | A Relay at tier 2. Each shot: your bot gets +2 ATK, at most +6. It grows into an Uplink. |
| Uplink | A Relay at tier 3, from the Beacon. Each shot: all your bots get +3 ATK, at most +9 each. |
| Desk lamp | The Desk lamp blueprint at tier 1. Each shot: +3 damage per hit to an enemy, once on each bot. It grows into a Floodlight or a Glare. |
| Floodlight | A Desk lamp at tier 2. Each shot: +5 damage per hit to an enemy, once on each bot. It grows into Stage lights. |
| Stage lights | A Desk lamp at tier 3, from the Floodlight. Each shot: +2 damage per hit to every enemy, at most +6 on each bot. |
| Glare | A Desk lamp at tier 2. Each shot: strips an enemy and +3 damage per hit, once each. It grows into an X-ray. |
| X-ray | A Desk lamp at tier 3, from the Glare. Each shot: strips an enemy and +6 damage per hit, once each. |
| Sprinkler | The Sprinkler blueprint at tier 1. Each exchange: 1 damage to every enemy. It grows into a Fire hose or a Mister. |
| Fire hose | A Sprinkler at tier 2. Every 2nd exchange: 2 damage to every enemy. It grows into a Fire main. |
| Fire main | A Sprinkler at tier 3, from the Fire hose. Every 2nd exchange: 2 damage and Venom 1 to every enemy. |
| Mister | A Sprinkler at tier 2. Every 2nd exchange: 1 damage and Venom 1 to every enemy. It grows into a Fire alarm. |
| Fire alarm | A Sprinkler at tier 3, from the Mister. Every 2nd exchange: 2 damage and Venom 1 to every enemy, 2 to their outpost. |
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.
| Pact | Boon | Price | Offered in |
|---|---|---|---|
| Venture round | +3 tokens now. | 3 fewer tokens in each later shop. | Shop 1 |
| All-nighter | Your 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 tokens now. | Every bot in your next shop comes glitched (never a Mythic). | Shops 1 and 2 |
| Reorg | Your crews turn on with one bot fewer. | Your captain is off from now on, and your bots have -1/-1 in each later fight. | Shops 1 and 2 |
| Stealth mode | After the next fight, each bot on your line gains +2/+2. | Your bots have -2 ATK in the next fight. | Shop 2 |
| R&D | Your next shop offers 1 bot of the next rarity up (never a Mythic). | 2 fewer tokens now. | Shop 2 |
| Bus factor | Your front bot has double ATK. | Your other bots have -1 ATK. | Shops 1 to 3 |
| Crunch time | Your bots have +2 ATK. | Each of your bots loses 1 HP after each exchange. | Shops 1 to 3 |
| Open source | Every number in your bots' abilities is +1. | Every number in the rival's bots' abilities is +1. | Shops 1 to 3 |
| Golden parachute | When your front bot faints, the next bot gains its ATK. | Your front bot has -2 HP. | Shops 1 to 3 |
| Layoffs | Your bots have +2/+2 in the next fight. | You cannot buy bots in your next shop. | Shops 1 and 2 |
| Long game | Your bots have +1 ATK in every fight left. | 2 fewer tokens in each later shop. | Shops 1 and 2 |
| Fire sale | Each sell this shop pays 2 more tokens. | Your bots have -1 ATK in the next fight. | Shops 1 to 3 |
| Nest egg | Your bots have +2/+2 in the fight after next. | 3 fewer tokens now. | Shops 1 and 2 |
| Day off | +4 tokens in your next shop. | Your captain is off in the next fight. | Shops 1 and 2 |
| Heat wave | Each enemy loses 1 HP after each exchange. | So do your bots. | Shops 1 to 3 |
| Window shopping | Rerolls are free this shop. | Bots cost 1 more this shop. | Shops 1 to 3 |
| Dress down | Your bots have +1/+1 in the next fight. | Your items 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.
| Glitch | Upside | Flaw |
|---|---|---|
| Overclocked | +2 ATK. | Loses 1 HP after each exchange. |
| Glass | Double ATK. | Half HP, rounded up. |
| Bloated | +4 HP. | -2 ATK, but never below 1. |
| Trial | Costs 1 token. | Leaves after the next fight. |
| Volatile | When it faints, it deals 3 damage to the enemy front. | It also deals 2 damage to the friend behind it. |
| Haunted | +1/+1. | When it faints, a 2/2 Haunt joins the enemy front if a seat is free. |
| Mirror | Start of battle: its ATK becomes the ATK of the enemy across. | Against a small bot, it becomes small. |
| Stubborn | +1/+1. | It cannot move or be sold. |
| Lazy | +3/+2. | It skips its first attack. |
| Leaky | Every 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 exchange. | Starts each fight with -2 ATK, but never below 1. |
| Fickle | Start of battle: 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 | Start of battle: gains the HP of the friend behind. | -1 ATK, but never below 1, and it faints when that friend faints. |
| Picky | +1/+1. | It cannot hold an item. |
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-off | Upside | Price |
|---|---|---|
| Boxing gloves | +1 ATK. Hits twice. | It loses its ability. |
| Filing cabinet | Armor 2. | -1 ATK. |
| Space heater | +3/+3. | The enemy across gets +2 ATK. |
| Houseplant | Later fights: +2/+2. | First fight held: -1/-1. |
| Lead apron | Armor 3. | It loses its ability. |
| Brawl | All your bots have Double hit. | -1 ATK. |
| Sandbags | All your bots have Armor 2. | -1 ATK. |
| Riot shields | All your bots have Shield. | -1 ATK. |
| Late bloomer | Later fights: your bots get +1/+1. | Fight 1: your bots get -1 HP. |
| Hothead | Each fight: your bots get +1/+1. | Their bots get +1 ATK. |
| Bruiser | Each fight: your bots get +2 ATK. | They lose their abilities. |
| Hustler | Each shop gives you 2 more tokens. | You cannot reroll. |
| Focus booth | +2/+2. | Its kit is off for the fight. |
| Recliner | Start 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.
| Ability | What it does |
|---|---|
| Siege | Siege N: after each front attack, this bot deals N damage to the enemy tower. A tower at 0 HP stops for the rest of the fight. |
| Pierce | The bot's front attacks ignore Armor, Shield, and Evade. |
| Hidden | Enemy abilities that pick a bot skip this bot while it is not at the front. |
| Steadfast | Nothing can take away the bot's ability or swap it for another. |
| Wound | Each bot this bot's front attacks hit can't be healed for the rest of the fight. |
| Contagion | When a poisoned enemy faints, its venom moves to the next enemy in line. |
| Bodyguard | Bodyguard N: the bot takes up to N damage of each hit on the friend ahead of it. |
| Sturdy | Sturdy N: no hit deals the bot more than N damage. |
| Heavy | The bot's front attacks deal triple damage, and it rests for the exchange after each one. |
| Reckless | Reckless N: the bot's front attacks deal N more damage and 1 damage to the friend behind it. |
| Burnout | Burnout N: the bot starts the fight with N more ATK and loses 1 ATK after each exchange, but not below 1. |
| Tether | As the fight starts the bot gains the HP of the friend behind it, and it faints when that friend faints. |
| Heartbreak | Heartbreak N: the bot starts the fight with +N/+N, and when it faints each friend loses 2 ATK, but not below 1. |
| Wild | The bot's front attacks hit a random enemy, or an enemy with Taunt if there is one. |
| Potluck | Food you give the bot also goes to the friend behind it. |
| Block | A blocked hit deals 0 damage and does not hurt the bot. Shield and Evade block hits. A Block ability fires each time the bot blocks a hit. |
| Enemy joins | Fires when a bot joins the enemy line during the fight, such as a summon, at most once each exchange. An Intern stepping in does not count. |
| Last legs | Fires once in a fight, the first time the bot lives with HP at or below the number in its text. |
| Healed | Fires each time the bot is healed, such as by Lifesteal, unless it is wounded. |
| Outnumbered | Fires once in a fight, when the enemy line has more bots than the bot's own line. |
| Won fight | Fires after each fight the bot's side wins, and what it gives lasts for good. |
| Lost fight | Fires after each fight the bot's side loses, and what it gives lasts for good. |
| Fight over | Fires after each fight the bot's side wins or loses, with one effect for a win and another for a loss. |
| Shop start | Fires as each shop after the first starts, while the bot is on your line. |
| Shop ends | Fires 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.
| Ability | What it does |
|---|---|
| Adapt | If the enemy front has more ATK than the bot, the bot gains a Shield. If not, it gains the ATK in its text. |
| Dug in | The bot takes no damage before the first exchange: the captain's strike and Start of battle hits deal it 0. |
| Payback | When the bot faints, it hits the enemy front, or an enemy with Taunt, for half the damage it took from hits in the fight, rounded down, at most 6. Venom does not count. |
| Pile on | Fires each time the friend right in front of this bot knocks out an enemy, as long as both bots still stand. |
| Roll call | The bot gains the bonus in its text once for each other friend of its crew on the line that still stands. A bot with no crew gains nothing. |
| Rotate | Your front bot moves to the back of your line, and each bot behind it moves up one seat. 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 captain will hit, and you can still move your Intern.
Tap GO, or the fight starts by itself after 5 seconds. Then you see where your rival's Intern waited.
The Intern and its crew boost
Each round, you and your rival get the same common card as your Intern. 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 faints, the Intern takes its seat as a plain 3/3, before Faint abilities. It stays on the line, so a summon or a come-back can find no free seat.
As each fight starts, the bot your Intern waits behind gets the Intern card's crew boost:
| Intern card's crew | Crew 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 captain hits 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 crew boost changes who has the most attack.
A Bodyguard 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 Start of battle abilities and hits a Hidden bot too. There is no strike if the marked bot is knocked out first, or with no captain or one that a pact 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.
| Tier | Rating |
|---|---|
| SuperGrok | #1 at 1700 and up, from season 2 |
| Grok | 1600 and up |
| Deep Thought | 1500 to 1599 |
| Big Brain | 1400 to 1499 |
| Grandmaster | 1300 to 1399 |
| Diamond | 1200 to 1299 |
| Platinum | 1100 to 1199 |
| Gold | 1000 to 1099 |
| Silver | 900 to 999 |
| Bronze | Below 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.
