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Event · Survival mode · Solo

The Horde: the survival mode

Alone in the centre of an arena, you watch heroes come in through its gates: one, then two, then three, then four at a time, each wave tougher than the last. There is no victory to wait for, only one question: how many waves will you hold out? Between two waves, a bonus chosen from three shapes your hero until the end of the fight. Each player’s best fight of the month counts on the leaderboard, and the top three win a prize in USDC.

In short

How it works

The Horde is Solwaris’s survival mode, taking over from the Kill Race from 31 October 2026, Halloween. A Horde fight cannot be won: it lasts as long as your hero stays standing. You start in the centre of the Horde Arena with the class chosen in the menu, its grimoire and its variants, as in duels. The first enemy is already on the floor. When the last enemy of a wave falls, the wave is defeated: you choose a bonus, and the next one comes in right away.

The enemies are not monsters: they are heroes of the six classes, played by the AI at Legend rank, the best in the game. They read the board, combine their spells, take cover and target the most fragile. What makes them beatable is their HP and damage, reduced at first and growing with each wave. They chain their turns with no thinking time: only the animations separate their actions.

Three enemy heroes come in together through an arena gate, facing the player’s Brute
Wave 6 comes in as a group through a gate: an Arcanist, a Warrior and a Clockmaker, each at 63% of a hero’s strength. The current wave shows above the timer.

The waves

Each wave has more enemies, or tougher ones. Their strength — the share of a full hero’s HP and damage they get — starts at 24% and has no ceiling: 51% in the fifth wave, 109% in the ninth, where each enemy is already tougher than you, and 128% in the tenth. The number of enemies rises in steps up to 4 enemies, then only strength keeps growing. The table below is computed from the game.

WaveEnemiesAn enemy’s HP and damage (share of a hero)
1124 %
2128 %
3234 %
4242 %
5251 %
6363 %
7376 %
8392 %
94109 %
104128 %
124172 %
154252 %
The player’s Arcanist in the centre, surrounded by four enemy heroes
Wave 9: 4 enemies around the Arcanist, each at 109% of a hero’s strength — their sheets, on the right, say it: more HP than yours.

No healing between waves

A defeated wave gives nothing back: you start the next one with the HP you have left. The only healing in the Horde comes from your spells (the Shade’s Lifesteal, the Brute’s Roar), your bonuses and map pickups. Erosion also carries over from one wave to the next: 10% of the HP you lose also comes off your max HP, and no healing restores it.

So that no hero becomes untouchable, two caps hold the defensive bonuses in check. Resistances gained from bonuses never exceed +30%, however many Thick hide you take. And each healing bonus — Regeneration, Composure, Vampirism, Hunter — restores at most 12% of your max HP per turn; taken together, they add up. Second wind, for its part, works at the end of a wave, outside this cap.

End-of-wave bonuses

At the end of each wave, three different bonus cards appear. You pick one with a click; if you have not chosen after 30 seconds, the first card is taken for you. The chosen bonus lasts until the end of the fight, and the next wave comes in right away.

Three bonus cards after wave 3: Brute force, Regeneration and Vampirism
Wave defeated: three cards, one common, one rare, one epic. Brute force is stackable and already taken once; the yellow bar underneath is the time left.
Wave defeatedCommonRareEpicLegendaryAt least one epic or legendary among the three
148,1 %46,8 %4,5 %0,6 %14,6 %
244,1 %49,6 %5,6 %0,8 %18,1 %
340,1 %52,3 %6,7 %1 %21,4 %
436,1 %55 %7,7 %1,2 %24,7 %
532,1 %57,7 %8,8 %1,4 %27,8 %
628,1 %60,5 %9,8 %1,6 %30,9 %
820,2 %65,9 %11,9 %2 %36,7 %
1015,6 %68,7 %13,4 %2,3 %40,9 %

Pact of challenge forces your luck: the next wave has one more enemy, but the following choice guarantees an epic or legendary card, always the first of the three.

The choice after Pact of challenge: legendary Free spell first, Toughness already taken twice, Momentum
After the Pact of challenge: the first card is guaranteed epic or legendary — here Free spell, legendary. Toughness, already taken twice, would be worth half its value.

All the bonuses

They fall into eight families. The table is the game’s, word for word.

PickupFamilyRarityEffectPick
Brute forceStatCommon+20% damageStackable
ToughnessStatCommon+20% max HPStackable
Keen eyeStatCommon+15% critical hitsStackable
Thick hideStatCommon+15% resistancesStackable
SpyglassStatCommon+2 range on spells with modifiable rangeStackable
Light stepStatRare+1 MPStackable
FrenzyStatRare+1 cast per turn on every spellStackable
QuicknessStatRare−1 turn of cooldown on every spellStackable
OverpowerStatEpic+2 APStackable
UnleashedStatEpic+2 casts per turn on every spellOnce only
HasteStatEpic−2 turns of cooldown on every spellOnce only
Second windSurvivalCommon40% of HP restored at the end of each waveOnce only
CarapaceSurvivalCommonArmor worth 25% of max HP at the start of each waveOnce only
RegenerationSurvivalRare6% of max HP restored at the start of each turnOnce only
Hard skinSurvivalRareErosion taken halvedOnce only
ComposureSurvivalRareEach spell cast restores 5% of max HP, for −15% damageOnce only
VampirismSurvivalEpic15% of damage dealt restored as HPOnce only
UnbreakableSurvivalLegendaryOnce per fight, survive a lethal hit with 1 HPOnce only
First strikeAttackCommon+40% damage on the first spell of each turnOnce only
ImpactAttackCommonCollision damage +75%Once only
ExecutionerAttackRare+50% damage against an enemy below 30% HPOnce only
VenomAttackRareEach hit poisons the target: 14 to 18 damage for 2 turnsOnce only
ShockwaveAttackRare+35% damage for area spellsOnce only
RicochetAttackEpic40% of a hit's damage bounces to the nearest enemyOnce only
Free spellAttackLegendaryYour most expensive spells cost 1 AP lessOnce only
HobbleControlRareEach hit has a 30% chance to remove 1 MP from the targetOnce only
GustControlRareYour pushes go 1 tile furtherOnce only
HunterTempoRareEach enemy killed restores 15% of HPOnce only
MomentumTempoEpicEach enemy killed restores 2 APOnce only
PackSummonsRareYour summons, turrets and charges have +50% HP, damage and healingOnce only
Horde LeapActiveRareA single-use spell: teleport anywhere in the arenaOnce only
ReinforcementActiveLegendaryA second hero of a random class joins your side: you control it, and it gets your bonusesOnce only
Pact of ragePactRare+40% damage, −15% max HPOnce only
Pact of glassPactRare+2 AP, −20% resistancesOnce only
Pact of challengePactRareThe next wave has one more enemy; the following choice guarantees an epic or legendary bonusOnce only

Map pickups and Vigor

Four map pickups (two in duels) appear at random on the arena floor on each of your turns, and disappear at the end of the turn: healing, armour, AP, MP, or Vigor as soon as erosion has worn you down. In the Horde, they are yours alone: enemies never pick them up, and the floor is empty during their turns. Vigor is worth double here: it restores 120 max HP lost to erosion, instead of 60 max HP outside this mode. In a fight with no healing between waves, every Vigor picked up counts.

A Vigor and an AP pickup on the floor, near the player’s Shade
Vigor (the heart) and an AP pickup, placed for the Shade’s turn: here, Vigor restores 120 max HP lost to erosion.

The Horde Arena

A colosseum fallen to the undead. On the ravaged track, among open graves, smashed barricades and overturned carts, a green mist creeps and the braziers burn with a green flame; in the ruined stands, the dead sway. You start in the centre. Waves come in through the gates around the edge, from every side: there is no wall to put your back to, and the gate of the next wave is never known in advance.

The whole Horde Arena: the ravaged track, the obstacles, the ruined stands, the hero in the centre
The Horde Arena, fallen to the dead: the hero in the centre, the first enemy at a gate on the edge, the green braziers all around.

Two rings of obstacles surround the centre: broken pillars, columns, wall sections and dead trees, graves, crosses, coffins, cart wrecks, crates and rubble. All of them block movement and line of sight. They give cover at every step without ever closing off a lane: you fall back from obstacle to obstacle towards the centre, break a ranged attacker’s line of sight there, and force a melee enemy to go around.

The centre of the arena, its graves and broken pillars, and two enemies approaching
The centre and its first ring of obstacles — graves, broken pillars, dead trees: the Arcanist breaks the lines of sight of the two enemies coming from the right.
The ravaged track of the Horde Arena: open graves, a cheval de frise, mist and green braziers
The surroundings: the ravaged track, its open graves and trails of blood, the green-flamed braziers along the wall.

The interface

The game menu, with the Horde button and its record wave
The menu button: your record wave and your place for the month.
The Horde window: the prizes, the countdown, the steps and the month’s podium
The event window: the top 3 prizes, the countdown, the Zombie collection to win, the three steps and the month’s podium.
The end screen of a Horde fight: 7 waves defeated, new record, 4th place, the bonuses taken
The end screen: 7 waves defeated in 31 turns, a new record, 4th place for the month, the Bloody Mace dropped, and the bonuses taken during the fight.

The monthly leaderboard and prizes

Each month has its own leaderboard. It keeps each player’s best fight: the most waves defeated; on a tie, the fewest turns played; then the earliest fight. A worse new fight never costs you your place.

At the end of the month, the top three win 20 USDC, 10 USDC and 5 USDC. Prizes are paid in USDC to the wallet linked to the account, after the month closes and the fights are checked: link a wallet before the end of the month to be able to receive yours. The leaderboard resets on the 1st of each month.

The month’s podium in the Horde window, with the player’s place
The month’s podium, then the rest of the leaderboard: your row is framed.
The Horde tab of the leaderboard window
The “The Horde” tab of the leaderboard: waves, turns and prizes, and your place.

The Zombie collection is the event’s reward: for each class, a Zombie skin and a Zombie weapon — green skin, glowing eyes, open skull, stitches and wounds —, and for every hero, the Undead aura. All of them are epic. From 31 October to 30 November 2026, every fight in which you defeated at least one wave can give you one piece: the skin or weapon of the class you are playing, or the aura, at random. A piece you already own makes way for the others; if you own all three, nothing drops. None can be bought or comes out of a crystal: to complete the collection, play all six classes.

The chance follows the waves defeated. It rises faster and faster the longer you hold, up to 3% from the 10th wave on: 0.03% after one wave, 0.27% after three, 0.75% after five, 1.92% after eight. A fight lost quickly brings almost nothing: you complete the collection by holding out a long time.

The Zombie Legionary, Orc and Pyromancer, armed, up close
Up close: the Zombie Legionary and his Bloody Mace, with the Horde shield; the Zombie Orc and his Barbed-Wire Club; the Zombie Pyromancer and his Severed-Head Staff.
The Zombie Prowler, Clockmaker and Artificer, armed, up close
Up close: the Zombie Prowler and her Gutting Katana; the Zombie Clockmaker and the Dead Man’s Foot, floating in front of him; the Zombie Artificer and her Bleeding Heart, in place of the bomb.

The Undead aura — a grave split by veins of poison, hands that burst out of the earth, claw and sink back, a revenant who raises its head behind the hero, souls drifting as will-o’-the-wisps. It is the same for every hero: once won, it can be worn with any class.

The Warrior wearing the Undead aura: green hands come out of the grave at his feet
The Undead aura, in combat, at the scale of the cell: the grave opens at the hero’s feet and the hands come out.
The six classes as Zombies, armed, in the centre of the Horde arena
The Zombie collection: the six classes as Zombies, armed. Each one’s skin and weapon are epic: from a 0.03% chance at the 1st wave to 3% from the 10th on, from 31 October to 30 November 2026.

How to last as long as possible

Tips by class

Common mistakes

Frequently asked questions

Can the Horde be played with others?

No: the Horde is played alone. Each fight is yours, and the leaderboard compares each player’s best fights.

How much does an entry cost?

1,000 Waris per fight. The entry is paid when the fight starts, whatever wave you reach.

What happens if I give up?

The fight ends and the waves already defeated count, as if you had fallen: giving up costs you nothing on the leaderboard.

What does Reinforcement do?

A second hero of another class, drawn at random, joins your side next to you. You play it on its turn, it receives all your bonuses, and the fight goes on as long as one of you two is standing: it can win you waves after you fall.

Does my HP come back between waves?

No. Only your spells, your bonuses (Second wind at the end of a wave, Regeneration, Vampirism, Hunter…) and map pickups restore HP; Vigor restores max HP lost to erosion.

Do enemies pick up map pickups?

No. In the Horde, map pickups are yours alone: the floor is empty during the enemies’ turns.

How are prizes paid?

In USDC, to the wallet linked to your account, after the month closes and the fights are checked. Link a wallet before the end of the month to be able to receive yours.

How do I get the Zombie collection?

From 31 October to 30 November 2026, every Horde fight in which you defeated at least one wave can give you the Zombie skin or weapon of the class you played, or the Undead aura. The more waves you hold, the higher the chance: 0.03% after one wave, 0.75% after five, 3% from the tenth on. None can be bought or comes out of a crystal: for the full collection, play all six classes.