Blitz · 6v6 · One Ball · 7 min Normal · 10 min Ranked

Blitz. The only rule.

Two teams. One ball. Seven minutes of acrobatic melee in Normal, ten in Ranked. Highest score when the sun clock drops takes the match — and Ranked ties run a 2-minute overtime. Everything else is style.

Combat · Two Keys + Ultimate

Two abilities, one ultimate. Shape comes from the role, not the inventory.

E
Ability I
A short-cooldown tool. Wardens get a block or movement-denial; Breakers get a heal pulse or a buff; Runners get a dash or a damage burst. The role decides the shape.
Q
Ability II
A mid-cooldown lever. Wardens wall off a lane; Breakers throw CC or a topped-off heal; Runners chain a damage combo or commit a chase. Same key, different intent.
F
Ultimate
Charges over the match. Cooldown zero after use — charge from damage, denials, heals, CC, and objective plays. Wardens lock down a zone; Breakers burst-heal or AoE CC; Runners unload a damage spree.
Match Flow · Normal (7:00) · Ranked (10:00 + OT)

Five beats to a match.

00:00
Drop In
Both teams spawn behind goals. Ball falls from the Sun Stone at center ring.
00:40
First Hazard
Arena hazard cycles in. Most maps rotate on a 40s beat.
03:30
Midgame
Ults fully charged on both sides. Swing windows get wide.
−0:30
Sun Drop
Last 30s of regulation. Losing team gets a +10% ult charge boost. Not a pity: a shove.
7:00 / 10:00
Final Call
Highest score takes the match. Normal ties stand as a draw. Ranked ties roll into a 2-minute overtime — score at the end of OT decides it.
Ult Charge · Earned, never bought

The meter rewards the match you're in, not the match you want.

CHARGE · 72%

Ult charge comes from damage dealt, damage received, healing done, CC applied, catches made or denied, and objective swings. Not from kills. A warden who eats three hits to keep their runner alive is often full before the runner closes the play.

Once fired, the cooldown is zero — but the meter empties. The next ult is always earned from the next fight.

Team Roles · Three Shapes

Every six-stack picks along these lines.

Wardens · Defender
Block damage. Deny enemy movement. Not a tank — a wall the enemy has to walk around. One striker.
Breakers · Support
Heal teammates. Buff their windows. Land crowd control on the enemy at the worst possible moment. Three strikers.
Runners · Attacker
Deal the damage. Cover the ground. Chain mobility into the kill. Two strikers.
On The Way

More modes, queued up for the next seasons.

Coming Soon
Ranked Blitz
Seasonal ladder. Ten-minute matches with a 2-minute overtime on ties — and stricter brackets the higher you climb.
Coming Soon
Custom Lobbies
Full rule tweaks — timer, hazards, ult charge rate, roster bans. For tournaments and practice.
Coming Soon
Training Court
Solo + duo drills for every striker's E, Q, and ultimate, plus ability combos and match scenarios.