Team Deathmatch is an action packed, casual, quick, crafted experience that is an easy way to get in and enjoy teamfights in an arena setting.
Players get 1 Blind Ban and then may select a hero freely after the banning phase is over.
There will be up to 7 rounds in a game of Team Deathmatch. The objective is to win as many rounds as possible and maximize the number of surviving ally heroes per round.
The first team to reach 18 points or has the most points by the end of Round 7 will win the match!
At the start of the game, each hero is set to Level 3 and is given 1140 .
Preparation Phase: Players will be in their preparation area, and will have time to allocate their hero's skill points and purchase items to their inventory.
After the Preparation Phase is over, the round will start by dragging all players' heroes to their respective side of the arena.
Teams will fight to the death! The round will end when a team no longer has any heroes in the arena.
Once a round ends, players are revived and teleported back to their preparation area.
The Preparation Phase for the next round will start, and players will all be given an equal amount of Experience & Gold for the next round.
Heroes will not gain any gold or experience for hero kills/unit kills during a round, so this ensures that one team cannot gain a gameplay snowball advantage simply by winning a few rounds!
Don't stall for too long in each round!
If the round has not ended after 1 minute, all players will be Sighted & Revealed.
If the round has not ended after 2 minutes, all players will gain max Movement Speed, but also receive non-lethal damage equal to 3% of their Max Health every second.
A Minotaur, Catman Champion and Wild Hunter will be available at the beginning of each round for heroes who are somewhat dependent on neutral creeps (e.g. Parasite and Ophelia). They will not attack you back while they are under control of the AI. Killing them does not grant any experience or gold.
As a general rule of thumb for consistency purposes, only gadgets that are interactable (i.e. you can damage it or displace it, etc.) and/or takes up space (i.e. has collision) should block neutral camps from respawning. Any gadgets that don't adhere to either of these conditions should not block neutral camps from respawning.
Side note: legacy behaviour (i.e. "it has always been like that!") is not a valid justification for retaining the neutral camp block behavior.
The following gadgets will no longer block neutral camps from respawning:
Nature is in a continuous state of ebb and flow, but one constant is the presence of the Sentinels, warriors of Gaia powered by the earth and tasked with protecting the defenseless ecosystems of Newerth. They were once overwhelmed by the advancement and ambition of mankind, but as the planet seeks a new equilibrium in the chaos of war, the Sentinels emerge once again to stand between Nature and destruction. Gravity is an undeniable force, and the Force of Nature Sentinel wields it with a stunning mastery. Pushing and pulling any object at will, the Force of Nature draws the enemies of Gaia near for an elemental thrashing, then propels their ragged carcasses away to become food for the scavengers and compost for the soil.
The yin and yang, dark and bright, negative and positive--most assume these are dissonant adversaries battling for conquest over the other. But the few who have mastered both understand that the opposites are actually complementary to one another, and the balance between them holds tremendous power. Onmyji has spent years immersed in the yin and yang of all things, from the smallest speck of dust to the whole of Newerth and beyond, and she feels the balance of existence tipping dangerously close to the darkness. It will take every shred of her power to bind the fulcrum of this reality's energy to her own and bring it back from the brink of being snuffed out forever.
Deep within the Sang-La Mountains, in a valley almost entirely isolated from the outside world, a cluster of small villages lives in constant fear of the Youkai. These are creatures and phenomena that cannot be explained by the elders, the laws of nature, or any application of common sense. They simply should not exist -- yet they do. If the villagers were brave enough to venture beyond their sturdy, bamboo walls, they might discover a shadowed entrance tucked within a fold of the valley wall. An entrance with foreign, sinister runes carved around its mouth. And within that entrance, a cave, leading down, down, down, until the cold stone begins to grow warm. Then hot. Then blistering. It is a gateway to All Hells, and from there the Youkai scuttle forth from their corrupted dwellings to take the shape of nightmares. Youkai Arachna is a creature of playful mischief. She thrives on the combination of glee and anxiety that comes with wildly popular Newerthian games such as Hide and Seek, Catch Me if You Can, and probably her all-time favorite, Save Me from the Spiders. Slightly coy and bashful when she first meets a playmate, she quickly forms a lifelong attachment with them and decides they will play together forever and ever. When her playmates feel otherwise due to exhaustion, terror, or blood loss, Youkai Arachna's nightmarish temper reveals itself. She typically regrets these moments, when she tears off legs to prevent someone from running away or binds them in a suffocating web until they realize how much fun they're having. But her sorrow is quickly forgotten when a new playmate comes along and the game begins anew.
The elite Bajutsu Riders have defended the rural clans of the Sang-La Mountains for centuries, even being summoned by the monks of Shao Temple on the rare occasion when they need combat reinforcements. These mounted warriors are masters of the spear, and when their shock-style charges catch an enemy in the open valleys of the rugged mountain terrain they make short work of things. The Bajutsu general is a frisky veteran who has engaged in--and won--countless battles with his beloved and fearless fox mount, and the sound of their approaching charge is often drowned out by their combined purring as they anticipate the joy of the fray. And though the general is more than skilled enough to toy with his adversaries, perhaps batting them around and tossing them up a bit before finishing them off, his battle discipline is ironclad. Well, maybe a paw smack here and there...
This page was last edited on 21 September 2017, at 22:57.
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