Training Yard: dummies, damage meter and set comparison
Strike training dummies with your own hero, no rewards or experience: five dummies, a damage and healing meter, a training summary and a gear set comparison.
What it is
The Training Yard is a fight with dummies using your real hero: your deck, the talents of your active branch, gear, race, set bonuses and consumables. No rewards, no experience, no quest progress: practise combos and test talents as much as you like. Consumables are not used up in training.
How to get there
- Hero Chambers: every hero has a training dummy from the very first visit, at any level. Tap it → Train. When visiting, it is the host’s dummy, but you fight with your own hero.
- Tourney Grounds in the capital (from level 60): the Training Yard tile.
- Talents window: the Try out button — change your talents and test them right away.
Dummies
| Dummy | What it tests |
|---|---|
| Straw | No defence: all card damage lands in full. The dummy stands back up at the start of each of your turns, so it takes as much as you give. PvE creatures work the same way — they wear no armour. |
| Plated | The Hardiness of a plate wearer of your level (a tank’s epic plate set): how much defence removes and how talents that pierce it work. |
| “Level 60 Boss” | Enormous Health (300,000), no armour, just like real bosses; with Strikes back it hits like a dungeon boss of your level. |
| “Arena Fighter” | PvP rules: the Resilience of an honour set of your level, no more than 60% of Health lost per round, shields last two turns, healing and shields weaken from turn 10. The dummy stands back up at the start of each of your turns, so you see how much the cap cuts. |
| Healer’s Mannequin | A wounded ally in your party: starts at 60% Health and loses 10% per turn. Heal it and shield it. If the ally falls, the training is over. |
Settings: how many dummies (1, 3 or 5 — test hits on several targets), dummy Health (100% or 30% — talents that work “below 30%”), Strikes back (one strike per turn: test tanking and self-healing), Tank and healer beside you (residents of your level — bonuses “to the most wounded” and “to the whole party”).
The fight
A fight lasts 30 of your turns, then comes the summary. Heat of Battle (two cards from turn 10) works as in a real fight. In the fight header: Restart keeps the same deal and the same opening hand (practise a combo), New deal gives another, Summary ends it now.
Damage and healing meter
The ☰ panel under End Turn (L key) now has the tabs Damage · Heal · Log; every fight it opens on Damage, and if you switch to Log it stays there until the fight ends. In training the panel is open from the start (on a narrow phone it opens with the ☰ button so it doesn't cover the dummy); the fight total is always shown in the header: “Turn N of 30 · damage …”. The meter also works in regular fights the game runs itself (world, expeditions, manual arena and battleground); in a live duel and a live party it is the log, as before.
- Per fight and per turn (◂ ▸ — any of your turns).
- Sources: cards, combos on their own row (their bonus to card damage), effects (DoTs), class power, racial, consumables, guardians. Tap a row for its breakdown.
- Dealt · counted: dealt is the strength of your hits before enemy defence; counted is what reached the enemy’s Health and shield. The “?” button shows where the difference went: enemy defence, overkill (beyond the Health left), round cap (PvP only).
- Healing: healed, overhealed (beyond full Health — it goes into a lasting shield) and shields.
- In a party, each of your side has their numbers; in PvP the other side is hidden.
The numbers are the same tally as Battle Summary.
Training summary
Damage (healing and shields on the Healer’s Mannequin) per fight, average per turn and best turn, bars by turn, “dealt → counted”, your five best cards and five best combos, and a comparison with your previous session on this dummy. The browser remembers your last five sessions on each dummy — another device won’t have them. Again keeps the same deal; Change dummy takes you back to the yard.
Compare two sets
On the right side of the yard pick set A and set B: As worn now, Without Tier bonuses, or any of your Gear Sets. The game runs 10 turns twice: one deal and one play style (the world’s Auto-battle), the only difference is the gear. The answer reads like “set B +6.9%”. A set item missing from your bag (sold, in the bank) is not swapped in — that slot keeps what you wear, and the game tells you so.
FAQ
Does training give anything?
No: no experience, gold, loot, quest or achievement progress. The fight is not recorded in Chronicles or ratings, and nothing is sent to the server.
Why does the plated dummy take less damage than the boss?
Plate means Hardiness: it removes a share of every hit. PvE creatures wear no armour, so your damage lands in full on them — just like on the straw dummy and the “Boss”.
Read next
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Special PvP combat rules
What changes in arena, battlegrounds and duels: max 60% of Health lost per round, healing fades from your 10th turn, 2-turn shields, fatigue, consumables.
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