Classic: the art of the push
Two bridges. Three towers. Eight opinions.
Build a push, not a traffic jam
Classic is a 150-second tower battle. Each player brings eight different fighters and begins with the first four in hand. Playing a card spends elixir, moves that fighter to the back of your queue, and draws the next one. Creatures then move, choose targets, and attack automatically.
Start with 5 elixir, store up to 10, and regenerate about 0.43 per second. During the last 40 seconds, regeneration rises to 0.85 per second. A card costs 2–5 elixir, so an expensive push creates a real opening for your rival.
Terrain matters
Ground fighters cross the river at the two bridges. Flying fighters can cross directly. Deploy in your highlighted home territory. Destroying an enemy side tower opens an extra deployment area in that lane; it does not open the entire enemy half.
Most fighters engage nearby enemies before advancing. Tensorforge prioritizes towers. Ground-only attackers cannot hit flying opponents, so bring a fighter with air targeting. Healers, stuns, slows, splash attacks, charge attacks, and split units each change how a push behaves.
| Objective | Starting health | Why it matters |
|---|---|---|
| Each side tower | 2,000 | Destroy it for a tower point and forward deployment in that lane. |
| The central king tower | 3,000 | Destroy it to end the battle immediately. |
How the winner is decided
King destroyed
Destroy the rival king tower to win immediately. Both kings destroyed in the same resolution produces a draw.
Timer reaches zero
The player who destroyed more enemy towers wins.
Equal tower score
Add the remaining health of each side’s surviving towers. The higher total wins; an equal total is a draw.
There is no extra overtime period in the current Classic rules. Stock damage modifiers affect fighter attack damage, and verified staking levels can affect Classic fighter stats. Neither changes the starting health of your towers.
Controls and online play
Click or tap a hand card, then a legal deployment position. Keys 1–4 select your hand slots on a keyboard. The lane deployment buttons provide another way to send a selected fighter. Practice can be paused; an online match continues while menus are open.
Eligible token battles use equal WICKB deposits from both players. They are available only when enabled by the service. Free practice never spends or awards WICKB.