Guides
Set-agnostic fundamentals written for players who know the vocabulary and want the reasoning. Each guide ends with the drill that trains it and a short list of habits to check in your next game.
Gold, XP, rolling. The three levers and how they trade against each other.
Interest as a compounding asset, the real cost of a roll, loss-streaking on purpose, and the three reasons to break 50.
XP as the other econ lever, standard timings, fast 8 vs fast 9 vs reroll, and why levelling and rolling in the same round is usually wrong.
Shop odds, pool sizes, contest math, and rolldown discipline: the shop is a pool, not a slot machine.
Items, augments, positioning: turning gold into a board that wins fights.
The combine matrix, slam or hold with an HP rule, BIS as a preference, who gets the tank item, emblems, and carousel priority.
An evaluation framework in order: fit, econ plan, floor vs ceiling given HP, contest. Why the highest-winrate augment is often wrong for you.
Frontline and backline defaults, spread vs clump against AoE, and counter-positioning against the threats actually in your lobby.
Scouting, HP, stage plans, pivots: the decisions that depend on the other seven players.
What to look for, when, and what to do with it. Scouting is worthless unless it changes a decision.
HP as a resource, the thresholds that matter, and when to stabilise versus push.
A round-by-round default plan for a standard game, and what makes a game non-standard.
Reading contest, flex openers, and when to abandon a line.
Set 18 · Enchanted Wilds hub
Champions, traits, items and augments generated from the live game data, plus whatever set notes have been written so far.