Combat Arena Tactics
About the Game
Thrown into an arena with a fierce opponent, you must command your units in order to come out alive.
Key Features
Strategic gameplay with depth
A three phase draft with a roster of 12 unique units
An ELO ranking system
Multiple game modes for blitz, rapid or classical length matches
Each of your units has a special ability with unique rules. You must think carefully, devise a plan, an overcome your opponent's strategy.
The Draft
The game does not begin with your pieces in predetermined positions. Instead, you take turns with your opponent, drafting each unit and placing them in three phases.
Some units may be placed multiple times while others only once.
The white pieces begin with an advantage, they move first once the match has started. As a result, the black pieces must take on a more responsive role. By picking last in the draft, they can position themselves to best counter white's tempo advantage.
Units
Each of your units has a single unique ability.
Fighter
The Fighter is a simple yet formidable unit, almost always chosen by players. Fighter have high health with the highest physical resistance and block chance in the game, though they are weak to magical damage. Fighters are your front line tanks.
Pyromancer
Wizards of all kinds have poor physical resistance, though they typically have moderate magical resistances. The Pyromancer's Fireball deals moderate magical damage to all units in an area.
Warlock
The Warlock's Void Lance is one of the highest damage dealing spells in the game. The Warlock has very few hit points and poor mobility, making them extremely vulnerable to counter attacks.
Cleric
Our only healer. Mass Heal comes with a very large recovery time. The Cleric has very low health, and is best kept far from combat.
Magus
Although the Magus comes lightly armored and with a poor chance to block, he has a short recovery time and large move distance. The Magus' is able to quickly navigate the board, finding the best places to strike. The Magus' Sunburst deals moderate magic damage to all nearby units.
When reduced to low health, the Magus may become Consumed by Fire.
Shaman
The Shaman enters a state of deep focus after casting her spell. For as long as the Shaman remains focused, affected units have Magic Armor, gaining an additional 20% resistance to physical and magical damage.
Living Fire
Living Fire is immobile, meant to ward off an area from your opponent. The Living Fire will Scorch nearby enemies, dealing a tremendous amount of magical damage. Living Fire is immune to physical damage.
And more!
There are currently 12 unique units, with more planned.
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