Tournaments are competitive events where you and 29 other players in the same league each submit a run, and your highest wave decides your placement. Finishing well pays out Gems and Power Stones — the main way to earn the stones you need for Ultimate Weapons — and the top league also awards Keys for Vault upgrades.
There are six leagues: Copper, Silver, Gold, Platinum, Champion and Legend. Higher leagues mean tougher enemy scaling, more battle conditions, and better rewards.
Description
A tournament brackets you with 30 players from your league, and everyone is ranked by the highest wave they reach. Payouts are Gems and Power Stones based on your final position, with Legend league adding Keys on top. Since Power Stones buy Ultimate Weapons, tournaments are their primary source, so placing well here directly speeds up your long-term progression.
Entering A Tournament
Tournaments unlock through Milestones at tier 1 wave 60. Entering costs 1 Tournament Ticket per run, and the highest wave of that run is what gets submitted. Your wave total is compared against the rest of the bracket to set your position and rewards.
You cannot join a tournament while a run is active, so finish or end your current run first. Tournaments run every Wednesday and Saturday at 0:00 AM UTC.
Getting Tickets
You receive one free ticket each time a tournament begins. If you want more attempts, extra tickets come from watching an ad or paying gems — 10 gems for the first, with the price rising by another 10 gems for each additional ticket you buy.
Promoting
As of v25, the top 4 finishers in each bracket move up to the next league. From Platinum onward, the bottom 6 are demoted to the league below. Copper, Silver and Gold are protected tiers — once you have climbed out of Copper or Silver, you cannot be dropped back into them.
Tournament Difficulty
Leagues are described as "tier +", where the plus signals that enemies scale harder than they do in the normal tier of the same name. Two things create that extra difficulty: enemy stats ramp up faster, and Heat (Battle Conditions) adds modifiers on top.
Enemy Stat Scaling
Each league sits between two normal tiers in raw stats. Copper is harder than Tier 1 but easier than Tier 2, and the pattern continues up to Champion, which lands between Tier 11 and Tier 12. Every stat scales faster than usual, including enemy mass — which affects knockback — and enemy speed.
Battle Conditions
Every league except Copper applies Heat, a set of modifiers that make tournament runs play differently from normal ones. Heat starts weak and grows stronger as you clear waves, hitting full strength at wave 1000.
The exception is the "More bosses" condition, which is an Overheat effect — it stays fixed rather than scaling with waves. Copper spawns a boss every 10 waves, Silver every 9, Gold every 8, and so on down to every 5 waves in Legend.
List of Battle conditions
From Platinum up, either the Death Defy or Energy Shield condition is always active. On top of that, Silver adds one random battle condition, Gold adds two, and the count rises by one per league until Legend, which runs five at once. Gold, Platinum, Champion and Legend also always carry the Enemy Level Skip condition at 10%, 20%, 30% and 50% respectively. The table below lists every battle condition.
| Name | Description | Appears In (TBD) |
|---|---|---|
| Death Ray Resistance | Instead of destroying enemies, death ray deals x% enemy health as damage | Tiers/Tournament |
| Thorns Resistance | Thorns Deals x% damage | Tiers/Tournament |
| Enemy Attack Speed | Enemy attack speed is increased by x% | Tiers/Tournament |
| Knockback Resistance | Knockback force applies to enemies is reduced by x% | Tiers/Tournament |
| Plasma Cannon Resistance | Plasma Cannon deals x% of normal damage | Tiers/Tournament |
| More Enemies | x% more enemies spawn | Tiers/Tournament |
| Orb Resistance | Instead of destroying enemies, orbs deal x% enemy health as damage | Tiers/Tournament |
| More Bosses | Bosses spawn every x waves instead of 10 | Tiers/Tournament |
| More Fleet | An additional fleet spawns every x waves. | Tiers (Overheat) |
| Enemy Speed | Enemies move x% faster | Tiers/Tournament |
Rewards
Ties are resolved in favour of the lower placement: if players finish level on waves, every tied player receives the rewards of the lowest rank among them.
Copper Rewards
Copper pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.
| Rank | Gems | Stones |
|---|---|---|
| 1 | 100 | 20 |
| 2 | 80 | 18 |
| 3 - 4 | 65 | 16 |
| 5 - 6 | 50 | 12 |
| 7 - 8 | 45 | 10 |
| 9 - 10 | 40 | 9 |
| 11 - 12 | 30 | 8 |
| 13 - 15 | 20 | 7 |
| 16 - 22 | 15 | 6 |
| 23 - 30 | 10 | 5 |
Silver Rewards
Silver pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.
| Rank | Gems | Stones |
|---|---|---|
| 1 | 200 | 40 |
| 2 | 150 | 35 |
| 3 - 4 | 100 | 30 |
| 5 - 6 | 75 | 20 |
| 7 - 8 | 65 | 19 |
| 9 - 10 | 60 | 18 |
| 11 - 12 | 55 | 17 |
| 13 - 15 | 50 | 16 |
| 16 - 22 | 45 | 14 |
| 23 - 30 | 40 | 12 |
Gold Rewards
Gold pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.
| Rank | Gems | Stones |
|---|---|---|
| 1 | 300 | 80 |
| 2 | 250 | 70 |
| 3 - 4 | 200 | 60 |
| 5 - 6 | 150 | 40 |
| 7 - 8 | 125 | 30 |
| 9 - 10 | 100 | 28 |
| 11 - 12 | 90 | 26 |
| 13 - 15 | 80 | 24 |
| 16 - 22 | 70 | 22 |
| 23 - 30 | 50 | 20 |
Platinum Rewards
Platinum pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.
| Rank | Gems | Stones |
|---|---|---|
| 1 | 400 | 160 |
| 2 | 350 | 140 |
| 3 - 4 | 300 | 120 |
| 5 - 6 | 250 | 70 |
| 7 - 8 | 225 | 65 |
| 9 - 10 | 200 | 60 |
| 11 - 12 | 175 | 56 |
| 13 - 15 | 150 | 53 |
| 16 - 24 | 125 | 50 |
| 25 - 30 | 100 | 20 |
Champion Rewards
Champion pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.
| Rank | Gems | Stones |
|---|---|---|
| 1 | 600 | 320 |
| 2 | 500 | 300 |
| 3-4 | 400 | 280 |
| 5-6 | 350 | 200 |
| 7-8 | 325 | 175 |
| 9-10 | 300 | 150 |
| 11-12 | 275 | 125 |
| 13-15 | 250 | 100 |
| 16-24 | 200 | 90 |
| 25-30 | 150 | 20 |
Legend Rewards
Legend adds Keys to the usual Gem and Power Stone payouts. Keys are spent on Tech Tree upgrades in the Vault, which makes Legend placement valuable beyond the standard currencies. The table below shows the per-rank rewards.
| Rank | Gems | Stones | Keys |
|---|---|---|---|
| 1 | 800 | 425 | 25 |
| 2 | 700 | 400 | 20 |
| 3 - 4 | 600 | 375 | 15 |
| 5 - 6 | 500 | 350 | 10 |
| 7 - 8 | 475 | 325 | 8 |
| 9 - 10 | 450 | 300 | 6 |
| 11 - 12 | 425 | 275 | 4 |
| 13 - 15 | 400 | 250 | 2 |
| 16 - 24 | 375 | 225 | 0 |
| 25 - 30 | 200 | 120 | 0 |
Lab: Battle Condition Reduction
This lab unlocks at Tier 18 Wave 1000 and reduces the effect of all active battle conditions by a percentage per level, across 10 levels. It does not apply to the Ultimate Weapon Duration battle condition. The table below shows the reduction per level.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 16d 16h 0m 0s | 1.00q | 2 |
| 2 | 33d 8h 0m 0s | 2.10q | 4 |
| 3 | 50d 0h 0m 0s | 4.20q | 6 |
| 4 | 66d 16h 0m 0s | 8.6q | 8 |
| 5 | 83d 8h 0m 0s | 17.7q | 10 |
| 6 | 100d 0h 10m 0s | 36.2q | 12 |
| 7 | 116d 16h 0m 0s | 74.2q | 14 |
| 8 | 133d 8h 0m 0s | 152.2q | 16 |
| 9 | 150d 0h 0m 0s | 311.9q | 18 |
| 10 | 166d 16h 0m 0s | 639.4q | 20 |
Lab: Battle Conditions Group 1
Unlocked at Tier 19 Wave 100. Each battle condition in this group has its own lab that reduces that condition's effect by a percentage per level, with 20 levels each. The group covers Knockback Resistance, Thorns Resistance, Orb Resistance, Plasma Cannon Resistance and Death Ray Resistance.
| Level | Time | Cost(Q) | Value |
|---|---|---|---|
| 1 | 13d 11h 59m | 0.2 | 1% |
| 2 | 26d 23h 58m | 0.4 | 2% |
| 3 | 40d 11h 57m | 0.6 | 3% |
| 4 | 53d 23h 56m | 0.8 | 4% |
| 5 | 67d 11h 55m | 1 | 5% |
| 6 | 80d 23h 54m | 1.2 | 6% |
| 7 | 94d 11h 53m | 1.4 | 7% |
| 8 | 107d 23h 53m | 1.6 | 8% |
| 9 | 121d 11h 52m | 1.8 | 9% |
| 10 | 134d 23h 51m | 2 | 10% |
Lab: Battle Conditions Group 2
Unlocked at Tier 20 Wave 60. Each condition here has its own lab reducing its effect by a percentage per level, with 20 levels each. The group covers Armored Enemies, Enemy Speed, More Enemies and Enemy Attack Speed.
| Level | Time | Cost(Q) | Value |
|---|---|---|---|
| 1 | 16d 4h 46m | 0.5 | 1% |
| 2 | 32d 9h 33m | 1 | 2% |
| 3 | 48d 14h 20m | 1.5 | 3% |
| 4 | 64d 19h 7m | 2 | 4% |
| 5 | 80d 23h 54m | 2.5 | 5% |
| 6 | 97d 4h 41m | 3 | 6% |
| 7 | 113d 9h 28m | 3.5 | 7% |
| 8 | 129d 14h 15m | 4 | 8% |
| 9 | 145d 19h 2m | 4.5 | 9% |
| 10 | 161d 23h 49m | 5 | 10% |
Lab: Battle Conditions Group 3
Unlocked at Tier 19 Wave 500. Each condition in this group has its own lab reducing its effect by a percentage per level, with 10 levels each. The group covers the ultimate conditions for each enemy type: Fast's Ultimate, Ranged Ultimate, Boss's Ultimate, Basic's Ultimate, Tank's Ultimate and Protector's Ultimate.
| Level | Time | Cost(Q) | Value |
|---|---|---|---|
| 1 | 26d 23h 58m | 1.00 | 1% |
| 2 | 37d 19h 9m | 1.50 | 2% |
| 3 | 48d 14h 20m | 2.25 | 3% |
| 4 | 59d 9h 32m | 3.38 | 4% |
| 5 | 70d 4h 43m | 5.06 | 5% |
| 6 | 80d 23h 54m | 7.59 | 6% |
| 7 | 91d 19h 6m | 11.39 | 7% |
| 8 | 102d 14h 17m | 17.09 | 8% |
| 9 | 113d 9h 28m | 25.63 | 9% |
| 10 | 124d 4h 40m | 38.44 | 10% |
Lab: Battle Conditions Group 4
Unlocked at Tier 21 Wave 1000. Each condition here has its own lab reducing its effect by a percentage per level, with 10 levels each. The group covers Ultimate Weapon Durations, Death Defy Down, Energy Shields Down and Enemy Level Skip Reduction.
| Level | Time | Cost(Q) | Value |
|---|---|---|---|
| 1 | 26d 23h 58m | 2 | 1% |
| 2 | 44d 19h 37m | 4 | 2% |
| 3 | 62d 15h 17m | 8 | 3% |
| 4 | 80d 10h 57m | 16 | 4% |
| 5 | 98d 6h 36m | 32 | 5% |
| 6 | 116d 2h 16m | 64 | 6% |
| 7 | 133d 21h 56m | 128 | 7% |
| 8 | 151d 17h 35m | 256 | 8% |
| 9 | 169d 13h 15m | 512 | 9% |
| 10 | 187d 8h 55m | 1024 | 10% |