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.

6v6 · 7:00 / 10:00 + OT
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. Average UTL 91.
Breakers · Support
Heal teammates. Buff their windows. Land crowd control on the enemy at the worst possible moment. Three strikers. Average UTL 88.
Runners · Attacker
Deal the damage. Cover the ground. Chain mobility into the kill. Two strikers. Average DMG 88 · MOB 90.
On The Way

More modes, queued up for the next seasons.

Live
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.