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Turn-based tactical duels. The best player takes the pot.

Six heroes, sixteen spells each (eight plus their variants), and an arena where positioning decides everything. Train for free in your browser, then stake Waris or USDC against another player.

A wallet is all you need: a free account, in one signature, and your progress on all your devices.

Brute — Solwaris Clockmaker — Solwaris Arcanist — Solwaris Artificer — Solwaris Warrior — Solwaris Shade — Solwaris

Latest update

The Jelly now dives toward you from puddle to puddle

  • The Dive, to reach youIf she can’t crush anyone, either on foot or from a puddle, the Jelly dives into the puddle closest to a hero, anywhere on the map, then walks the rest of the way. Keep your distance from the puddles, not just from her, and be ready for her to surface. Her guide page covers the Dive: the Jelly.
Waris: a crystal dollar sign

The token

Waris, the currency of Solwaris

The in-game currency is a token on Solana. The Waris you win in the arena are yours: your balance is linked to your wallet.

  • A fixed supplyCreated once: nobody can create more.
  • Earned by playingDuel tables, the weekly boss, quests, levels, the pass.
  • YoursLinked to your wallet, to stake from the menu; withdrawals to it once they open.
  • Back into the gameMost of the Waris spent goes back into the game.

Waris cannot be traded yet. Its official address is published only on solwaris.com: any other address is a fake.

Trailer

Solwaris on video

Solwaris on video

The game

A real tactics game

Not a clicker, not a lottery: positioning and reading your opponent decide. Inspired by Dofus: AP, MP, line of sight and the grid, without the grind — just the fights.

Every tile matters

01

Every tile matters

Action points, movement, line of sight, traps, pushes: you don’t win by clicking faster, you win by standing in the right place.

  • 12 AP · 6 MP
  • 40 s per turn
  • Line of sight
Spells that turn the game

02

Spells that turn the game

Comets, firing lines, shockwaves, summons: ninety-six spells with the variants, and combinations your opponent never saw coming.

  • 96 spells
  • Areas and pushes
  • Summons

Six classes, six ways to win.

Pick your hero

Warrior — Solwaris
Melee · Assault / Guardian

Warrior

Charges in, strikes, chains. Every blow of the turn makes the next one heavier.

  • HP940
  • AP12
  • MP6

Passive and spells

One passive and eight spells, each with a variant to pick before the fight.

Passive

Momentum

Every attack spell you cast during your turn makes the next ones stronger: +10% damage per attack spell already cast this turn, up to +30%. Any spell that wounds, pulls or burns is an attack spell, even cast at nothing; Warrior’s leap, War cry and War banner do not count. The count starts over each turn.

Passive · Variant of “Momentum”

Cuirass

You take hits better: the damage you take is reduced by 20%, permanently — except poison damage, which ignores resistances.

Base version

Lunge

  • 4 AP
  • Range 1
  • 2× per turn

A sweeping sword strike on a tile next to you: it hits hard, and also the two tiles on either side — your allies included; it can be swung at nothing.

Variant of “Lunge”

Shield bash

  • 4 AP
  • Range 1
  • 2× per turn

A shield bash on a single adjacent enemy: a little weaker than Lunge (28 to 40), but each cast gives you 22 armour until your next turn — two casts, 44.

Base version

Warrior’s wrath

  • 7 AP
  • Range 1
  • Cooldown 3 turns

A huge blow on a tile right next to you (85 to 110 damage), an ally included if one stands there. 3-turn cooldown. Cast it again the very turn it comes back: it hits ×2. Chain it without ever letting it wait and it climbs further — ×2.5, then ×2.75 — but each link gains half as much as the one before, and the chain never passes ×3. One turn late and it falls back to ×1. Can be cast at nothing to keep the wrath alive.

Variant of “Warrior’s wrath”

Bulwark

  • 3 AP
  • Self
  • Cooldown 4 turns

You gain 100 armour (it absorbs damage before your HP) and 30% damage resistance, for 2 turns.

Base version

Celestial blade

  • 3 AP
  • Range 3–4
  • 2× per turn

A blade of light falls on a tile 3 or 4 tiles away from you: it hits the targeted tile and the 4 adjacent tiles, your allies included. Can target an empty tile, to hit several enemies or an invisible one.

Variant of “Celestial blade”

Steel storm

  • 4 AP
  • Self
  • 99× per turn

The Warrior whirls: every enemy within 3 tiles of him, even behind an obstacle, takes 22 to 28 damage, then every entity in the area — allies included — is pulled 2 tiles towards him. No cooldown and no limit per turn: as many times as your AP allow.

Base version

Wearing cut

  • 2 AP
  • Range 1–2
  • 2× per turn

A blow struck up to 2 tiles away. 70% of the HP it takes off also becomes erosion: the target loses as much max HP until the end of the fight, and no heal gives it back. What the target’s armour absorbs does not erode.

Variant of “Wearing cut”

Burning glyph

  • 4 AP
  • Range 1–5
  • Cooldown 1 turn

Draws a large glyph on the ground — every tile within 3 tiles of the targeted one — for 2 turns. An enemy starting its turn on it burns: 38 to 50 damage. The glyph hurts no one when it is drawn, but it counts as an attack spell; you only have one at a time.

Base version

Taunt

  • 3 AP
  • Range 2–6
  • Cooldown 2 turns
  • Straight line

Straight lines only. Pulls the enemy into melee, right next to you (they stop short of an entity or the void, and on a trap, which they trigger). During their next turn, they deal 15% less damage.

Variant of “Taunt”

Barrier

  • 2 AP
  • Range 1–5
  • Cooldown 3 turns

Raises a 3-tile wall across the direction you aim, centred on the chosen free tile. For 2 turns — until the start of your second turn after — nobody can step or be pushed into it, and it blocks line of sight. A push against it hits like a push against an obstacle. Tiles already occupied stay free.

Base version

Warrior’s leap

  • 4 AP
  • Range 2–5
  • Cooldown 1 turn

You jump straight onto a free tile in sight, spending no MP and following no path: you clear the void and entities, but not an obstacle, high or low, that blocks sight. On landing, entities right next to you — allies included — lose 10% resistance until the end of your turn.

Variant of “Warrior’s leap”

Anchor

  • 3 AP
  • Self
  • Cooldown 3 turns

Until your next turn, nothing can move you, or anything next to you — ally, enemy, summon or charge: no push, no pull, no swap, no teleport, no sending back. Walking is still allowed. You also gain 30 armour for the same duration, and every enemy next to you when you cast it loses 1 MP on its next turn (it can resist).

Base version

War cry

  • 3 AP
  • Self
  • Cooldown 3 turns

You deal 30% more damage this turn and the next.

Variant of “War cry”

Steadfast glyph

  • 2 AP
  • Range 0–5
  • Cooldown 3 turns

Draws a 9-tile glyph on the ground — a 3 by 3 square around the targeted tile — for 2 turns. You and your allies who are standing on it when it is drawn, enter it or start your turn on it take 35% less damage until your next turn, even after leaving it, poison included. Does not add to a spell resistance (Bulwark…): the stronger one counts.

Base version

War banner

  • 4 AP
  • Range 1–3
  • Cooldown 4 turns

Plants a 100 HP banner on a free tile. It blocks that tile and gives you +20% damage while it stands. It is also a relay: the damage it takes — yours included — strikes enemies on the 8 tiles around it, and the buffs cast on it cover your allies on those same tiles. Your self-buffs (War cry, Bulwark, Anchor) can target it from up to 4 tiles away: they then go to it and to the allies on those 8 tiles — to you only if you are standing there. It vanishes after 4 turns, or if the enemy destroys it.

Variant of “War banner”

Holy respite

  • 2 AP
  • Range 0–5
  • Cooldown 5 turns

Until your next turn, the targeted tile and the 4 adjacent tiles are a sanctuary: nobody takes damage there — not you, not your allies, not the enemy — poison included; penalties still get through. Only if you haven’t cast any attack spell yet this turn, and none afterwards.

Brute — Solwaris
Melee · Assault / Summon

Brute

A big bag of HP that closes the gap and breaks legs.

  • HP980
  • AP12
  • MP6

Passive and spells

One passive and eight spells, each with a variant to pick before the fight.

Passive

Rage

The more wounded you are, the harder you hit and the more you endure: for every 10% of HP lost, +12% damage dealt and about +3% resistance — up to +108% damage and +30% resistance at 10% HP or less.

Passive · Variant of “Rage”

Pack leader

A living pack hits harder. Your beasts have 25% more HP. In return, you have 10% less HP: 880 instead of 980. Each living beast gives you and your beasts +6% damage when it arrives, then +6% more on each of your turns it is still there, up to +20% per beast (+40% with two) — the full bonus on your fourth turn with it. A beast that is killed takes its bonus with it, the next one starts again at +6%, and its call goes back on full cooldown.

Base version

Mace smash

  • 4 AP
  • Range 1

Blow on an enemy right next to you. The target loses 12% resistance for 2 turns: everything that hits it hurts more. Does not stack — a new blow only refreshes the duration.

Variant of “Mace smash”

Wild whip

  • 4 AP
  • Range 1–3
  • 2× per turn

A whip crack at an enemy in sight, up to 3 tiles away, twice per turn: 22 to 30 damage, multiplied by 1 + the number of your beasts next to the target (×2 with one; with two, the ×2.5 cap). With all your damage bonuses combined (beasts next to the target, Rage, Pack leader), the hit never goes above ×2.5, critical hits aside.

Base version

Charge

  • 4 AP
  • Range 2–7
  • Straight line

You rush in a straight line at an enemy in sight, up to the tile right next to them, then strike. An entity, a hole or a trap on the way stops you short (the trap triggers): the blow still goes off.

Variant of “Charge”

Call of the boar

  • 4 AP
  • Range 1–3
  • Cooldown 4 turns

Summons a boar (110 HP, 6 MP) that you control on its turn: it charges in a straight line at an enemy 2 to 4 tiles away (20 to 28 damage, every other turn) and, in melee, lands a tusk strike (16 to 22 damage, pushes back 1 tile). It stays on the field with no turn limit. At most 2 beasts at a time, and only one beast called per turn. Cooldown: 4 turns, which restart from zero if the beast is killed.

Base version

Quake

  • 3 AP
  • Range 1–4
  • Cooldown 2 turns

Shakes a 2-tile cross around the target tile: everything in it, allies included (not you), takes damage, which you fully regain as HP, then is pulled 2 tiles towards the centre.

Variant of “Quake”

Call of the rock

  • 4 AP
  • Range 1–2
  • Cooldown 4 turns

Summons a stone golem (160 HP, 4 MP, 50% resistance to AP/MP removal): in melee, it strikes (20 to 28 damage) and shakes the ground (8 to 12 damage, −2 MP). It stays on the field with no turn limit. At most 2 beasts at a time, and only one beast called per turn. Cooldown: 4 turns, which restart from zero if the beast is killed.

Base version

Roar

  • 4 AP
  • Range 1–5
  • Cooldown 2 turns

Light damage, which you get back in full as HP, and the target loses 2 to 4 MP over its next 2 turns (it can partly resist).

Variant of “Roar”

Call of the raven

  • 3 AP
  • Range 1–4
  • Cooldown 4 turns

Summons a raven (95 HP, 8 MP): it pecks up to 3 tiles away (10 to 15 damage, −1 MP) and strikes with its beak in melee (18 to 24 damage). It only looks like it flies: it walks the map like everyone else. It stays on the field with no turn limit. At most 2 beasts at a time, and only one beast called per turn. Cooldown: 4 turns, which restart from zero if the beast is killed.

Base version

Pit

  • 4 AP
  • Range 1–6
  • Cooldown 2 turns

Lays a trap the opponent cannot see. It triggers when someone walks, is pushed or is pulled within 2 tiles of it, and stops them dead: everything in that area at that moment takes 22 to 34 damage and loses 2 to 4 MP, at once and for its next 2 turns (this can be partly resisted). You and your allies trigger it and suffer it too. Vanishes after 8 turns.

Variant of “Pit”

Pack instinct

  • 2 AP
  • Self
  • Cooldown 3 turns

Your beasts gain 1 MP and 15% damage for their next 2 turns. The damage bonus counts right away, Rush included. No beast, no effect.

Base version

Stomp

  • 4 AP
  • Self
  • Cooldown 2 turns

Costs 4 AP and 1 MP. Hits hard everything within 2 tiles of you, allies included, and each target loses 1 to 2 MP on its next turn (it can partly resist).

Variant of “Stomp”

Rush

  • 2 AP
  • Self
  • Cooldown 2 turns

Each beast moves 1 tile towards the nearest enemy, then strikes it if adjacent: 22 to 30 damage. The hit is the beast’s own: its damage bonuses count, not your Rage, and it costs the beast neither AP nor MP. No beast, no effect.

Base version

Intimidate

  • 3 AP
  • Range 1–3
  • Cooldown 2 turns

No damage: pulls the target 1 tile towards you, and it deals 20% less damage over its next 2 turns.

Variant of “Intimidate”

Wild swap

  • 2 AP
  • Range 1–6
  • Cooldown 2 turns
  • No line of sight needed

You swap places with one of your beasts, up to 6 tiles away, even without line of sight. Nothing anchored can be swapped.

Base version

Stoneskin

  • 3 AP
  • Self
  • Cooldown 3 turns

You gain 70% damage resistance until your next turn. With Rage, the total never exceeds 75%.

Variant of “Stoneskin”

Pack bond

  • 3 AP
  • Self
  • Cooldown 2 turns

Until your next turn, the damage taken by you or by any of your beasts is split equally between you and each of your beasts: half each with one beast, a third with two. Each share goes through the resistances of whoever receives it, and is never split a second time. No beast, no effect.

Arcanist — Solwaris
Ranged · Assault / Heal

Arcanist

Fragile, but turns a line of sight into a death sentence.

  • HP700
  • AP14
  • MP6

Passive and spells

One passive and eight spells, each with a variant to pick before the fight.

Passive

Focus

The farther the target, the harder you hit: +5% damage per tile of distance beyond 2, up to +40% at 10 tiles. In melee, no bonus. Only the direct damage of your spells benefits: neither Blaze’s burn nor the Ignite explosion. Your spells with range 2 or more also reach 1 tile farther, except your jumps, which have a fixed range.

Passive · Variant of “Focus”

Benevolence

Each heal from your Soothing chant on an ally also restores to you 10% of the HP healed. The farther the healed ally, the stronger that heal: +5% per tile beyond 2, up to +25% at 7 tiles. Even without an ally, the passive works: the heals you give yourself are 15% stronger (Soothing chant, Featherstep, Great canticle placed on yourself). The bunny’s Cuddle, Great canticle placed on an ally and Venom chant’s lifesteal do not benefit.

Base version

Fire bolt

  • 3 AP
  • Range 1–8
  • 2× per turn

Projectile on an enemy. Each bolt places an Ignite mark (3 turns): on the third mark, the target explodes — 38 to 54 damage on it and on enemies on the 4 adjacent tiles.

Variant of “Fire bolt”

Keen chant

  • 3 AP
  • Range 1–7
  • 2× per turn

A word that wounds an enemy: 12 to 18 damage, plus an echo for 2 turns: every heal you or an ally receive in that time, wherever it comes from (chant, bunny, lifesteal, turret, regeneration), deals as much damage to them, in two halves, at the start of their next 2 turns. Their armour and resistances reduce this damage.

Base version

Blast

  • 5 AP
  • Range 2–7
  • Cooldown 1 turn

Detonation on the target tile and the 4 tiles next to it: it hits everything there, your allies too. Can be aimed at an empty tile: to hit several targets, or an invisible enemy.

Variant of “Blast”

Soothing chant

  • 4 AP
  • Range 0–6
  • 99× per turn

Heals allies on the targeted tile and the 4 adjacent tiles (yourself included): 9 to 13 HP each. Enemies in the area are hurt: 14 to 20 damage (150% of the heal), a direct hit that can be dodged. No cooldown and no limit per turn: as many times as your AP allow.

Base version

Blaze

  • 4 AP
  • Range 1–7
  • Cooldown 2 turns

Sets an enemy alight: no immediate damage, but they burn at the start of each of their next 2 turns (28 to 40 damage per turn). The burn goes through armour and resistances, but gets no damage bonus and no critical hit. It counts as a poison.

Variant of “Blaze”

Venom chant

  • 4 AP
  • Range 1–7
  • Cooldown 2 turns

A poison that eats at an enemy at the start of each of their next 3 turns (18 to 24) and restores to you half of the damage it actually deals. It cannot be dodged and goes through armour. It stops as soon as a healing spell touches the target; lifesteal or regeneration does not stop it.

Base version

Comet

  • 6 AP
  • Range 3–8
  • Cooldown 3 turns

Your biggest area spell: hits everything within 2 tiles of the target tile, your allies too. Cannot be cast closer than 3 tiles from you.

Variant of “Comet”

Chant of zeal

  • 2 AP
  • Range 0–6
  • Cooldown 5 turns

Your allies on the targeted tile and the 4 adjacent tiles (yourself included, if you are there) have 2 more AP for their next 2 turns.

Base version

Blink

  • 2 AP
  • Range 1–3

Short teleport onto a free tile in sight, 3 tiles at most: to break contact or find a line of sight again. Its range cannot be modified: no range bonus or penalty applies to it. Once per turn, no cooldown.

Variant of “Blink”

Featherstep

  • 3 AP
  • Range 1–2
  • Cooldown 1 turn

A short jump to a free tile in sight, up to 2 tiles away; on landing, you recover 8 to 12 HP. Its range cannot be modified: no range bonus or penalty applies to it. Every other turn.

Base version

Mage’s eye

  • 3 AP
  • Self
  • Cooldown 4 turns

+2 range on all your spells, except your jumps, which have a fixed range, and +20% damage, this turn and the next.

Variant of “Mage’s eye”

Chant of vigour

  • 3 AP
  • Range 0–6
  • Cooldown 4 turns

An ally (or yourself) gains 8% max HP — and as much HP — for 3 turns. At the end, max HP returns to normal; the excess HP is lost.

Base version

Arcane mirror

  • 3 AP
  • Self
  • Cooldown 4 turns

For 2 turns, half of the damage you take is also dealt to whoever hits you. You still take the hit. Poison and burns are not reflected.

Variant of “Arcane mirror”

Great canticle

  • 6 AP
  • Range 0–6
  • Cooldown 1 turn

A protective chant on an ally (or yourself), until the start of your next turn: each time they take damage, they immediately recover half of the damage actually taken (after armour and resistances) — hits, areas, poison, pushes, glyphs and traps. A killing blow kills: the heal does not happen. Every other turn: the chant has worn off by the time you can cast it again. Does not stack: another Arcanist’s on the same target only renews the duration.

Base version

Flame elemental

  • 5 AP
  • Range 1–5
  • Cooldown 6 turns

Summons a flame elemental (130 HP, 4 MP) that you control on its turn: it spits embers at 5 tiles (26 to 38 damage) and breathes in a straight line, up to 3 tiles away, to push back 2 tiles (12 to 18 damage). It plays 4 turns, the first right after yours, then vanishes at the start of its 5th.

Variant of “Flame elemental”

Healer bunny

  • 4 AP
  • Range 1–4
  • Cooldown 5 turns

Summons a healer bunny (140 HP, 4 MP) that you control on its turn: once per turn, it heals an ally, you or itself up to 4 tiles away (16 to 21 HP), or wounds an enemy (24 to 32 damage). It plays 3 turns, the first right after yours, then leaves at the start of its 4th.

Shade — Solwaris
Mid-range · Traps / Chance

Shade

Never wins head-on: she vanishes, she poisons, she traps the ground.

  • HP700
  • AP12
  • MP6

Passive and spells

One passive and eight spells, each with a variant to pick before the fight.

Passive

Dodge

8% chance to dodge the direct damage of an enemy spell that hits you, as its target or in its area. You dodge the damage, not the effects: push, pull, AP or MP removal, poison, mark or position swap still apply. Cannot be dodged: ticking poison, traps, glyphs, collisions, charge explosions, turret shots and Command volley.

Passive · Variant of “Dodge”

Lucky hand

Luck is on your side: your chance spells succeed 60 times out of 100 (instead of 50) — Luck of the draw and Evil eye keep their odds. Your critical hits rise to 20% (instead of 10%), and a critical always lands in the upper half of the spell’s damage.

Base version

Quick dagger

  • 3 AP
  • Range 1
  • 2× per turn

Quick strike on an enemy right next to you. Deals 35% more damage if the target is poisoned, and 30% more if they are below 40% of their health: the two stack.

Variant of “Quick dagger”

Twist of fortune

  • 3 AP
  • Range 1

A 50/50 bet on an enemy next to you. Success: they take again half of the damage YOU dealt to them between the start of their second-to-last turn and the start of their last turn — your previous turn, in other words: this turn’s damage does not count yet. Miss: you take a quarter of it yourself, and you gain +10 crit points for this turn (30 at most). Nothing dealt: nothing happens.

Base version

Lifesteal

  • 5 AP
  • Range 1–5
  • Cooldown 1 turn

Wounds an enemy at range and heals you for half the damage dealt.

Variant of “Lifesteal”

Fickle blade

  • 4 AP
  • Range 1–5

An unpredictable blow on an enemy up to 5 tiles away, 50/50: 80 to 100 damage, or only 8 to 16 — a Miss, which gives you +10 crit points for this turn (30 at most).

Base version

Creeping venom

  • 4 AP
  • Range 1–6
  • Cooldown 2 turns

Poisons an enemy: no immediate damage, but they lose HP at the start of each of their next 2 turns.

Variant of “Creeping venom”

Lucky charm

  • 1 AP
  • Self

For this turn only, your critical hit chance rises by 11 points and your chance spells succeed 10 more times out of 100 — Luck of the draw and Evil eye keep their odds.

Base version

Poison trap

  • 4 AP
  • Range 1–6

Trap invisible to the opponent, in a 1-tile cross. Whoever enters its area stops there and triggers it: everyone in it takes 17 to 25 damage, then a poison of 15 to 24 per turn for 2 turns. You trigger it too. Lasts 8 turns.

Variant of “Poison trap”

Luck of the draw

  • 2 AP
  • Self

One outcome drawn at random out of eight, revealed when the spell is cast. Hot blood (16%): +30% damage until the end of the turn. Second wind (16%): you recover 45 to 60 HP. Surge (14%): +2 AP right away. Light feet (14%): +2 MP right away. Thick hide (14%): 40 armour until your next turn. Hex (10%): the nearest enemy loses 2 MP on its next turn (it can resist). Jackpot (4%): +2 AP, +2 MP and +30% damage. Miss (12%): nothing, except +10 crit points for this turn (30 at most), like any Miss.

Base version

Blade trap

  • 4 AP
  • Range 1–6

Trap invisible to the opponent, in a 1-tile cross. Whoever enters its area stops there and triggers it: everyone in it takes 42 to 63 damage and is pushed 1 tile away from the centre (12 extra collision damage for anyone who hits an obstacle). You trigger it too. Lasts 8 turns.

Variant of “Blade trap”

Loaded die

  • 2 AP
  • Self
  • Cooldown 1 turn

A 50/50 chance to recast for free, on the same tile, the last spell cast this turn (if it can still target it); otherwise, nothing: a Miss, which gives you +10 crit points for this turn (30 at most). A chance spell can only be recast if it has just failed: it then tries its luck again. Impossible after a trap, a self-buff spell or Twist of fortune.

Base version

Hook trap

  • 4 AP
  • Range 1–6

Trap invisible to the opponent, in a 1-tile cross. Whoever enters its area stops there and triggers it: everyone in it takes 29 to 42 damage and is pulled 1 tile towards the centre — enough to drag them onto another trap. You trigger it too. Lasts 8 turns.

Variant of “Hook trap”

Evil eye

  • 4 AP
  • Range 1–6
  • 2× per turn

Trap invisible to the opponent, on its tile and the 4 tiles diagonally around it, twice per turn. Whoever enters its area stops there and triggers it: everyone in it takes 20 to 28 damage and a penalty drawn at random at that moment: −2 AP or −2 MP, 50/50 — right away for whoever is playing, otherwise on their next turn. You trigger it too. Lasts 8 turns.

Base version

Fear

  • 3 AP
  • Range 2–6
  • Straight line
  • No line of sight needed

Cast while right next to an entity: aim at a free tile in a straight line behind it. It flees towards that tile and stops on the first trap it triggers. If an obstacle cuts the flight short, it takes 12 collision damage per missing tile.

Variant of “Fear”

Sidestep

  • 2 AP
  • Range 1
  • Cooldown 1 turn
  • No line of sight needed

You jump to a free tile next to you (not diagonally) and gain 1 MP right away. Until your next turn, the next enemy spell that wounds you, poisons you, removes AP or MP from you or pushes you deals 40% less direct damage to you. A poison or a removal on its own uses up this parry without reducing anything; traps and turret shots ignore it.

Base version

Shadow veil

  • 4 AP
  • Self
  • Cooldown 5 turns

You turn invisible until your next turn and gain 2 MP right away. The opponent no longer sees you and can no longer target you (a spell aimed at a tile or an area can still hit you). Two things reveal you: taking damage, or an enemy aiming at your tile with a spell that needs a free tile — they run into you and lose their spell. Attacking, or moving next to an enemy, gives nothing away.

Variant of “Shadow veil”

Double or nothing

  • 3 AP
  • Range 1–5
  • Cooldown 1 turn

A 50/50 chance to deal 65 to 80 damage to an enemy; otherwise, nothing — and you lose 1 AP right away. That Miss gives you +10 crit points for this turn (30 at most).

Clockmaker — Solwaris
Mid-range · Control / Assault

Clockmaker

Hits softly, but bends space: every swap of places gives AP back.

  • HP720
  • AP12
  • MP5

Passive and spells

One passive and eight spells, each with a variant to pick before the fight.

Passive

Swap

Swapping two entities gives back 2 AP — once per spell per turn — and recharges Reflection. The swapped enemy takes a Time charge: 0 damage, then 4, 10, 18, 28, 42… with every new swap — one step per spell per turn — which also pushes its blast back a turn. It goes off at the start of the target’s turn, as soon as the target has taken no swap since its previous turn. The charge caps at 25 steps (913 damage). Stillness: ending the turn without spending any MP restores 8% of max HP.

Passive · Variant of “Swap”

Crossing

Your spells that pass through a rift get 30% more damage and 2 more tiles of range. Crossing from one of your rifts to another also refunds the MP paid, once per turn: walking over one is not enough. Stillness: ending the turn without spending any MP restores 8% of max HP — a refunded crossing does not count as MP spent.

Base version

Pivot

  • 4 AP
  • Range 0–6
  • 2× per turn

In a 2-tile cross, each entity moves to the opposite arm, on the other side of the centre. Two entities facing each other trade places: a swap. Only enemies take the damage.

Variant of “Pivot”

Collapse

  • 3 AP
  • Range 0–60
  • Cooldown 1 turn
  • No line of sight needed

Closes all your rifts at once, wherever they are: each one collapses and hurts the enemies within 2 tiles of it, only once per enemy. 10 to 14 damage per rift closed, multiplied by the average distance between your rifts: ×0.5, plus 0.1 per tile apart, up to ×3 at 25 tiles apart. A single rift: 10 to 14. At 2 tiles from a rift: 20% less. Every other turn.

Base version

Rewind

  • 4 AP
  • Range 1–6
  • 2× per turn

Wounds an enemy and sends them back to the tile they held before their last move; then you return to your own previous tile too. An occupied return tile causes a trade: a swap. On an empty tile or an Automaton: no damage, only the return applies.

Variant of “Rewind”

Rift bolt

  • 2 AP
  • Range 2–5
  • 2× per turn

A bolt that only goes through your rifts, never directly: it enters a rift up to 5 tiles from you, in sight, and comes out of another to strike an enemy 2 to 5 tiles from it, in its sight — 26 to 34 damage. Without two open rifts, it cannot be cast.

Base version

Reversal

  • 4 AP
  • Range 1–6
  • 2× per turn

Wounds an enemy directly, then throws them to the other side of you, at the same distance. If someone holds the landing tile, they trade: a swap. On an Automaton: moves it without wounding it.

Variant of “Reversal”

Call of the void

  • 2 AP
  • Range 2–5
  • Cooldown 1 turn

Wounds an enemy 2 to 5 tiles away (10 to 14) and pulls it 2 tiles towards your rift nearest to it: it can end up on it. Without a rift, it only wounds. Nothing anchored moves.

Base version

Hourglass

  • 4 AP
  • Range 1–6
  • 2× per turn

Wounds an enemy, removes 1 to 2 AP from them for their next 2 turns (they can resist), then swaps them with your Automaton nearest to them: a swap. With no Automaton, no swap.

Variant of “Hourglass”

Breaker

  • 3 AP
  • Range 2–5
  • Straight line

A wave in a straight line, 2 to 5 tiles away: it hits the targeted tile and widens into a cone over 2 tiles beyond (1, then 3, then 5 tiles). Every entity hit takes 15 to 20 damage.

Base version

Reflection

  • 2 AP
  • Range 1–5
  • 99× per turn
  • Cooldown 1 turn
  • No line of sight needed

Aim at an entity: you reappear on the other side of it, at the same distance. If the landing tile is taken, you trade with whoever holds it: a swap. 1-turn cooldown, reset by any swap — chain them to cast it again.

Variant of “Reflection”

Permutation

  • 2 AP
  • Range 0–8
  • Cooldown 1 turn

An entity — enemy, ally or yourself — takes the place of your free rift nearest to it, and the rift takes its place. A target already standing on one of your rifts moves to the other one, without moving any rift. Nothing anchored is swapped. With no free rift, the spell is wasted.

Base version

Recall

  • 3 AP
  • Range 1–60
  • Cooldown 2 turns
  • No line of sight needed

Trade places with one of your Automatons, wherever it stands on the map: that is a swap.

Variant of “Recall”

Rift jump

  • 3 AP
  • Range 0–60
  • Cooldown 1 turn
  • No line of sight needed

You teleport onto one of your rifts, wherever it is, if nobody stands on it; it closes under your feet.

Base version

Winder

  • 2 AP
  • Range 0–6
  • Cooldown 2 turns
  • No line of sight needed

Sends an entity — or yourself — back to the tile where it started its last turn. If someone is there, they trade places: a swap. No damage.

Variant of “Winder”

Trajectory

  • 5 AP
  • Range 2–5

A bolt at an enemy in sight, 2 to 5 tiles away: 22 to 30 damage. Cast through your rifts, it gathers momentum: +5% per tile between the entry rift and the exit rift, up to +100% (20 tiles); Crossing adds to it. This bonus is worked out on the spell’s maximum (30) and added to the roll: the gap between the weakest and the strongest hit stays at 8. If it can go through your rifts, it always takes the longest way.

Base version

Automaton

  • 2 AP
  • Range 1–4

Places an Automaton (10 HP, 3 MP, no attack) that you move on its turn: a foothold for your swaps. 2 at most; each plays 5 turns, then fades at the start of the sixth. A position swap made with it gives you back 2 AP on the following turn, if it is still standing (once per Automaton). Cast on an Automaton already placed, wherever it stands, it removes it and gives you back the 2 AP: that is then your cast for the turn.

Variant of “Automaton”

Rift

  • 2 AP
  • Range 1–5
  • 99× per turn

Opens a rift on a free tile, twice per turn at most. Three at most: a fourth closes the one nearest to it. Cast on one of your rifts in range, it removes it and gives you back 1 AP, without limit. Whoever stands on a rift, ally or enemy, can come out on another free rift of their choice; walking over it is not enough. Crossing costs 1 MP per 10 tiles between the two rifts and weakens: −2% resistance per tile, −30% at most, for 2 turns. Everyone’s spells pass through. A push, never.

Artificer — Solwaris
Mid-range · Area / Summon

Artificer

Place, move, line up, light. The ground does the work.

  • HP700
  • AP12
  • MP6

Passive and spells

One passive and eight spells, each with a variant to pick before the fight.

Passive

Steady hand

Your charges — and your turrets when they explode — deal 15% more damage and never hurt you when they explode. The firing line between two charges, however, burns you too.

Passive · Variant of “Steady hand”

Engineer

Your turrets have 30% more HP and, as long as they are alive, their shots deal 40% more damage. Your firing lines between charges also burn 25% harder.

Base version

Explosive charge

  • 2 AP
  • Range 1–6

Places a 70 HP charge on a free tile, once per turn. On each of your turns, it arms by one notch (5 at most) and gains flat damage: +8, +20, +38, +65, then +106. It explodes 2 tiles around (30 to 42 damage, plus its notches’ bonus) when you detonate it, never hurting your own side; destroyed, it disappears without exploding. Two aligned charges, at most 10 tiles apart, create a firing line between them, which burns whoever enters it, is standing in it when it forms or starts their turn in it, for 35% of the damage of each linked charge — only once per target per game turn (each fighter’s turn). Each charge already placed makes the next one cost 1 more AP; 3 at most.

Variant of “Explosive charge”

Assault turret

  • 3 AP
  • Range 1–5
  • Cooldown 4 turns

Places a turret that plays by itself, on its own turn: it shoots the 2 nearest enemies in sight, once each (and, at level 3, empowers allies). It stays until destroyed; only one at a time: cast again, the spell moves it here and it loses one level (never below level 1) and recovers 50% of its max HP. Only one turret placed per turn, all kinds combined. 4-turn cooldown. Level 1: 110 HP, shot 12 to 17 at 5 tiles; level 2: 143 HP, shot 30 to 41 at 6 tiles; level 3: 176 HP, shot 51 to 71 at 7 tiles, which also removes 1 MP (dodgeable), and Overload: +20% damage to an ally. Detonated or destroyed, it explodes 2 tiles around, like a charge: 14 to 20, 34 to 48, then 58 to 82 depending on its level.

Base version

Grapeshot

  • 3 AP
  • Range 1–5
  • 2× per turn

A shot at an enemy that pushes them one tile away from you — into a firing line, next to a charge, or against a wall: a blocked push deals 22 collision damage, almost as much as the shot itself, and the entity they crash into takes half of that.

Variant of “Grapeshot”

Grapple

  • 3 AP
  • Range 1–5
  • 2× per turn

A grapple on a tile in sight: in the 3 by 3 square around it, enemies take 16 to 23 damage, then everything in it except you — enemies, allies, charges, turrets — is pulled one tile towards the centre (the nearest first; whatever is at the centre stays put, an occupied tile stops the pull). Can target an empty tile. Nothing anchored moves.

Base version

Ignition

  • 2 AP
  • Range 1–20
  • No line of sight needed

Once per turn, detonates the targeted charge — or turret — up to 20 tiles away, even out of sight. The explosion spreads: your charges and turrets caught in its blast, or linked to it by a firing line, explode in turn. A turret explodes 2 tiles around, like a charge, harder at each level. An explosion never lands a critical hit, and neither does the firing line.

Variant of “Ignition”

Command volley

  • 2 AP
  • Range 1–6
  • Cooldown 1 turn

You mark an enemy in your sight, up to 6 tiles from you: your assault turret strikes it, wherever the turret stands. Every other turn. The higher its level, the more terrible the blow — level 1: 11 to 15 damage; level 2: 26 to 32; level 3: 64 to 75 on the targeted enemy, and half of that to the enemies next to it. With no assault turret on the field, there is nothing to command.

Base version

Shove

  • 2 AP
  • Range 1–4
  • 2× per turn

Pushes an entity 3 tiles away from you: a charge, a summon or the opponent. If it hits a wall or another entity, it takes 12 collision damage per missing tile — and the entity struck takes half.

Variant of “Shove”

Rivet

  • 3 AP
  • Range 1–3

Wounds an enemy (18 to 26) and pushes it 1 tile, once per turn. If it hits a wall or an entity, it is riveted: it loses 1 MP on its next turn — dodgeable, depending on its resistance to AP/MP removal — and takes the usual collision damage.

Base version

Gather

  • 3 AP
  • Range 0–6
  • 2× per turn
  • No line of sight needed

Target a tile, even empty: all your charges and turrets on its row or column, up to 6 tiles away, slide towards it until they reach it or hit an obstacle. Moves neither you nor the opponent.

Variant of “Gather”

Healing turret

  • 3 AP
  • Range 1–5
  • Cooldown 4 turns

Places a turret that plays by itself, on its own turn: it heals the 2 most wounded allies in sight, yourself included, once each (and, at level 3, plates allies with armour). It stays until destroyed; only one at a time: cast again, the spell moves it here and it loses one level (never below level 1) and recovers 50% of its max HP. Only one turret placed per turn, all kinds combined. 4-turn cooldown. Level 1: 90 HP, heal 10 to 14; level 2: 117 HP, heal 17 to 23; level 3: 144 HP, heal 29 to 39, and Armour plating, every turn: 20 armour to an ally. Its heals reach 1 to 6 tiles, at every level. Detonated or destroyed, it explodes 2 tiles around, like a charge: 16 to 22, 27 to 37, then 46 to 63 depending on its level.

Base version

Relay

  • 2 AP
  • Range 1–8

Swap places with one of your charges or turrets, in line of sight. Once per turn.

Variant of “Relay”

Gangway

  • 2 AP
  • Range 1–8
  • Straight line
  • No line of sight needed

In a straight line with one of your turrets or charges, even behind a wall: target it (or the tile next to it, on your side), up to 8 tiles away, and you join it; target the tile next to you, in its direction, and it joins you instead, from however far away. The arrival tile must be free. No damage. Nothing anchored moves — except you, under your own Diving bell.

Base version

Fine powder

  • 3 AP
  • Self
  • Cooldown 3 turns

For 2 turns, your charges and turrets ALREADY PLACED deal 40% more damage and gain 50 armour. What is placed after the spell gets nothing. On a turret, the buff ends sooner, at the start of its second turn: only one round of shots benefits. No effect on you.

Variant of “Fine powder”

Upgrade

  • 2 AP
  • Range 1–8
  • No line of sight needed

One of your turrets moves up to the next level (3 at most) — or one of your charges gains an arming notch. Never on a turret placed or moved this turn. Only one turret at level 3 at a time: when one reaches it, the other drops back to level 2. Assault turret — level 1: 110 HP, shot 12 to 17 at 5 tiles; level 2: 143 HP, shot 30 to 41 at 6 tiles; level 3: 176 HP, shot 51 to 71 at 7 tiles, which also removes 1 MP (dodgeable), and Overload: +20% damage to an ally. Detonated or destroyed, it explodes 2 tiles around, like a charge: 14 to 20, 34 to 48, then 58 to 82 depending on its level. Healing turret — level 1: 90 HP, heal 10 to 14; level 2: 117 HP, heal 17 to 23; level 3: 144 HP, heal 29 to 39, and Armour plating, every turn: 20 armour to an ally. Its heals reach 1 to 6 tiles, at every level. Detonated or destroyed, it explodes 2 tiles around, like a charge: 16 to 22, 27 to 37, then 46 to 63 depending on its level.

Base version

Roll

  • 2 AP
  • Range 1–3
  • Cooldown 1 turn

You roll to a free tile in sight, 3 tiles at most, and get 1 MP back.

Variant of “Roll”

Diving bell

  • 4 AP
  • Self
  • Cooldown 3 turns

For 2 turns: 15% damage resistance, 30 armour, and you are anchored — nobody but you can move you. In return, you will have 2 fewer MP on your next turn.

Crystals

Three taps, and the crystal bursts

Skins, weapons and auras for your six heroes: they change nothing in combat. Two crystals open in the shop.

Play to Earn · Solana · USDC

Win real USDC by playing

The game is free. Your Solana wallet is your account: winnings from USDC matches, a stable digital dollar, are paid straight into it.

  • 0tokens to buy to play
  • 0NFTs
  • 0power to buy: skins change nothing in combat
  1. Link a Solana walletPhantom, Solflare or Backpack. Connecting costs nothing and authorises no transaction.
  2. Play for freeEvery class and training against the AI; ranked duels are played with the Waris you earn by playing.
  3. Stake in USDCA duel at 1, 5 or 10 USDC, the boss entry, or a crystal. Nothing forces you to stake.
  4. Cash outWinnings arrive in USDC in your wallet.

Adults only, where it is legal. Staking carries a risk of loss: only stake what you can afford to lose.

Your account · free

A wallet is all you need

Your Solana wallet is your account: Phantom, Solflare or Backpack. No email, no password.

  • Your progress, savedLevel, Waris, skins and crystals, back on all your devices.
  • Loot from your fights and questsCrystals and items as victory loot, Waris from daily quests and levels.
  • Staked duels and the weekly bossWaris tables, USDC matches and the weekly boss: all played with the same account.

10 free Common Crystals when you create your account, ready to open.

  • Free: nothing to buy
  • One signature: no transaction, no fee
  • No email, no password

Security

Your funds stay yours

Solwaris never holds your USDC. Here is exactly what you sign, and what nobody will ever ask you for.

  • Never your recovery phraseNot the game, not the team, not the Discord will ever ask for it. Anyone who does is trying to rob you.
  • Connecting costs nothingConnecting is a signature: it proves the wallet is yours, without authorising any transaction.
  • A capped, revocable approvalOn your first stake, you grant a capped spending approval: the amount of the stake, or a cap you choose, from 1 to 100 USDC. Nothing is debited without a fight you started or a purchase you confirmed, and you can revoke it at any time.
  • One address per fightBoth stakes go to an address dedicated to that single fight: they can only go to the winner. No USDC deposit, so nothing to withdraw.

Full details in the game economy

Season 1 under way

What’s next for Solwaris

What is already live, and what we are building next. No dates until we can keep them.

  1. LatestThe Jelly now dives toward you from puddle to puddle1 change
  2. The Jelly, the new boss of the week, and her Jelly Marsh4 changes
  3. Legendary Crystal: new prizes, and a premium Battle Pass to win3 changes
  4. A more generous Common Crystal, with an assured rare item and ×100 opening4 changes
  5. Rebuilt arenas, from bosses to duels4 changes
See the 18 earlier updates
  1. A trial fight without an account, heroes’ spells on the home page, and a reworked Warrior3 changes
  2. Keen chant, Artificer, Burning glyph and Goleling King4 changes
  3. The Goleling King returns, and fights get far more spectacular11 changes
  4. An account through your wallet, and your Waris to stake from the menu10 changes
  5. Stake your Waris, a 20,000 Waris boss base, better fair-play protection3 changes
  6. Coins become Waris; clearer leaderboards and menu5 changes
  7. Healing turret reworked, hotter Blaze, “Match found” clearly visible7 changes
  8. No more double K.O.: every duel now has a winner3 changes
  9. Spell variants arrive, and the Matriarch is the new boss of the week38 changes
  10. Jean Phil, the October event skin3 changes
  11. Crystal collection, daily quests and Legendary Crystal drops in duels12 changes
  12. The Factory Robots, the new boss of the week4 changes
  13. Play Solwaris inside Discord2 changes
  14. The Archmage, boss of the week2 changes
  15. Bosses, crystals and the Battle Pass5 changes
  16. Kill Race, the limited-time tournament2 changes
  17. 2 vs 2, team duels1 change
  18. LaunchSolwaris launches: six classes, ranked duels and staked matches4 changes

Blog

News

All articles

Where to play

Wherever you are

  • In your browserComputer or phone, nothing to download: just a wallet. On a phone, turn it to landscape.
  • As an appOn a phone, “Add to Home Screen” (Chrome, Safari); on a computer, “Install” in Chrome or Edge. Solwaris then opens in its own window, without the browser bar.
  • On DiscordThe community: updates first, help, and opponents for your duels.

Everything about Solwaris

What is Solwaris?

Solwaris is a Play to Earn (P2E) tactical duel game: two players fight turn by turn on a tiled arena, each puts up a stake, and the winner takes the pot, in Waris, the game’s currency on Solana, or in USDC. Free, playable in the browser, with nothing to install: your Solana wallet is your account.

How do you earn Waris and USDC?

In the duel, not by luck. Ranked duels are played at a Waris table — 50, 250, 500 or 2,500 — and staked matches in USDC at 1, 5 or 10 USDC. The winner gets their stake back and takes the loser’s, minus a 25% fee on it: 17.50 USDC on a 10 USDC duel. Equipped skins, weapons and auras lower that fee. The weekly boss has its own prize pool, in Waris or in USDC, and levels, daily quests and the battle pass also give Waris. Nothing to buy to play, no NFT, no promised yield, and nothing you own changes a fight — you win because you play better.

Where every cent goes, with the numbers: the game’s economy.

Is Solwaris inspired by Dofus?

Yes, openly. The combat uses what Dofus players already know: action points (AP), movement points (MP), line of sight, pushes, traps and summons, turn by turn on a grid. The difference: Solwaris keeps only the fights — no exploration, no grinding, no subscription — in 1v1 or 2v2 duels and against a boss every week, with USDC to win. Solwaris is an independent game, not affiliated with Ankama, the publisher of Dofus.

Read more: a comparison of games like Dofus, your Dofus class and its Solwaris equivalent, PvP in Dofus.

How does a fight work?

Action points, movement points, line of sight, traps, summons and positioning decide the winner. Warrior, Brute, Arcanist, Shade, Clockmaker and Artificer: each class has its passive, its eight spells, eight variants to pick from and its own way to win — strike in series, control, burn from range, trap, bend space or mine the ground.

Every rule of the game — action points, line of sight, pushes, traps, the initiative bid, win conditions — is detailed in the rules of Solwaris and in the full guide.

How does the weekly boss work?

In PvE, the same rules face a far tougher boss, with its own spells and its own map; the bosses take turns week after week. Fight it solo, or as a pair or trio from a queue: a group is always made of players, never of AI. The entry is paid in Waris or in USDC and builds the week’s prize pool; the team’s damage counts for the leaderboard, and the pool is shared among the top 30% of ranked players.

Is there a ranked mode?

Climb from Novice to Legend with an Elo rating per class; the higher your league, the more likely a ranked duel win is to give you a Common Crystal, from 10% in Novice to 25% in Legend. Watch live fights as a spectator, or train for free, with no stake, against AIs that change style from one fight to the next. USDC matches remain a choice: nothing forces you to play them.

Do I need an account to play?

Yes: you play with an account, created by connecting a Solana wallet (Phantom, Solflare or Backpack). Free, in one signature, with no transaction, no fee, no email and no password, and your progress follows you on all your devices. Played without an account before? Connect your wallet in the browser you played in: your progress joins your account.

Do I need a wallet?

Yes: your Solana wallet is your account. Connect Phantom, Solflare or Backpack and sign a simple message: it is free, with no transaction at all, and the signature gives no access to your funds. No wallet yet? The game offers to install Phantom. Your Waris, your progress and your USDC winnings are tied to that wallet, on all your devices.

Another question? Ask it on Discord

The six heroes of Solwaris in the arena

Six classes. One duel. Your strategy.

Pick a hero, take your position and beat another player — or an AI — turn by turn. Nothing to install: it plays right here.

Turn-based tactical duelsPlay for free