Settings
Right-click to move, including into lava. Stone-to-stone routes prefer solid ground. Your warlock turns before moving or casting; Teleport can bring you back from the fire.
Auto lowers visual detail when needed to keep play smooth.
Left-click attacks or confirms a selected spell. Normal: key, then click. Quick cast: aim, then press or release the key. Self spells activate immediately. Q is unused by default.
Hover an ability or hold Alt + its key to preview without casting. Works for runes too. Turning this off keeps normal-cast targeting visible.
Basic attackAim at a rival's body and left-click. A selected spell takes priority. There is no charge or repeat fire when holding the mouse. Fireballs push harder up close; pillars block them and Shield reflects them.
Inferno empowers three shots within eight seconds. Check Abilities and Runes for each attack's effects and stats.
S / HStop / cancel
SPACERecenter camera
ARROWSPan camera; middle-drag also works
WHEELZoom
TABScoreboard; navigate controls inside menus
[ / ]Switch spectator target
ENTERChat / send. Escape keeps your draft.
Lava and heatLava burns and increases knockback. Burn starts at 6 HP/s and doubles every 1.5 seconds. Return to stone to stop burning; stay there for one second to clear heat. Teleport stops sliding.
Shield does not block lava. Bastion and Rampage protect you briefly, but heat still builds. Get back to stone before they end.
Runes and revivesWalk near a rune to collect it. HP+ and Aegis activate automatically. Other runes fill your one-use slot; press the rune key to activate. Shift + that key swaps with a nearby rune. A full slot never replaces itself automatically.
Only one timed buff is active at once. Aegis is separate: one revive at 25% health, preferably on safe stone. It clears heat, sliding and stuns, but not cooldowns. Revives do not count as KOs; unused Aegis ends with the round.
Ten rune types cycle without repeats. HP+ heals up to 25 HP and also drops on death. Full-health players leave HP+ behind. Pickups last 18 seconds, even in lava. Open Runes for individual effects.
Vision and spectatingFog hides distant opponents and blocks vision behind pillars. Everyone follows the same vision rules. Nearby spell flashes can reveal their source. After elimination, you gain full spectator vision; [ and ] switch players. Normal vision returns next round.
The round ends when one player remains. Play continues for four seconds, but the result and KO count are locked.
Matches support 8 players, or 12 when enabled. The shore shrinks inward; the amber line gives 2.5 seconds of warning. Offline uses your chosen difficulty. Public matches use mostly Normal computer opponents, with one Hard and one Easy opponent when enough seats need filling. Private opponent difficulty varies. Everyone uses the same health, spells and fog rules.
Five rounds. Most round wins takes the match; KOs break ties. Standard starts with Fireball and Teleport, adds spells before rounds 2 and 3, then upgrades. Turbo starts with all abilities and offers an upgrade at each break. Shrinking starts after 38 seconds in an 8-player arena, or 46 seconds in a 12-player arena. Online never pauses.
XP and levelsKOs grant 100 XP. Other living players within 300 units share 50 XP. The first level costs 100 XP; each next level costs 50 more.
Each level adds 8 HP, 4% Fireball damage and knockback, and 2% Fireball size. Levels last for all five rounds, then reset. Revives and post-round deaths award no XP. Hover the XP bar or Fireball for current stats.
The match keeps running while this menu is open.