Power Circle
Power Circles, also referred to as points, or control points, are key objectives on a map where power gathers. During a match teams move strategically to defend their own circles, contest neutral circles, and invade enemy circles.
Types
- Team power circles come in symmetric pairs: one with a blue outline on the minimap belonging to your team, and the other with a red outline belonging to the enemy team. Allies can summon any creature on these points but enemies can summon only an Obelisk to block it.
- ex. A / G and B / F on Ember Grove
- Every map has these circles
- Neutral power circles are centrally located with a gray outline on the minimap. Both teams may summon any creature on these points.
- ex. C and D on Ember Grove
- Some maps may not have these circles, such as Ghost Reef
- Restricted power circles are colored the same as enemy team cricles with a red outline on the minimap, but they are centrally located and are treated as enemy circles by both teams. Only an Obelisk may be summoned on these circles, and power can only be collected by heroes.
- ex. E on Ember Grove
- Some maps may not have these circles, such as Siren's Strand
Actions
When standing on a power circle, a UI element will appear on the left side of the screen indicating up to four actions that can be performed by holding down the corresponding input.
- Actions 1-3 summon or upgrade equipped creatures. Only heroes are able to perform these actions.
- Action 4 collects power from the circle, which can be performed by both heroes and creatures (except Obelisks). Collection times are listed below:
Time | Collector |
---|---|
6s | Hero |
3s | Young Creature |
1s | Adult Creature |
Doing any power circle action requires your hero to channel that action, locking them in place and preventing them from taking any other action. While channeling is not interrupted by taking damage, it does get interrupted by a wide range of enemy abilities that inflict certain status effects. Channeling can also be manually cancelled by letting go of the input. Both heroes and creatures may be interrupted when channeling, which is a key strategic play.
Power Cycle
In Clash Mode, power spawns on power circles in series at 35 second intervals. For example in Ghost Reef:
Start | Ready | Point(s) |
---|---|---|
0:00 | 0:35 | A G |
0:35 | 1:10 | B F |
1:10 | 1:45 | C E |
1:45 | 2:20 | D |
2:20 | 2:55 | C E |
2:55 | 3:30 | B F |
3:30 | 4:05 | A G |
In the rare case that a circle already has uncollected power at the beginning of its 35 second cycle, it will not generate a new power orb for the cycle even if the previous orb is collected.
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