Special PvP combat rules
What changes in arena, battlegrounds and duels: max 60% of Health lost per round, healing fades from turn 10, 2-turn shields, fatigue, bandages only.
In PvP — in the arena, on battlegrounds and in duels — you fight with the same cards, but under a few special rules. They stop a fight from being decided in one turn and stop it from dragging on through healing.
Damage cap per round
In one round — your turn and your opponent's — a fighter loses no more than 60% of their maximum Health, DoTs included. Anything above the cap doesn't get through that round, and the combat log shows a "round cap" line. Damage absorbed by a shield doesn't count towards the cap. In group fights each fighter has their own cap.
Healing and shields fade
- From your 10th turn, healing and shields weaken by 10% per turn: −10% on the 10th, −20% on the 11th and so on, but never below 10% of normal.
- The third and every later heal in a single turn is half as strong. Each fighter has their own count.
Shields
A shield from a card or Class Power lasts 2 of your turns and can't exceed 30% of your maximum Health. A shield made from healing beyond full Health never expires and doesn't count towards that cap.
What else works differently
- Defence is Resilience; Hardiness doesn't count in PvP.
- Consumables — bandages only, one per fight, healing no more than 50% of Health. Potions, bombs, boosts and food don't work.
- Racial ability — the "arena" version, not the "field" one.
- Your deck isn't reshuffled: once you run out of cards you take fatigue damage 1, 2, 3…
- Taunt doesn't hold opponents — there's no threat in PvP.
- No crits, as everywhere in the game.
Talents, their triggers, DoTs and HoTs work exactly as they do against creatures.
Live duels
In a duel against a player you also can't use consumables or active items, and you can't swap your starting cards. More in Duels, and about arena modes in Arena.
FAQ
Why didn't my hit land in full?
Most likely your opponent has already lost 60% of their Health this round — the rest of the damage is cut by the cap. The cap starts over next round.
Read next
Arena: 1v1, 2v2, 3v3 and 5v5 fights
How to enter the Zarhold arena: four formats with their own ratings, tiers 1–59 and 60, unlimited manual fights, playing as a party and auto-battle.
Duels: challenges, the challenge board and rules
How to challenge any hero to a duel, how the challenge board works and the duel rules: a minute per turn, no consumables or mulligan, residents are training.
Hero stats: Health, Power, Resilience, Hardiness
Four hero stats: Health, Power, Resilience and Hardiness. How Power strengthens cards, how defence works (capped at 54%) and why there are no crits.
Consumables in combat: bandages, potions, food
One consumable of each kind per fight: bandage, potion, bomb, boost. Bandages heal 15–50% of Health and work in PvP; potions and bombs only against creatures.