Rift Battle is a competitive game mode where players compete head-to-head against another player's collection. You'll need to prepare a "base" of defensive Fighters, and then attack other player's bases to earn points and increase your Rift Rating. At the end of a season, all players will receive rare rewards, depending on their final rank which is determined by their overall performance reflected through their Rift Rating for that week.
How it Works[]
Rift Battles are available for players that have reached player level 25. To participate in Rift Battles, you will have to setup your defenders found in your base. Make sure to check the modifiers for the best tactical advantage!
MATCHMAKING

In Rift Battles, players are presented with a list of three possible opponents to fight. Tap on any of these players to get some information on their Boss Node, and you can take a peek at their Player Profile. List of opponents can be refreshed for FREE once every two hours or for 25 Theonite.
At the start of a Rift Season, players will now be matched by Rift Rating and their Player Level. However, as you start to win matches, the Player Level matchmaking becomes weaker and you will start to be matched more exclusively on Rift Rating.

To enter matchmaking, players will need to spend one Rift Ticket. Three free Green Rift Tickets can be claimed daily and can be hold up to six at a time. Defeating all three opponents in a player's list will grant a free Green Rift Ticket. If no free Rift Tickets are available, then players will be prompted to use paid Red Rift Tickets which can be purchased for 50 Theonite.
RIFT BASES

Players will need to setup their own bases with defenders prior to participating in a Rift Battle. To win, players will need to defeat every node on the enemy's base. There are six nodes in total, each with their own unique modifiers. While attacking, players will only be able to use one of each fighter. Make sure to plan out your attacks carefully and not use up your best fighters too early in the battle!
Players will only get two chances to win a Rift Battle. If players lose any two fights on a single Rift defense base, their Rift Battle will end in defeat. Choose your battles carefully.
BATTLES AND SCORING
Each time a player clears a node on an opponent's Rift Base, they are given a score based on their performance. See the table below for information on how points are calculated:
DEFENSE HISTORY // REVENGE BATTLES

Defense History displays information of opponents that challenges the player's base, including their Rift Score and how much Rift Rating they gain or lost. Players can tap DETAILS to see exactly how the opponent fared against their base and what team compositions are used on each fight. Only the ten most recent battles are stored.
Players can choose REVENGE to fight an opponent in their history by spending a Rift Ticket and challenge their base. The player who successfully defeats the entire map and earns a higher final Rift Score will be declared the winner, earning them more points. Successful revenge battles will grant a huge boost in Rift Rating while unsuccessful revenge battles will cost the player more Rift Rating. Only one attempt is given for each Revenge Battle. Win or Lose, a player cannot Revenge the same fight again.
WIN STREAKS

After winning several Rift Battles in a row, players will accumulate win streaks which grants bonus stats on their fighters and increase the amount of Rift Coins they get from each battle.
Streaks will end if the player fails to defeat an opponent's Rift Base or after 24 hours have passed since the last successful Rift Battle.
RIFT RATING
Rift Rating is used to match players against each other with similar ratings. A Rift Rating is gained when winning and lost when losing. At the end of each season, Rift Ratings are reset and everyone will be granted a Rank and rewards based on their Rift Rating.
Rift Maps[]

Rift Battles have several Rift Base layouts, each with a unique set of Modifiers on every node. Every season (weekly), the Rift Map configuration will change. This will give players a huge incentive to update their defense layouts regularly to take advantage of devilish Modifier combos. The Boss Nodes for each map will be elementally themed, but the entire map will change every week.
The modifiers for rift battles change every week in the following order:
When an opponent lands a CRITICAL HIT, 50% of the damage will be reflected back. | ||
Gain permanent REGEN and ENRAGE when HIT with an attack that deals at least 10% MAX HEALTH. | ||
Gain THORNS for 5 seconds for each HIT blocked by the opponent. | ||
While BLOCKING, gain a 50% chance when HIT to inflict STUN for 1 second. | ||
Gain HASTE and inflict ARMOR BREAK for 10 seconds when HIT with an attack that inflicts more than 5% MAX HEALTH. | ||
While at an ELEMENTAL ADVANTAGE, gain 5% BLOCKBUSTER METER per second. LET IT SNOW [Water Element Fighters]: Gain ARMOR for 3 seconds when suffering a HIT that deals less than 1% MAX HEALTH. |
BLOCKBUSTERS are UNBLOCKABLE while the opponent has a fully charged BLOCKBUSTER. | ||
All attacks are UNBLOCKABLE when below 25% HEALTH. | ||
Using a BLOCKBUSTER reduces the opponent's BLOCKBUSTER METER by 100%. | ||
When not at an ELEMENTAL ADVANTAGE, take 100% bonus damage. |
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All THROWS are unbreakable. Suffer no damage from opponent THROWS. | ||
HITS quickly build BLOCKBUSTER METER if the opponent is blocking. FLASH POINT [Fire Element Fighters]: Gain permanent ENRAGE for every 15% HEALTH lost. 50% chance to inflict STUN for 4 seconds when landing a HIT that deals at least 10% damage. |
Gain REGEN every 3 seconds. REGEN is removed when KNOCKED DOWN. | ||
Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH. | ||
Gain UNFLINCHING while DASHING FORWARD. | ||
Once per match, gain 5 stacks of REGEN for 6 seconds when dropping below 50% HEALTH. | ||
For every 10th combo HIT the opponent lands, gain HASTE for 10 seconds and 1 stack of EVASION. | ||
Once per match, RESURRECT with 25% HEALTH after being dead for 10 seconds. GONE WITH THE WIND [Air Element Fighters]: Regain 25% HEALTH when TAGGING OUT. Whenever the opponent uses a BLOCKBUSTER, their SPECIAL MOVES are rest and their BLOCKBUSTER METER is reduced by 100%. |
While blocking, lose 20% BLOCKBUSTER METER per second. |
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Gain permanent haste. | ||
TAG-IN attacks are UNBLOCKABLE and grant UNFLINCHING for 5 seconds. | ||
Dash Attacks are UNBLOCKABLE. | ||
Suffering a HIT while near a dead teammate grants THORNS for 15 seconds. RESURRECT all teammates with 50% HEALTH when using a TIER 3 BLOCKBUSTER. | ||
Suffer a 30 second DOOM when the opponent drops below 50% HEALTH. |
[Light Element Fighters]: RESURRECT with 25% HEALTH and FINAL STAND for 15 seconds after being dead for 60 seconds. |
Suffer a random DEBUFF for 10 seconds for every 5 COMBO HITS. |
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Deal 100% bonus damage if the opponent has any active DEBUFFS. | ||
Suffer BLEED for 10 seconds when DASHING BACK. |
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Gain a 10% chance when hit to inflict POWER SURGE for 10 seconds. | ||
Every 5 seconds, suffer a random DEBUFF (excluding STUN) for 10 seconds. |
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When defeated, inflict the opponent with 3 DEBUFFS (excluding STUN) for 10 seconds. SILENT NIGHT [Dark Element Fighters]: When suffering a CRITICAL HIT, DISABLE the opponent's BLOCKBUSTERS for 10 seconds. |
Seasonal Rewards[]
Players will need to play at least five battles with a minimum score of 3000 points to receive season rewards. Season Rewards are collected from the mail after the Season has ended. Seasons end on MONDAY at 10am PT.
1,000 Silver Relic Shards, 850 Gold Relic Shards, 600 Diamond Relic Shards | ||
1,000 Silver Relic Shards, 750 Gold Relic Shards, 400 Diamond Relic Shards | ||
1,000 Silver Relic Shards, 650 Gold Relic Shards, 350 Diamond Relic Shards | ||
1,000 Silver Relic Shards, 570 Gold Relic Shards, 300 Diamond Relic Shards | ||
1,000 Silver Relic Shards, 510 Gold Relic Shards, 260 Diamond Relic Shards | ||
1,000 Silver Relic Shards, 450 Gold Relic Shards, 230 Diamond Relic Shards | ||
900 Silver Relic Shards, 390 Gold Relic Shards, 200 Diamond Relic Shards | ||
800 Silver Relic Shards, 350 Gold Relic Shards, 80 Diamond Relic Shards | ||
725 Silver Relic Shards, 310 Gold Relic Shards, 60 Diamond Relic Shards | ||
650 Silver Relic Shards, 270 Gold Relic Shards, 40 Diamond Relic Shards | ||
575 Silver Relic Shards, 230 Gold Relic Shards, 20 Diamond Relic Shards | ||
500 Silver Relic Shards, 200 Gold Relic Shards | ||
450 Silver Relic Shards, 170 Gold Relic Shards | ||
400 Silver Relic Shards, 140 Gold Relic Shards | ||
350 Silver Relic Shards, 110 Gold Relic Shards | ||
300 Silver Relic Shards, 90 Gold Relic Shards | ||
275 Silver Relic Shards, 70 Gold Relic Shards | ||
250 Silver Relic Shards, 50 Gold Relic Shards | ||
225 Silver Relic Shards, 30 Gold Relic Shards | ||
Rift Score History[]
Top 3[]
Diamond Rank[]
Gold Rank[]
Silver Rank[]
Bronze Rank[]
Trivia[]
