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Pit pre Oct 2020 update

For the current format, see Pit

The Pit access point

The Pit is a battle mode that involves using the player's entire card collection to defeat a series of unique and resilient Pit bosses. It was introduced into the game on 31 July 2018.

Description

The Pit is unlocked at League 14. A series of five bosses must be fought in sequence. To begin a fight, the player must spend 1 Power Sigil, the currency used to play the battle mode. The player initially starts with 3 Power Sigils (4 starting at VIP 7), which regenerate at a rate of 1 per 6 hours. 50 Gems can be spent for an additional Power Sigil when the player has no Power Sigils remaining for another attempt. There are no limits in doing this, other than having the required number of Gems.

Pit bosses are advanced opponents which feature very high health and have three passive skills in addition to their pre-configured squads, which also tend to be somewhat synergised. The player uses their entire collection of cards, divided into the four rarities to compose the selection of four cards available for each turn. Unlike the Dark Tower battle mode, the key aspect of this is that any single card may only be used once throughout an entire cycle (and not just the current battle). As an alleviation, the Pit offers the option to shuffle the provided cards up to 3 times per battle (with more available shuffles beginning at VIP 4), adding an additional layer of strategy to gameplay. Shuffled cards are not used and remain available within the card pool. If all cards of a rarity are depleted, then the respective card slot will acquire that of the next lowest rarity, or higher if there are none to pool from.

An individual battle with a Pit boss is often short-lived due to their numerous advantages, and the player will often be defeated first. However, the damage dealt to a boss within a battle is saved, and fighting it again will resume with its maximum health capped at the level of the previous battle, allowing the boss to be gradually worn down and eventually defeated over multiple battles. Once a boss is defeated (the Power Sigil spent for the winning battle remains used), the player will receive their rewards and the next boss can be fought, stronger than the previous.

There are 6 pre-determined cycles of 5 bosses each, each spanning 7 days. There is a limit as to how quickly bosses can be fought in that each boss within a cycle is unlocked within 24 hours of the previous being unlocked. The first boss is immediately available to fight, the second boss is available after 24 hours, the third boss is available after 48 hours etc.

  • 96 hours must pass within a cycle before a full 5-boss Pit run can be completed
  • 72 additional hours are available before the cycle concludes
  • 42 days must pass before any one boss cycle is repeated
  • A regular player theoretically has a maximum of 31 attempts to clear the Pit in relation to the availability of Power Sigils, without spending gems to receive more

After a 7 day cycle, the next cycle will begin, the bosses will be reset, and the player's card collection will be returned. The Power Sigil tally will also return to its maximum.

Main elements

Boss difficulty is determined by Max League and not by current League. For this reason, it may be preferable to refrain from rising in League in order to render the Pit at an easier difficulty. Any changes to a player's Max League will be immediately applied to all bosses. Boss difficulty cannot be reverted once reached. Both the boss health and the power of their squad are associated with specific League ranges.

Boss cycles There are a certain amount of boss cycles, shifting on a weekly base. Occasionally, an irregular boss setup may substitute a regular cycle.

Regular bosses
# 1st boss 2nd boss 3rd boss 4th boss 5th boss
1 Dark Bite [Version 1] Venom Kiss [Version 1] Li'l Icicle [Version 1] Deadly Smile [Version 1] Fury Grin
2 Draacul Minamoto, The First Shogun [Version 1] Impy Celyn [Version 1] Li'l Icicle Tent of Fate [Version 1]
3 Minamoto, The First Shogun [Version 1] Deadly Smile [Version 1] Draacul Fury Grin [Version 1] Impy Celyn
4 Venom Kiss Minamoto, The First Shogun [Version 2] Li'l Icicle [Version 2] Tent of Fate [Version 1] Deadly Smile
5 Heathcliff the Boner [Version 1] Deadly Smile [Version 2] Li'l Icicle [Version 1] Cordelia, Bitch of Chaos Impy Celyn
6 Draacul Silvie the Gorgeous Impy Celyn [Version 2] Fury Grin [Version 2] Tent of Fate [Version 2]
7 Deadly Smile Cordelia, Bitch of Chaos Minamoto, The First Shogun Sigurd, Invincible Tent of Fate [Version 3]
8 Impy Celyn Dracuul [Version 1] Heathcliff the Boner Deep Throat Diveria Minamoto, The First Shogun
9 Fury Grin Heathcliff the Boner Cordelia, Bitch of Chaos Impy Celyn [Version 1] Sigurd, Invincible
10 Dark Bite [Version 2] Penetra, the Sex Summoner Venom Kiss Dracuul Li'l Icicle
11 Minamoto, The First Shogun [Version 2] Dark Bite Silvie the Gorgeous Tent of Fate [Version 2] Cordelia, Bitch of Chaos
12 Heathcliff the Boner [Version 2] Venom Kiss [Version 2] Deep Throat Diveria Impy Celyn [Version 2] Penetra, the Sex Summoner
13 Cordelia, Bitch of Chaos Draacul [Version 2] Penetra, the Sex Summoner Deadly Smile [Version 2] Silvie the Gorgeous
Irregular bosses 1)
# 1st boss 2nd boss 3rd boss 4th boss 5th boss
H1 Holly Slaveholder Li'l Icicle Miss Lapin Santa Menopause
H2 Juicy Miss Lapin Uncle Perv Log Bitch Celestial Booty
H3 Rotten George Lazy Joseph Cockraiser Weird Ed Moonshine
H4 Slaveholder Celestial Bitch Horny Stinger Santa Menopause Lady Frigid
H5 Celestial Booty Succubus Coitus Miss Lapin Cunt Lord Naughty Hottie
1) Previously, these only occurred during major Holidays, but now seem more random. Also note that there are no particular order in their appearance.


Rewards

Dealing damage to bosses rewards Pit Coins, while defeating bosses rewards chests. The position of the boss defeated determines the ratio of Pit Coins received from dealing damage as well as the type and number of chests received, with higher bosses offering greater rewards.

Chests from the Pit only reward cards and Elixir and do not reward Gold, Soul Dust nor Event Sparks. Each chest rewards the same amount of cards as the equivalent chest earned from League battles, except for Legendary Chests, which reward 10-25 cards (instead of 3-5 cards). The notable point at which card rewards increase here is between Leagues 10 and 9. Moreover, chest rewards are based on current League, despite boss difficulty being based on max League.

Chests

Rare Pit Chests
League Rare card Epic card Elixir   League Rare card Epic card Elixir
25 23-24 5 1-26 12 42-44 9 13-51
24 24-25 5 1-27 11 44-47 9-10 14-53
23 25-26 5 2-29 10 46-49 10-11 15-55
22 26-27 6 3-31 9 48-51 10-11 16-57
21 27-28 6 4-33 8 50-53 10-11 17-59
20 28-29 6 5-35 7 52-55 11-12 18-61
19 29-30 7 6-37 6 53-56 11-12 19-63
18 30-32 7 7-39 5 54-57 11-12 20-65
17 32-34 7 8-41 4 55-58 11-12 22-68
16 34-36 8 9-43 3 56-59 12-13 24-71
15 36-38 8 10-45 2 57-60 12-13 26-74
14 38-40 8 11-47 1 58-61 12-13 28-77
13 40-42 9 12-49 GM 59-62 12-13 30-80
League Rare card Epic card Elixir   League Rare card Epic card Elixir
Big Rare Pit Chests
League Rare card Epic card Elixir   League Rare card Epic card Elixir
25 46-48 8 15-45 12 84-88 18-19 28-71
24 48-50 9 16-47 11 88-92 19-20 29-73
23 50-52 9 17-49 10 92-96 20-21 30-75
22 52-54 10 18-51 9 96-100 20-21 31-77
21 54-57 10 19-53 8 100-104 20-21 32-79
20 56-59 11 20-55 7 104-108 21-22 33-81
19 58-61 12 21-57 6 106-111 21-22 34-83
18 60-63 12-13 22-59 5 108-113 22-23 35-85
17 64-67 13-14 23-61 4 110-115 23-24 37-88
16 68-71 14-15 24-63 3 112-117 23-24 39-91
15 72-75 15-16 25-65 2 114-119 24-25 41-94
14 76-80 16-17 26-67 1 116-121 24-25 43-97
13 80-84 17-18 27-69 GM 118-123 24-25 45-100
League Rare card Epic card Elixir   League Rare card Epic card Elixir
Epic Pit Chests
League Epic card Legendary card Elixir   League Epic card Legendary card Elixir
25 40-41 2 30-65 12 66-68 3 43-91
24 42-43 2 31-67 11 68-71 3 44-93
23 44-45 2 32-69 10 70-73 3 45-95
22 46-47 2 33-71 9 72-75 3 46-97
21 48-49 2 34-73 8 74-77 3 47-99
20 50-51 2 35-75 7 76-79 3 48-101
19 52-53 2 36-77 6 78-81 3 49-103
18 54-56 2 37-79 5 80-83 4 50-105
17 56-58 2 38-81 4 82-85 4 52-108
16 58-60 2 39-83 3 84-87 4 54-111
15 60-62 3 40-85 2 86-89 4 56-114
14 62-64 3 41-87 1 88-91 4 58-117
13 64-66 3 42-89 GM 90-93 4 60-120
League Epic card Legendary card Elixir   League Epic card Legendary card Elixir
Legendary Pit Chests
League Legendary card Elixir   League Legendary card Elixir
25 10 40-85 12 15 53-111
24 10 41-87 11 15 54-113
23 10 42-89 10 15 55-115
22 10 43-91 9 20 56-117
21 10 44-93 8 20 57-119
20 15 45-95 7 20 58-121
19 15 46-97 6 20 59-123
18 15 47-99 5 20 60-125
17 15 48-101 4 20 64-130
16 15 49-103 3 20 68-135
15 15 50-105 2 20 72-140
14 15 51-107 1 20 76-145
13 15 52-109 GM 25 80-150
League Legendary card Elixir   League Legendary card Elixir

Boss setups

The units and fields that each boss has depends on which stage their are positioned in. Some bosses have multiple versions in the same stage, which can potentially be determined by the field. See Pit bosses for specific details regarding play field, skills and units.

Trivia

  • Originally, Pit cycles lasted just 48 hours. Although the rewards were lower individually, since there were no waiting limits and the cycle were shorter, more rewards were available within a relative time-frame. However, Power Sigil regeneration was still at 6 hours, which meant that it was far more difficult to reach later bosses without being very efficient in dealing very high damage consistently, or with greater reliance on spending Gems to receive more Power Sigils.
    • The 1st boss rewarded 3 Rare Chests
    • The 2nd boss rewarded 3 Big Rare Chests
    • The 3rd boss rewarded 3 Epic Chests.
    • The 4th boss rewarded 2 Legendary Chests.
    • The 5th boss rewarded 4 Legendary Chests.
  • Some bosses had squads containing units that healed or increased Health of their warlord, including Chernomor, Maeve, Alexandria, and King Taurus (the latter two had their skills updated to feature warlord healing). They were later replaced with different units.
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