Game Types:
Smashmuck Champions features multiple Game Types in which champions can compete. Each of these Game Types has a different set of rules and objectives. Below are the current Game Type rules and tips for success.
Plunderball:

In Plunderball, two teams compete to capture their opponent's Plunderball while defending their own. Each team begins with their Plunderball located at their Plunderball Base. To grab the enemy Plunderball, a champion needs only to move near it and it will automatically be grabbed and carried. To capture a Plunderball (and score a point), the champion with the ball must return it to his or her team's Plunderball base. The first team to 3 points wins the match.

Carrying the Plunderball:

  • You will not be able to Regen Energy while holding the Plunderball.
  • You cannot capture the Plunderball while the enemy has your Plunderball.
  • You can drop the Plunderball at any time by pressing the R key.

If a champion carrying the Plunderball is knocked out, they will drop the Plunderball they are carrying. A dropped Plunderball can be grabbed by the knocked out champion's allies. If the Plunderball is touched by the opposing team, it is immediately returned to the Plunderball Base.

Each Plunderball match has a maximum time limit of 10 minutes before going into Sudden Death.

Conquest:

In Conquest, team attempt to capture and hold Control Points. A team wins the Conquest scenario by earning 100 points. Each team begins will earn additional points by capturing and defending control points located throughout the map. The Conquest map contains five different control points. All of these points are neutral to begin with, so they do not score points for either team. As a team captures a Control Point, their score will increase over time. The as long as a control point is held it will provide points to the controlling team at a certain rate. The opposing team can change the ownership of a Control Point by capturing it for themselves. Teams must also make a choice between defending currently Controlled Points or attempting to capture more territory.

Control Points and Winning the Game:

As teams control more points, they will earn points faster.

Control Points Owned Rate of Gain Per Minute 1 point every X seconds
1 10 6
2 15 4
3 20 3
4 30 2
5 45 1.33

Capturing a Control Point:

To capture a control point a champion must stand on top of the control point area for a period of time. If a champion from the enemy team is also on top of the point, the capture bar freezes in its current state. If the character leaves the point for any reason, the capture bar will slowly rest. If the capture bar is filled by either team, the Control Point is captured by that team.

When a champion blocks another character from capturing a controlled point (by standing on it), the character earns a Capture Defense point. Minions on a Control Point will prevent the opposing team from capturing. Summoned bots and turrets never contribute to capturing a Control Point.

Multiple characters capturing a point:

If multiple characters from the same team stand on a control point together, the rate of capture (or recapture) increases. This formula is listed below:

  • 1 Character - 15% per second (captured in 6.66 seconds)
  • 2 Character - 20% per second (captured in 5 seconds)
  • 3 Character - 25% per second (captured in 4 seconds)
  • 4 Character - 30% per second (captured in 3.33 seconds)

Each Conquest match has a maximum time limit of 10 minutes before going into Sudden Death.

Minions:

When a Control Point is captured, a small group of minions are spawned to help defend the point. This group consists of 2 Light and 1 Medium Minion. This group of minions remains near the point in order to defend it from enemy attackers.

Siege:

In the Siege Game Type, two opposing teams fight to destroy the opposing team's Garrison. Each team's Garrison is protected by powerful turrets. Garrisons create minions that move towards the opposing team's base and will attack any champions and turrets in their way.

Garrisons:

In Siege, two teams of players fight to destroy the opposing team's garrison. Each team has a single garrison located near their spawn points. Garrisons spawn waves in 30 second intervals. Each Garrison spawns two waves of minions at a time. Each of these waves contains a combination of Light, Medium, and Heavy minions. The types of minions spawned are determined by the current game time and the destruction of enemy turrets. When a Garrison is destroyed, the match immediately ends and the team that destroyed the garrison wins. Each Garrison has a cannon that will attack enemies nearby.

Garrison Stats:

Health 10000/10000
Physical Resist: 35%
Energy Resist: 25%

Minions:

After the waves of minions spawn, they begin to move along a path towards the opposing team's Garrison. When minions come into contact with enemy turrets, minions, and champions, they will engage and attack. Minions will never recieve buffs or healing from allies.

Wave Strength: Waves increase in strength as the game progresses:

Time Light Medium Heavy
0 - 60 sec 1 0 0
61 - 120 sec 2 0 0
121 - 180 sec 1 1 0
181 - 240 sec 0 2 0
241 - 300 sec 0 0 1
300 + sec 1 0 1

Minion Stats:

Light Minion
Health: 200
Attack Speed: 1.5
Melee Attack Damage: 80
Physical Resist: 9%
Elemental Resist: 0%
Movement Speed: 180
Medium Minion
Health: 200
Attack Speed: 1.5
Ranged Attack Damage: 120
Physical Resist: 13%
Elemental Resist: 0%
Movement Speed: 160
Heavy Minion
Health: 1250
Attack Speed: 1.5
Melee Attack Damage: 150
Physical Resist: 20%
Elemental Resist: 0%
Movement Speed: 120

Turrets:

Each team controls 4 Turrets located on their side of the map. Each Turret will blast enemies and minions that approach. Turrets shoot powerful blasts of elemental damage that will slow any Champion hit by 30% for 3 seconds. Turrets cannot be moved and will never recieve buffs or healing from allies.

Turrets Statistics:
Health 7500/7500
Physical Resist: 30%
Elemental Resist: 10%
Ranged Attack Damage: 300
Attack Speed: 1.5

The Bomb:

At (45 - 75) second random intervals, a bomb appears in the center of the map. This bomb is a powerful weapon that can be used to blow up turrets and kill enemies. The bomb is also dangerous to you and your allies, and will damage them when exploding.

Players can grab the bomb by moving near it (similiar to the Plunderball). The bomb has a 45 timer and will explode when the timer reaches 0. When the bomb explodes, it damages everything within 12 Units for 3000 Physical Damage. Champions that are knocked out with the Bomb will drop it, allowing the other team to capture it for later use. Players can also voluntarily drop the Bomb by pressing the R key, allowing them to escape before it explodes. When the Bomb explodes a new Bomb will appear at the center of the map within 45 - 75 seconds.

Destroyer:

The Destroyer Game Type pits two teams of players against each other in a resource gathering combat scenario. Each team is accompanied by a giant mechanical construct. To win Destroyer, you need to Knock Out the other team's Destroyer before they Knock Out yours. Each Destroyer is a furious and powerful opponent in their own right, and will attack any enemy within range with a variety of attacks.

Powering the Destroyer:

7 Crystal Containers are located throughout the map. Players must destroy these containers to access the Crystals inside them. Once a container is destroyed, the Crystal can be grabbed by either team.

Crystal Pickups will boost a Destroyer's level by 1 (to a maximum of level 20). The Destroyer's level affects their stat array, making them more powerful with each Crystal. Each time a Destroyer receives a Crystal Pickup, it also heals 700 health (after increasing its Max Health).

Carrying a Crystal Pickup:

  • You will not be able to Regen Energy while holding a Crystal.
  • Your movement speed is reduced by 35%.
  • You can drop the Crystal at any time by pressing the R key.

Destroyer Health:

Destroyers have three healthbars - each bar lost will knck the Destroyer back along his path towards spawn. After being moved, the Destroyer will recover after a short time and be able to move and fight again. While recovering, the Destroyer is immune to damage. Once the Destroyer recovers, his health bar is reset to maximum health based on his current level and can continue to move and attack.

Destroyers cannot be knocked down, stunned, slowed, or pushed. Destoyers cannot be Healed or Buffed by allies.

Destroyer Attacks:

Punch
Range: 8 Units
Attack Speed: Variable (2.5 - 1.5 seconds)
Attack Damage: Variable (260 – 450 Physical Damage)

The Destroyer swings in front of him and damages all enemies within range.
Blast
Range: 18 Units
Attack Speed: 0.5
Attack Damage: Variable (160 - 350)
Blast Radius: Variable (5 - 8 Units)
Cooldown: Variable (10 - 5 sec)
Use Time: 0.5 sec

The Destroyer shoots at an enemy champion within range, affected the champion and any enemies within the radius. Each enemy in the radius is pushed 5 units and suffers 160 – 350 damage. This skill will never target another Destroyer.
Stomp
Range: Variable (8 – 12 Units)
Attack Cooldown: Variable (12 - 8 seconds)
Attack Damage: Variable (160 – 350 Physical Damage)
Use Time: 0.5 seconds

The Destroyer stomps on the ground, affecting all enemies within range. Any enemy affected will be Knocked Down.

Destroyer Levels and Stats:

Level Health P. Resist E. Resist Move
1 10000 0.3 0.2 16
2 10700 0.32 0.215 18
3 11400 0.34 0.23 20
4 12100 0.36 0.245 22
5 12800 0.38 0.26 24
6 13500 0.4 0.275 26
7 14200 0.42 0.29 28
8 14900 0.44 0.305 30
9 15600 0.46 0.32 32
10 16300 0.48 0.335 34
11 17000 0.5 0.35 36
12 17700 0.52 0.365 38
13 18400 0.54 0.38 40
14 19100 0.56 0.395 42
15 19800 0.58 0.41 44
16 20500 0.6 0.425 46
17 21200 0.62 0.44 48
18 21900 0.64 0.455 50
19 22600 0.66 0.47 52
20 23300 0.68 0.485 54
General Rules:

Sudden Death:

Sudden Death occurs when the game time in a match runs out. Plunderball and Conquest enter Sudden Death after 10 minutes of game time and Destroyer and Siege enter Sudden Death at 15 minutes.

When Sudden Death begins, all Champions immediately heal to full and respawn at their home base. Anyone that is Knocked out during Sudden Death will not respawn. Sudden Death ends when the Game Goal is accomplished, or when a team loses all of their Champions. Certain Game Types have additional Sudden Death win conditions.

  • Plunderball: Game will end after the first Plunderball Capture.
  • Conquest: All points are reset. First to reach 100 wins.
  • Siege: All Turrets remain destroyed and Garrisons remain damaged. First team to destroy the enemy Garrison wins.
  • Destroyer: Destroyers restore their current healthbar and are reset to the bridge. The first team to Knock out the other's Destroyer wins.

Rowdy Crowd:

Champions in Sudden Death will be subject to the Rowdy Crowd Hex periodically. After 60 seconds of Sudden Death, a single, randomly select Champion will suffer Rowdy Crowd. Rowdy Crowd lasts for 3 seconds. After 3 seconds, Rowdy Crowd reduces a Champions’s Max Health by 200 and Rowdy Crowd moves to another Champion. The Champion that Rowdy Crowd moves to is randomly selected from among the remaining Champions. Rowdy Crowd cannot move back the champion it just left. Rowdy Crowd will slowly Knockout players on teams randomly until the match has ended.