Mechanics:

In Smashmuck Champions, two teams of powerful champions square off against eachother in the arena. Understanding the mechanics will allow for effective choices in strategy and champion building.

Champions:

Each player enters a game in control of a single champion. Champions are powerful warriors that possess a unique combination of Champion Stats, Attacks, Skills, and Traits. Knowledge a champion's strengths skills, and weaknesses is key to the successful victory in any Game Type. To learn more about a specific champion, check out the Champions List.

Champions can be customized before play to maximize certain stats or Skills. Champions are customized in 5 different ways:

Rotation:

Champions in Smashmuck are brought into and out of playable rotation. Each few weeks, the active set of champions will be rotated out and replaced with a new set. Players can purchase unlocks for champions in the Shop. Unlocked champions can be played at any time, regardless of rotation.

Combat:

In every game, champions are going to come into contact with other hostile champions. When this occurs, several different mechanics will come into play to determine the outcome of the fight.

Distance:

All attacks and movement in Smashmuck are measured by Units. The average champion is approximately 2 Units wide while some can be as large as Units 4.

Basic Attacks:

Each champion has either a Melee or Ranged Basic Attack. All Basic Attacks are triggered by pressing down or holding the left mouse button (See Controls). Each Basic Attack has an Attacks Per Second (APS) rating. This determines how fast the champion will attack with their Basic Attacks.

The APS will determine the Attack's Cooldown by the following formula:

Attack Cooldown = 1/APS

Melee Attacks: While stationary, the champion will attack in the direction of the cursor. If the champion is moving, it will always attack in the direction the champion is currently moving, regardless of the cursor. When the champion attacks with a Melee attack, his attack targets the nearest enemy within a 180 degree arc of his attack direction and within 5 Units of his current location.

Ranged Basic Attack: Ranged Basic attacks will be fired in the direction of the cursor, to a maximum of 16 Units away. The nearest enemy within with area will be hit.

Basic Attack Damage:

Basic Attack Damage is determined by a Champion's DPS (Damage Per Second) Stat. DPS determined by a Champion's Attack Power and Agility Primary Stats and is further modified by Training Routines and sometimes Skills and Traits. Damage with each attack is determined by the following formula:

Attack Damage = DPS * Attack Cooldown

The final Attack Damage is randomized with each attack and will be between 90%-110% of Attack Damage.

Skills:

Each Champion has unique set of 3 Skills. Skills are powerful actions that can be used to perform a variety of effects. Champions have only one Skill selected at a given time. Players can change the selected Skill by using the mouse scroll wheel or by pressing the 1, 2, or 3 keys (see Controls). These Skills are activated by pressing the right mouse button. Players can hold down the right mouse button to prime the skill for use. The skill will only be used once the button is released. While the skill is being primed, you can see the area it will affect when used. Skills can be canceled before use by pressing the F key.

Channeled Skills: Certain Skills can be channeled; this means that the skill will be used over a period of time. Channeled skills require that the champions stand still for their entire duration. These skills can be canceled by pressing the F key.

Skills require Energy to be used. A champion that uses a Skill will lose its Energy Cost at the time of use. Energy is recovered over time based on a champion's Energy Regen.

Several Skills have a Casting Time. This is the amount of time that must pass after using a skill before the skill takes effect. Many skills have a Casting Time of 0.25 seconds or less.

Each Skill has a Cooldown Time. This is the amount of time after a Skill has been used that it can be reused. Cooldown Time's vary between 4 and 12 seconds.

Damage:

Both Basic Attacks and Skills can cause damage. Damage will cause the affected champion to lose health. If a champion's health drops to 0, that champion is Knocked Out.

Damage comes in two forms: Physical Damage and Elemental Damage. Each of these damage types is reduced by a champion's Physical Resist and Elemental Resist respectively. Certain champions will be more resistant to one of these types of damage while vulnerable to the other.

Physical Damage comes from all champion basic attacks and is the most common damage type resisted. Some Skill deal Physical Damage.

Elemental Damage is applied with many Skills. Elemental Damage is harder to resist and will likely have the full value of the damage applied.

Buffs and Hexes:

Several Skills and Traits modify a champion's Stats. Buffs are positive boosts that are applied to ally champions and Hexes are penalties or damaging effects that affects enemies. There are many different modifications that are applied with Buffs and Hexes, and they stack in different ways. Buffs and Hexes from the same source never stack. Each Buff or Hex has duration in seconds. Effects from the Buff or Hex will expire after the duration has ended.

Speed Buffs/Hexes - Skills that affect a champion's Movement Speed will either add or subtract a percentage of their Base Movement Speed. For example, a champion with a Movement Speed of 210 that receives a +10% Movement Speed buff will have a Movement Speed of 231. Additional buffs to Movement Speed will be modified by the modified Movement Speed of 231. Movement Speed cannot be raised above 350 and cannot drop below 60.

Physical and Elemental Resist Buffs/Hexes - Skills that modify a champion's Physical or Elemental Resist will add a percentage to their current Resist rating. For example, a champion with a Physical Resist of 15% that receives a +10% Physical Resist buff will have a total Physical Resist of 25%. Physical Resist cannot be raised above 80% and cannot drop below -50%. Elemental Resist cannot be raised above 50% and cannot be drop below -50%.

Attack Damage Buffs/Hexes - Skills that modify a champion's Attack damage will increase the champion's Base Attack Damage by a percentage. For example, a champion with an Attack Damage of 150 that recieves a +10% Attack Damage will have 165 Attack Damage. All further bonuses or penalties are modified from their current Attack Damage value. Attack Damage buffs and hexes does not affect a champion's Skill damage.

Attack Speed Buffs/Hexes - Skills that modify a champion's Attack Speed will modify their Attack Speed by a set percentage. For all Attack Speed modifiers, the percentage gained or lost is based on an Attack Cooldown of 1.0, regardless of the champion's current Attack Cooldown. For example a champion with an Attack Cooldown of 1.2 that receives a +30% Attack Speed buff will have an Attack Cooldown of 0.9. A champion's Attack Cooldown cannot be raised above 2.5 and cannot be brought below 0.5.

Disrupt - Disruption prevents a champion from using Skills. When a champion is disrupted, any skill currently being used or primed is canceled.

Status Effects:

Skills can also produce status effects that resolve quickly after a Skill is used. These powerful effects hinder or move affected enemies.

Stun - A stunned champion cannot move or perform any actions. When a champion is Stunned, any skill currently being used or primed is canceled.

Knockdown - Knockdown is a special kind of stun that last 1.5 seconds.

Push/Pull - Certain Skills will move an enemy champion. While the champion is being moved, the champion is considered to be stunned and will not be able to perform any actions until the movement has ended.

Knockouts:

When a champion's health drops to 0, they are Knocked Out. They will be unable to act until they respawn. Respawn times vary based on Game Type.

Knockout Blows: The champion that deals the final point of damage has dealt the Knockout Blow. This is added to the champion's knockouts total and will sometimes trigger additional effects based on traits.

Assists: If a champion is knocked out, a champion can gain an Assist for the Knockout if that champion had performed certain actions just before the Knockout Blow. A champion can never gain both a Knockout Blow and an Assist. An Assist is earned in the following ways:

  • A player has damaged a champion within 5 seconds of the champions's Knockout Blow.
  • A player has buffed the champion that dealt the Knockout Blow within the last 5 seconds.
Pickups:

In each game map, pickups can be found to boost your champion and your opponents. To collect pickups, a champion must move over the pickup's location. Pickups respawn after a specified duration. This duration begins after the pickup is used. Smashmuck has 5 different pickups:

Health: When a champion grabs a Health Pickup, they restore 500 Health. Champions with full Health will not be able to use Health Pickups.

Energy: When a champion grabs an Energy Pickup, they restore 500 Energy. Champions with full Energy will not be able to use Energy Pickups.

Damage Boost: When a champoin grabs a Damage Boost Pickup, they gain +100% Attack Power for 8 seconds.

Armor Boost: When a champion grabs an Armor Boost Pickup, they gain +50% Physical and Elemental Resist for 8 seconds.

Speed Boost: When a champion grabs a Speed Boost Pickup, they gain +20% Movement Speed for 8 seconds.

Rewards:

After each game match, players will be rewarded with Experience, Clobbercoins, Workout Drops, and Highlights.

Each Game Rewards players with Experience and Clobbercoins at the end of the match. Players that drop out of the game early and cannot rejoin will not recieve their Experience or Clobbercoins.

Experience:

Experience will increase a player's Coach Level once he has reached the required amount to level. Experience earned from games will also go towards increasing the level of any weapon that the player had equipped to their champion. Each Coach has a maximum level of 40 and each weapon has a maximum level of 3.

Players earn experience each match based on several factors:

Match Duration:Each map generates 40 Exp per minute of play (only rewarded at the end of the match).

Win Loss:If the player's team wins, they receive a bonus to experience. This bonus is a multiplier of 1.5 to the Match Duration experience earned.

Scoreboard Stats:Players can earn up to 60 additional experience based on their scoreboard stats. This value is determine by their ratio of Knockout Blows/ Assists (total Knockout score is equal to their Assists and Knockout Blows) to their Defeats. Their Ratio determines the bonuse provided:

Knockouts to Defeats
2:1 or more – MVP of Game bonus: 60 Exp
1.5:1 or greater – Good Game Bonus: 40 Exp
1:1 or greater – Competitive Bonus: 20 Exp
Less than 1:1 – No bonus

Clobber Coins:

The basic currency is earned on a per-game basis. This value varies based on game time and game success. Players earn an average of 125 Clobber Coins every 10 minutes of play.

Every 10 minutes of game time earns the player 100 Clobber Coins (10 coins/minute). This value is multiplied by 1.5 if the player is on the winning team.

Highlights and Trophies:

Highlights are specific achievements that players can earn by performing specific actions in game. These are always rewarded at the end of the game. To view the complete list of Highlights, go here.

Workout Drops:

Workouts can be earned at the end of a given match based on a random percentage chance. Certain League bonuses will increase this chance for a Workout drop.