Magic Chess is a new game mode that can be found in the Arcade. Magic Chess was temporarily added on January 2020 but eventually, it was permanently released on the Patch Note 1.4.60 | 2020-3-17.
Magic Chess is an 8-player complex strategy based game mode, where players will compete against each other and random creeps in the Magic Chessboard. The goal of this game is to buy and upgrade your heroes and the little commander, customizing your lineup to trigger and counter more and stronger synergies. The victory belongs to the one stands till the last!
Magic Chess is a turn-based strategy mode. In a single match, 8 players will confront each other, and whoever's still standing at the end wins! In each round, the Little Commander can recruit Heroes with Gold, and deploy them during the Preparation Phase, after which, the Heroes will attack enemies automatically during Battle Phase.
Wanna deploy more Heroes? You need to upgrade your Little Commander first. You can check your Little Commander's level during the match, and you can deploy 1 more Hero each time the Little Commander is upgraded!
If you own 3 same 1-star or 2-star Heroes at the same time, these Heroes will be combined into a higher-star hero and gain doubled attributes. The Heroes you already have will be highlighted in the Shop. Upgrading the star-level is the most important way to build a stronger troop!
Each Hero has 2 attributes: Faction & Role. The synergy effect will be triggered if there are enough Heroes with the same attributes deployed. Don't forget to tap Heroes and check out what Faction and Role they belong to!
You can sell the Heroes that you currently don't need by dragging them to the Shop (You can also sell them by tapping the Sell button on the page of Hero Details.) In this way, you can free up space for buying other heroes and restore some Gold. You can sell the 1-Gold Hero at the original price. So if you don't have Hero to use, buying some 1-Gold Hero should be a good choice!
At the end of each round, each Little Commander will get a fixed amount of Gold bonus. And for every 10 Gold owned, the Little Commander will get 2 extra Gold as Interest at the start of the next round The Interest capped at 4 Gold. Additionally, getting winning or losing streaks will also grant the Little Commander an extra Gold bonus. Every round you win, you will get 1 Gold.
Commander[]
A Commander, also known as, Little Commander is a being that is summoned outside the Magic Chessboard together with the heroes to compete on Magic Chessboard. They are the computer-controlled characters in . Each of them has three unique abilities in which one ability can be equipped for battle. These abilities can be unlocked through gaining experience or unlocking skins as you play. There are currently 26 commanders in the original server as of 9 August, 2023, with the latest commander being Angela | Bunnylove.
You also have the option of buying new commanders with Battle Points (BP) or Diamonds. The minimal package for Battle Points starts at 15000 with the maximizing at 24000 while Diamond packages start at 399 and maxing at 499.
Skins can only be bought with Diamonds at 269, from Achievements, and from Time-limited Events.
Hero is a legendary being or human who has been summoned inside the Magic Chessboard together with the commanders to compete within the Magic Chessboard. Also, they are the computer-controlled characters in . As the battle progresses, they are equipped with different equipment and synergies. They have different star levels, a skill, and skins that can be equipped for battle.
The list of current Heroes in Magic Chess[]
Role
Faction
Nature Spirit
Ablaze Bounties
Astro Power
S.A.B.E.R.
Prince
Cadia Riverlands
Wyrmslayer Warrior
Northern Vale
Forsaken Light
Necrokeep
Mystic Bureau
Weapon Master
Summoner
Archer
Elementalist
Mage
Guardian
Gunner
Wrestler
Swordsman
Blessings[]
As of 2023-2-14, Blessings are temporarily removed.
Blessings can give special attributes to a specific hero and reduces the number of heroes needed to trigger Role and Faction synergies. Heroes have a chance of gaining Blessings after upgrading. Each Hero can only gain 1 Blessing.
Hero's Behest[]
Hero's Behest - Striker: Increase Physical Attack. Lower Role Synergy's trigger minimum by 1.
Hero's Behest - Refined: Increase Mana Regen Speed. Lower Role Synergy's trigger minimum by 1.
Hero's Behest - Brilliance: Increase Max HP. Lower Role Synergy's trigger minimum by 1.
Team Spirit[]
Team Spirit - Swift: Increase Attack Speed. Lower Faction Synergy's trigger minimum by 1.
Team Spirit - Wise: Increase Magic Damage. Lower Faction Synergy's trigger minimum by 1.
Team Spirit - Firmness: Increase Physical Defense. Lower Faction Synergy's trigger minimum by 1.
Special Blessing[]
Protostar Breakthrough: Increase hero's star by +1 and gain extra attributes.
Synergy[]
Synergy is the most crucial part of the entire Magic Chess mode as it can lead you to victory if done strategically. Synergy is subdivided into two, the Role and the Faction. There are a total of 11 Roles complemented by 11 Factions. Most units have one designated Role and Faction, with some exceptions having a total of three synergies altogether.
Role[]
Weapon Master
[N] different allied Weapon Master heroes are required to activate the effect.
[3] Allied heroes can convert 25% of their damage dealt into HP. When at full HP, Weapon Masters can turn the converted HP into Shield (up to 20% Max HP). [6] Allied heroes can convert 60% of their damage dealt into HP. When at full HP, Weapon Masters can turn the converted HP into Shield (up to 50% Max HP). [9] Allied heroes can convert 125% of their damage dealt into HP. When at full HP, Weapon Masters can turn the converted HP into Shield (up to 80% Max HP).
Summoner
[N] different allied Summoner heroes are required to activate the effect.
[2] When the round begins, receive 1 random Summoner hero(es). Increase the damage of summoned units from Summoner heroes by 50%. [4] When the round begins, receive 1 random Summoner hero(es). Increase the damage of summoned units from Summoner heroes by 150%.
Archer
[N] different allied Archer heroes are required to activate the effect.
[3] Archers gain 2 extra Attack Range and reduce the target's Physical Defense by 2 on each Basic Attack (up to 25 stacks). [6] Archers gain 4 extra Attack Range and reduce the target's Physical Defense by 5 on each Basic Attack (up to 40 stacks).
Elementalist
[N] different allied Elementalist heroes are required to activate the effect.
[3] Elementalists recover 50% Mana each time they cast a skill. [6] Elementalists' first skill cast takes effect twice in each battle, after which they recover 50% Mana each time they cast a skill.
Mage
[N] different allied Mage heroes are required to activate the effect.
[2] Allied heroes gain 40% extra Magic Damage and 20% Spell Vamp. [4] Allied heroes gain 80% extra Magic Damage and 20% Spell Vamp. [6] Allied heroes gain 100% extra Magic Damage and 20% Spell Vamp.
Guardian
[N] different allied Guardian heroes are required to activate the effect.
[2] Guardians gain 60 extra Physical Defense. The Guardian with the highest cost at the beginning of each round grants the hero one tile behind them 35 extra Physical Defense and 35 Magic Defense. [3] Guardians gain 90 extra Physical Defense. The 2 Guardians with the highest cost at the beginning of each round grants the hero one tile behind them 35 extra Physical Defense and 35 Magic Defense.
Gunner
[N] different allied Gunner heroes are required to activate the effect.
[2] Gunners gain 20% extra Crit Chance and 50% Crit Damage. [4] Gunners gain 25% extra Crit Chance and 100% Crit Damage. [6] Gunners gain 30% extra Crit Chance and 175% Crit Damage
Wrestler
[N] different allied Wrestler heroes are required to activate the effect.
[2] Wrestlers' Basic Attacks have a 15% chance to stun the target for 2.5s. [4] Wrestlers' Basic Attacks have a 25% chance to stun the target for 2.5s. [6] Wrestlers' Basic Attacks have a 55% chance to stun the target for 2.5s.
Swordsman
[N] different allied Swordsman heroes are required to activate the effect.
[2] Dealing damage increases Swordsmen's Attack by 25 and Magical Power by 25 (up to 10 stacks). [4] Dealing damage increases Swordsmen's Attack by 40 and Magical Power by 40 (up to 10 stacks).
Faction[]
Nature Spirit
[N] different allied Nature Spirit heroes are required to activate the effect.
[3] Nature Spirits can share the incoming damage, have 25% Damage Reduction, but lose all their Physical Defense. [6] Nature Spirits can share the incoming damage, have 35% Damage Reduction, but lose all their Physical Defense.
Ablaze Bounties
[N] different allied Ablaze Bounties heroes are required to activate the effect.
[2] Puts bounties on 1 random enemy hero(es) when battle starts. Killing a hero with a bounty will grant 1 point of Ablazed Power and Gold equal to the total Star Level of Ablaze Bounties heroes (up to 4 Gold). Each point of Ablazed Power increases shields by 40 and Physical Attack by 3. A hero can have up to 10 points of Ablazed Power. [4] Puts bounties on 2 random enemy hero(es) when battle starts. Killing a hero with a bounty will grant 1 point of Ablazed Power and Gold equal to the total Star Level of Ablaze Bounties heroes (up to 4 Gold). Each point of Ablazed Power increases shields by 80 and Physical Attack by 6. A hero can have up to 10 points of Ablazed Power.
Astro Power
[N] different allied Astro Power heroes are required to activate the effect.
[3] The Astro Power hero with the most equipment gains 55% increased damage and can convert 12.5% of their damage dealt into HP. [6] The Astro Power hero with the most equipment gains 110% increased damage and can convert 25% of their damage dealt into HP.
S.A.B.E.R.
[N] different allied S.A.B.E.R. heroes are required to activate the effect.
[3] At the beginning of each round, summon 1 S.A.B.E.R. Unitron suit(s) that can each hold up to 3 heroes and inherit 25% HP and 30% Attack from them. When a suit is destroyed, surrounding enemies will be stunned for 1.2s. [6] At the beginning of each round, summon 2 S.A.B.E.R. Unitron suit(s) that can each hold up to 3 heroes and inherit 25% HP and 60% Attack from them. When a suit is destroyed, surrounding enemies will be stunned for 1.2s.
Prince
[N] different allied Prince heroes are required to activate the effect.
[2] Each active Synergy grants Prince heroes 50 Physical Attack. At 5 active Synergies, Prince heroes gain 40% extra Lifesteal. At 7 active Synergies, Prince heroes gain 175% extra Attack Speed.
Cadia Riverlands
[N] different allied Cadia Riverlands heroes are required to activate the effect.
[3] Each time an allied hero dies, a random Cadia Riverlands hero gains 12% extra Attack Speed and a 10% Max HP shield (up to 3 stacks). [6] Each time an allied hero dies, all Cadia Riverlands heroes gain 12% extra Attack Speed and a 10% Max HP shield (up to 6 stacks).
Wyrmslayer Warrior
[N] different allied Wyrmslayer Warrior heroes are required to activate the effect.
[3] When Wyrmslayer Warriors defeat an enemy hero, they become invincible for 1s, and gain 15% HP and 65% Physical Attack & Magic Power of the slain target. Stacks up to 2 times. [6] When Wyrmslayer Warriors defeat an enemy hero, they become invincible for 1s, and gain 15% HP, 65% Physical Attack & Magic Power of the slain target. Stacks up to 4 times.
Northern Vale
[N] different allied Northern Vale heroes are required to activate the effect.
[3] Northern Vale Heroes gain full Mana at the beginning of each round.
Forsaken Light
[N] different allied Forsaken Light heroes are required to activate the effect.
[2] When Forsaken Light heroes cast a skill, they will increase the Attack Speed of other Forsaken Light heroes by 35% for 4s. [4] When Forsaken Light heroes cast a skill, they will increase the Attack Speed of all allied heroes by 35% for 4s.
Necrokeep
[N] different allied Necrokeep heroes are required to activate the effect.
[3] Necrokeep heroes cannot gain Mana, but will recover all HP and Mana upon taking lethal damage.
Mystic Bureau
[N] different allied Mystic Bureau heroes are required to activate the effect.
[3] Grants the Mystic Scroll equipment after activating the Synergy. When a Mystic Bureau hero dies, they will turn into a copy of the hero with the Mystic Scroll and use their Ultimate immediately. They will then continue to fight in battle but cannot gain Mana. Based on the original hero's star level (1-Star/2-Star/3-Star), the copy will inherit 10%/15%/20% HP of the Mystic Scroll holder, respectfully. [6] Grants the Mystic Scroll equipment after activating the Synergy. When a Mystic Bureau hero dies, they will turn into a copy of the hero with the Mystic Scroll and use their Ultimate immediately. They will then continue to fight in battle but cannot gain Mana. Based on the original hero's star level (1-Star/2-Star/3-Star), the copy will inherit 15%/20%/25% HP of the Mystic Scroll holder, respectfully.
Removed[]
Summoner
[N] different allied Summoner heroes are required to activate the effect.
[2] Summon a Sacred Beast to join the fight, which increases attack of friendly summons by 8%. [4] Summon a Strong Sacred Beast (Lord) to join the fight, which increases attack of friendly summons by 20%.
Scarlet Shadow
[N] different allied Scarlet Shadow heroes are required to activate the effect.
[2] All Scarlet Shadow heroes gain an extra skill.
Undead
[N] different allied Undead heroes are required to activate the effect.
[1] When only one Undead Hero is deployed, increases this Hero's Attack by 35% [2] A random Undead Hero increases the Attack by 35% [4] Increases all Undead Heroes' Attack by 90%
Marksman
[N] different allied Marksman heroes are required to activate the effect.
[3] Increase Marksman's Crit Rate by 20% and deal 300% Crit Damage. [6] Increase Marksman's Crit Rate by 35% and deal 400% Crit Damage.
Shape-Shifter
[N] different allied heroes are required to activate the effect.
[2] Restores 40% HP and gains the ability of shape-shift. Increases damage by 30% upon shape-shift.
Elf
[N] different allied Elf heroes are required to activate the effect.
[3] Elves have 25% chance to deal 45% splash damage to 3 target(s) with their basic attacks. [6] Elves have 50% chance to deal 85% splash damage to 5 target(s) with their basic attacks.
Western Desert
[N] different allied Western Desert heroes are required to activate the effect.
[2] When being hit by Basic Attacks, Western Desert heroes gain 4% Dodge (capped at 100%) for 2s. [4] When being hit by Basic Attacks, Western Desert heroes gain 8% Dodge (capped at 100%) for 2s. [6] When being hit by Basic Attacks, Western Desert heroes gain 16% Dodge (capped at 100%) for 2s.
Special Guest
[N] different allied Special Guest heroes are required to activate the effect.
[1] When being attacked by more than 1 units at the same time, the hero's skill will be enhanced during the whole round.
Cyborg
[N] different allied Cyborg heroes are required to activate the effect.
[2] Increases HP of Cyborg heroes by 2000. [4] Increase HP of Cyborg heroes by 4500 and that other heroes by 2000.
Blood Demon
[N] different allied Blood Demon heroes are required to activate the effect.
[2] Reduces the number of heroes required by 1 when a faction/role skill that requires >=4 is triggered.
Dragons Altar
[N] different allied Dragons Altar heroes are required to activate the effect.
[3] Every time an allied hero dies, a random Dragon Altar's hero gains 10% attack speed and obtains a shield equal to 10% of max HP. Up to 3 stacks. [6] Every time an allied hero dies, all Dragon Altar's heroes gains 10% attack speed and obtains a shield equal to 10% of max HP. Up to 6 stacks.
Monastery of Light
[N] different allied Monastery of Light heroes are required to activate the effect.
[2] All heroes gain 60 Magic Defense.
Celestial
[N] different allied Celestial heroes are required to activate the effect.
[3] Increases 35% Attack Speed for Celestial heroes. [6] Increases 70% Attack Speed for Celestial heroes and 35% for other heroes.
Empire
[N] different allied Empire heroes are required to activate the effect.
[2] Empire heroes' Basic Attacks will reduce enemy heroes' Mana by 6 and recover 2 Mana. [4] Empire heroes' Basic Attacks will reduce enemy heroes' Mana by 14 and recover 3 Mana. [6] Empire heroes' Basic Attacks will reduce enemy heroes' Mana by 24 and recover 4 Mana
Eruditio
[N] different allied Eruditio heroes are required to activate the effect.
[2] Gains a random amount of gold (1-3) at the end of each round.
Superhero
[N] different allied Superheroes are required to activate the effect.
[3] Upon death, Superheroes will pass their energy to other Superheroes, restoring 50% of their HP and increasing their Attack by 50% for 3s (cannot stack). [6] Upon death, Superheroes will pass their energy to other Superheroes, restoring 100% of their HP and increasing their Attack by 100% for 3s (cannot stack).
V.E.N.O.M.
[N] different allied V.E.N.O.M. heroes are required to activate the effect.
[2] V.E.N.O.M. heroes' attacks poisons the target for 5s, dealing damage equal to 0.4%-4% of the target's Max HP per second (up to 10 stacks). At maximum stacks, the target's HP Regen is reduced by 25%. [4] V.E.N.O.M. heroes' attacks poisons the target for 5s, dealing damage equal to 0.8%-8% of the target's Max HP per second (up to 10 stacks). At maximum stacks, the target's HP Regen is reduced by 50%. [6] V.E.N.O.M. heroes' attacks poisons the target for 5s, dealing damage equal to 1.2%-12% of the target's Max HP per second (up to 10 stacks). At maximum stacks, the target's HP Regen is reduced by 75%.
Lightborn
[N] different allied Lightborn heroes are required to activate the effect.
[2] When their HP drops below 30%, Lightborn heroes will instantly recover 600 + 10% of Max HP. This effect can only be triggered once every 5s. [4] When their HP drops below 30%, Lightborn heroes will instantly recover 1400 + 15% of Max HP. This effect can only be triggered once every 3.5s. [6] When their HP drops below 30%, Lightborn heroes will instantly recover 2200 + 25% of Max HP. This effect can only be triggered once every 2s.
Abyss
[N] different allied Abyss heroes are required to activate the effect.
[2] Abyss heroes gain 8% extra Attack Speed every 2s, capped at 5 stacks. [4] Abyss heroes gain 17.5% extra Attack Speed every 2s, capped at 5 stacks. [6] Abyss heroes gain 25% extra Attack Speed every 2s, capped at 5 stacks.
Mech Era
[N] different allied Mech Era heroes are required to activate the effect.
[3] Mech Era heroes reduce the target's Mana by 6 and restore 3 Mana on each Basic Attack against enemy heroes. [6] Mech Era heroes reduce the target's Mana by 15 and restore 6 Mana on each Basic Attack against enemy heroes.
Targeman
[N] different allied Targeman heroes are required to activate the effect.
[1] When there are other allied heroes on the field, Targeman will rejoin the battle in 5s after death.
Support
[N] different allied Support heroes are required to activate the effect.
[2] When a support hero uses a skill, the allied hero with the most equipment gains a Magic Shield equal to 30% of their Max HP.
Star-Core[]
Each Synergy has multiple Elemental Star-Cores that each increase their corresponding Synergy by +1. When the synergy requirement for a Star-Core is completed, the Star-Core can be equipped to a hero to activate a bonus effect. Star-Cores must be equipped on heroes and their effects will only activate when their Synergies are completed.
When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.
Archer Star-Core: Fire
When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.
Mage Star-Core: Fire
When a skill deals damage, an explosion will occur that hits enemies within 8 grids of the target 3 times. Each explosion hit deals Magic Damage equal to 3% of the target's Max HP. (This effect can only be triggered once every 0.2s.)
Swordsman Star-Core: Fire
When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.
Nature Spirit Star-Core: Fire
Enemy heroes around the first target hit by a skill will be hit 3 times. Each hit deals Magic Damage equal to 7% of the target's Max HP.
Astro Power Star-Core: Fire
When the round begins, deal Magic Damage to adjacent targets every second equal to 2% of the target’s Max HP.
Wyrmslayer Warrior Star-Core: Fire
When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.
Forsaken Light Star-Core: Fire
When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.
Scarlet Shadow Star-Core: Fire
When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.
Archer Star-Core: Water
After every 3 Basic Attacks, the next Basic Attack will cast Rain of Arrows, dealing Magic Damage equal to 4% of the caster’s Max HP and decreasing the target’s Attack Speed by 20% for 2s.
Elementalist Star-Core: Water
Gain 80% Mana after killing a target.
Mage Star-Core: Water
When a skill deals damage, an Ice Bullet will be summoned, freezing a random enemy hero for 3s.
Wrestler Star-Core: Water
After triggering Synergy, summon an Ice Fist that freezes enemies around the target for 2s.
Assassin Star-Core: Water
Gain 80% Mana after killing a target.
Swordsman Star-Core: Water
Gain 80% Mana after killing a target.
S.A.B.E.R. Star-Core: Water
After exiting Mecha Suit, Gain 90% Mana.
Cadia Riverlands Star-Core: Water
When the Star-Core carrier dies, all Cadia Riverlands heroes will recover 30% HP and 30 Mana.
Forsaken Light Star-Core: Water
Gain 80% Mana after killing a target.
Scarlet Shadow Star-Core: Water
Gain 80% Mana after killing a target.
Weapon Master Star-Core: Earth
The Star-Core carrier is immune to all control effects and will recover 100% HP after killing a target.
Gunner Star-Core: Earth
When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.
Wreslter Star-Core: Earth
After triggering Synergy, recover 15% Max HP and gain Control Immunity for 2s.
Assassin Star-Core: Earth
Restore 100% HP based on damage dealt.
Nature Spirit Star-Core: Earth
Restore 100% HP based on damage dealt.
Ablaze Bounties Star-Core: Earth
When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.
S.A.B.E.R. Star-Core: Earth
Increases Star-Core carrier's base HP by 150%.
Future Tech Star-Core: Earth
When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.
Cadia Riverlands Star-Core: Earth
Blessed by the Great Dragon, the carrier will resurrect 2s after death and recover 80% HP.
Forsaken Light Star-Core: Earth
When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.
Scarlet Shadow Star-Core: Earth
Restore 100% HP based on damage dealt.
Archer Star-Core: Thunder
After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.
Mage Star-Core: Thunder
After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.
Gunner Star-Core: Thunder
After landing a critical strike, the carrier recovers 20% of their Max HP and gain 10% Attack (stacks up to 10 times.)
Wrestler Star-Core: Thunder
After triggering Synergy, summon Lightning that deals Physical Damage equal to 100% of the own Physical Attack.
Assassin Star-Core: Thunder
After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.
Ablaze Bounties Star-Core: Thunder
After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.
Astro Power Star-Core: Thunder
When Basic Attacks deal damage, there is a 20% chance to summon Lightning, causing the target to be unable to use Basic Attacks for 3s.
Wyrmslayer Warrior Star-Core: Thunder
After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.
Weapon Master Star-Core: Wind
Every 1% HP lost increases Attack Speed by 1.5%.
Archer Star-Core: Wind
When the round begins, increase Attack Speed by 8% every 1s, up to 320%.
Elementalist Star-Core: Wind
Elementalist Synergy effect can activate an additional 1 time(s). Immune to all control effects for 1s.
Gunner Star-Core: Wind
Basic Attacks now have unlimited range and decrease the target's Attack Speed by 6.5% and Movement Speed by 10%.
Swordsman Star-Core: Wind
When the round begins, increase Attack Speed by 8% every 1s, up to 320%.
Ablaze Bounties Star-Core: Wind
When the round begins, increase Attack Speed by 8% every 1s, up to 320%.
Future Tech Star-Core: Wind
When the round begins, increase Attack Speed by 8% every 1s, up to 320%.
Elementalist Star-Core: Light
3s after the round begins, the carrier will burn 90% of their HP to restore 30% Mana for Elementalists.
Nature Spirit Star-Core: Light
The Star-Core carrier grants Nature Spirit Synergy to allies in the 4 adjacent cardinal direction (Masha cannot receive Nature Spirit Synergy effects.)
Astro Power Star-Core: Light
Prevent fatal damage and recover 70% HP but a random ally will be sacrificed.
Wyrmslayer Warrior Star-Core: Light
When other Wyrmslayer Warriors kill a hero, the Star-Core carrier will also gain Synergy effects.
Nature Spirit Star-Core: Dark
Prevent fatal damage and recover to full HP while losing Nature Spirit Synergy (Damage Reduction effects will remain.)
Astro Power Star-Core: Dark
When Synergy effect is active, the effect will be shared with the nearest hero.
S.A.B.E.R. Star-Core: Dark
Transform into Mecha Suit independently and inherit 100% HP and 100% Attack of the carrier.
Cadia Riverlands Star-Core: Dark
Killing enemy heroes will grant the Cadia Riverlands effects, and increase max stacks to 9.
Weapon Master Star-Core: Mystic
Summon a Giant Sword that slashes at enemies every 5s, dealing Physical Damage equal to 10% of the carrier's Max HP.
Wrestler Star-Core: Mystic
When the round begins, summon a Divine Fist to stun a random enemy hero every 5s. (Stun duration is based on the unit's stars.)
Cadia Riverlands Star-Core: Mystic
The two heroes to the left and right of the Star-Core carrier count towards Cadia Riverlands Synergy.
Elementalist Star-Core: Arcana
Upon receiving fatal damage, summon an arcane energy to devour a random enemy hero and move them to your stock. (Can devour Phoenix but cannot devour S.A.B.E.R. Unitron.)
Evolution[]
As of 2023-2-14, Evolutions are temporarily removed.
Evolution can give unique effects to a specific Role or Faction synergy. Every synergy that requires 4 or 6 unique heroes, once completed, can trigger Evolution, which allows you to choose one of the two evolution paths to customize the synergy as you desire.
: [Bloodlust] Weapon Masters restore HP equal to 100% of the target's HP each time they kill a target.
: [Mania] Weapon Masters gain 1.25% extra Physical Attack for every 1% HP lost.
Archer
: [Fearless] Archers' each Basic Attack steals 3 of the target's Physical Defense.
: [Projectile] Archers deal 0.4% extra damage for every 1 tile(s) the target is away from them.
Elementalist
: [Charge] Elementalists restore 35% Mana for allied non-Elementalists each time they cast a skill.
: [Duet] Elementalists can trigger the synergy effect when they cast skills for the second time.
Mage
: [Barrier] On each skill cast, Mages gain a 25% Max HP shield.
: [Frost] On each skill cast, Mages conjure a water column beneath a random enemy hero that freezes them for 3s
Gunner
: [Buckshot] Gunners gain a 8% Max HP shield when their Basic Attacks critically strike.
: [Duelist] Gunners gain 10% extra Crit Chance when there are no other Gunners in the adjacent tiles at the beginning of the round.
Wrestler
: [Bash] Wrestlers deal additional 100% Attack to controlled enemies.
: [Regen] Upon successfully stunning a target, Wrestlers restore HP equal to 2 time(s) the damage dealt.
Assassin
: [Assassin] Assassins' Basic Attack deals 175% damage when they're not directly in front of the target.
: [Derive] Assassins' every Basic Attack restores 200 HP when synergy is triggered.
Swordsman
: [Armed] Dealing damage increases Swordsmen's Physical Defense by 4 and Magical Defense by 4.
: [Awaken] Dealing damage increases Swordsmen's Attack by 5 and Magical Power by 5.
Faction[]
Nature Spirit
: [Unity] All allies share HP and gain 4% Damage Reduction for each allied non-Nature Spirit.
: [Thornmail] Upon taking damage, Nature Spirits return 20% of the damage taken to the attacker.
Ablaze Bounties
: [Bandit] You no longer gain Gold when a wanted hero dies but have a 20% chance to acquire equipment.
: [Greed] Gain 15 Gold at the beginning of the round, this effect can only be triggered once.
Astro Power
: [Split] The 1 Astro Power hero with the most equipment and 1 extra Astro Power hero will be enhanced by the Astro Power.
: [Slaughter] Each time the hero enhanced by Astro Power kills an enemy, the enhancement effect increases by 10%.
Future Tech
: [Couple] Owning 2 Heroes of the same quality grants 2 extra Gold.
: [Refresh] Each time you obtain a hero with Future Tech, a new hero will take their place in the Shop.
Cadia Riverlands
: [Share] All heroes gain the Cadia Riverlands synergy at the beginning of each round.
: [Ascension] Cadia Riverlands heroes can gain up to 9 stacks of Cadia Riverlands synergy effects and will gain 20% extra Attack Speed and 10% Shield at full stacks.
Lightborn
: [Assault] Upon triggering the synergy, the Lightborn hero gains 50% extra Attack for 2s.
: [Aegis] Upon triggering the synergy, the Lightborn hero gains 30% Damage Reduction for 3s.
Abyss
: [Corrupt] Abyss heroes' attacks corrupt enemies, pulling them into the Abyss and stunning them for 0.5s after 10 attacks.
: [Insanity] Abyss heroes ' effects are shared by all allies, as non-Abyss heroes gain 30% of their effects.
Mech Era
: [Siphon] Mech Era heroes reduce the attacker's Mana by 6 each time they're hit by a Basic Attack.
: [Drain] Mech Era heroes' Basic Attacks deal extra Magic Damage equal to 1 time(s) the amount of their Mana.
Unique Passive-Lifeline: Generates a shield that can absorb 2000 damage (scales with the star level) when the HP is less than 30%. Meanwhile, increases self's attack by 250. This effect has a 40 secondsCD.
Unique Passive-Regression: Reduces the target's Star Level after 5 continued Basic Attacks against the target (reduces up to 1 times for the same target).
Enchanted Talisman
Restore Mana at Beginning
Stats: +350 Magic Power
Unique Passive-Recharge: At the beginning of the battle, restores 75% Mana immediately.
Winter Truncheon
Become Invincible when HP is Low
Stats: +250 Magic Power +30 Physical Defense
Unique Passive-Frozen: When HP drops below 25%, becomes Frozen and restore 25% Max HP and 15% Mana over 2 seconds.
Glowing Wand
Sustained Magic Damage
Stats: +250 Magic Power
Unique Passive-Scorch: Skill damage will burn targets for 3 seconds when they hit, dealing 1.75% / 3% / 4.25% of the target's current HP as Magic Damage (10 damage minimum).
Blinks to the most dangerous position at the beginning of a round
Unique Passive-Flicker: At the beginning of a round, blinks to the empty grid with the most enemies nearby.
Blazing Hammer
Brown's Artifact
Unique Passive: Immediately execute enemies below 3% HP in the nearby area. Each time you win, this HP threshold increases by 2%, up to 9 stacks. (Current execution threshold: 3%)
Fluffy's Rage
Dubi's Artifact
Unique Passive: The carries leaves a Fluffy behind each time their location changes. The Fluffy will explode after 2 seconds, stunning enemy heroes in the same row and column.
Swift Boots
Increase Attack Speed
Stats: +10% Attack Speed
Unique: +40% Movement Speed
Arcane Boots
Increase Magic Penetration
Stats: +25% Magic Damage Boost
Unique: +40% Movement Speed
Demon Shoes
Increase Mana Regen
Stats: +5 Mana Regen
Unique: +40% Movement Speed
Unique Passive-Re-charge: At the beginning of the battle, restores 30% Mana immediately.
Warrior Boots
Increase Physical Defense
Stats: +30 Physical Defense
Unique: +40% Movement Speed
Unique Passive-Valor: Physical Defense will go up 5 with each Basic Attack received, for an increase of up to 30 points. Lasts 5 seconds.
All players hire heroes from Common Hero Pool and build their lineups.
Each hero has a fixed number of cards in the Hero Pool. The higher quality they have, the rare they are. That means you are less likely to get a hero if they are hired by another player.
The game is round-based. The player either fights Creeps or another player in one round.
The last one standing is the winner.
Battle Phase[]
There are four stages in a game of Magic Chess: Planning, Placement, Showdown, and Endgame.
Every stage consists of a few rounds. The start of a new stage is signified by the Fate Box Round.
A new stage will bring in increased basic rewards and damage bonuses to Commanders.
Endgame is the last stage in which you need to finalize your lineup and face the opponents. Most players are eliminated in this stage due to high damage bonus against Commanders.
If 2 or more people still survive past Endgame, the stage will be censored (******) and the Lord will be the creep.
Battle Round[]
At the beginning of each round, the shop will be Auto Reset once, while the Little Commander gets 2 EXP.
When a round is over, you will get basic rewards, interest, and winning/losing streak rewards.
Battle Complete[]
Upon successful defense, you immediately get 1 Gold.
When battle ends, the Little Commander takes damage according to the remaining enemies and their Star Level. The Little Commander is eliminated when HP is reduced to 0.
Creep Round[]
In every stage, the player will encounter a Creep Round where items can be looted by killing the monsters. Three pieces of equipment will be dropped at the same time. The player can pick one from them and the other two will disappear.
Star & Quality[]
Each hero has 3-star levels (SLv), starting at SLv 1.
Each 3 of the same hero will be upgraded into a higher-star one automatically.
There are five classes of quality for the heroes - white, green, blue, purple, and orange, costing 1, 2, 3, 4, and 5 Gold respectively. The higher a hero costs, the rare and stronger they are.
The spawn chance of a certain tier of a hero differs from the Commander's level. Good timing to refresh the shop can effectively increase your chance to get the hero you want.
Faction & Role[]
Each hero belongs to a specific Faction and Role.
When there are different heroes of the same Faction or Role deploying on the field, some bonus Synergy effect will be activated.
The Amount of Hero[]
The number of each Hero in Public Hero Pool:
Normal: 27 of each Normal Hero
Good: 21 of each Good Hero
Elite: 18 of each Elite Hero
Epic: 13 of each Epic Hero
Legendary: 9 of each Legendary Hero
EXP[]
At the start of each round, the Little Commander will obtain 2 EXP.
Players can use Gold to exchange for the equivalent amount of EXP.
The Little Commander reaches the next level when enough EXP is obtained.
At higher Little Commander level, you can assign more heroes to battle.
The chance to get high-quality heroes from the shop also increases with Little Commander's level.
Level[]
Each Little Commander has 3 unique skills.
The first skill will be unlocked when obtaining the Little Commander. The other 2 skills can be unlocked via using the Commander to play more battles.
These 2 skills can also be unlocked via purchasing the skin of the Commander.
Sources[]
Basic Reward - Players automatically get a certain amount of Gold at the start of each round.
Interest - Players can get 2 Gold (up to 4) as Interest for every 10 Gold they keep at the start of each round.
Winning/losing Streak Bonus - Players can get some bonus Gold based on the current winning or losing streaks at the start of each round.
Victory Reward - You can immediately get 1 Gold after each victory.
Selling Hero - You get to sell a hero for a certain amount of Gold. The stronger the hero you sell, the higher the Gold penalty there is.
Little Commander - Some Little Commanders can help you earn extra Gold.
Synergy - The Eruditio Synergy can grant you a small amount of bonus Gold at the end of each round.
Function[]
Recruit heroes.
Refresh the shop.
Level up the Little Commander Level.
Advanced Finance[]
Save Gold properly in the early and mid-game and obtain interest for each round.
When your HP is almost out, convert all the Gold into battle power. Otherwise, you will be eliminated with a large amount of Gold unspent.
Advanced Battle[]
Activating Synergy as soon as possible is the basic tactic on the battlefield.
Only a well-round lineup can gain the high ground. Generally, deploy Melee Heroes with high defense in the front row and Ranged Heroes with high damage in the back row.
Advanced Tactics[]
In the mid and late game, keep an eye on your opponents' lineup and stock up on heroes who can counter them.
All players recruit heroes in the same Public Hero Pool. With extra savings, you can buy some of the Heroes that your opponents are planning to collect, slowing down their pace of upgrading their Heroes to 3-star.
Ranking System[]
Every competitive season runs for three months. At the start of a new season, rewards will be distributed to mailboxes depending on the highest rank of a player achieved in the last season. Additionally, players' starting rank for the new season will be determined by their last season's high rank (at the end of the season). The higher a player's rank is in the previous season, the higher their starting rank will be in the new season.
Players can participate in the Magic Chess once Mode resources are downloaded. The system will match players with other players of similar rank level.
There are seven primary ranks: Warrior, Elite, Master, Grandmaster, Epic, Legend, and Mythic, and Mythic is the highest rank for Magic Chess same to Ranked Game. Depending on the placement a player ends up getting, a certain amount of cup points will be awarded or deducted accordingly. A player wins when they end up in the top 4 and loses when they end up in the bottom.
A player's rank goes up by 1 when the max cup points are reached for the rank. A player drops to a lower rank when the last cup point for the rank is lost.
Star Raising Points and Star Protection Points[]
On top of the cup points that a player gets from winning. Star Raising Points can help accelerate the ranking up process. in case a player loses the match by getting a bottom 4 finish, certain Star Protection Points may be deduction first before losing cup points.
Star Raising Points are granted for winning a match, i.e. finishing top 4. Star Protection Points are granted for losing a match, i.e. finishing bottom 4.
A player on a winning streak gets extra Star Raising Points, the longer the winning streak goes, the more Star Raising Points the player gets. A player gets even more extra Star Raising Points from winning 1st place consecutively. Star Raising Points can also be obtained through purchasing Starlight Member and Commanders.
When the cap of Star Protection Points is reached, instead of cup points, a certain amount of Star Protection Points will be deducted for the next loss. The deduction amount of Star Protection Points varies with the placement the player gets. For example, finishing at 8th place would result in a full deduction of all Star Protection Points, while only a small portion will be a deduction for a 5th finish.
The cap of both Star Raising Points and Star Protection Points increases as a player's rank go up, with Mythic Rank being an exception as both Star Raising Points and Star Protection Points don't work in the rank.
Rank Rewards[]
Warrior
1 Premium Skin Fragment 2500 Magic Coin 1 Little Commander Double EXP Card (1-Day)
Elite
3 Premium Skin Fragment 5000 Magic Coin 1 Little Commander Double EXP Card (1-Day)
Master
Season Exclusive Skin 7500 Magic Coin 1 Little Commander Double EXP Card (1-Day)
Grandmaster
Season Exclusive Skin 15000 Magic Coin 1 Little Commander Double EXP Card (1-Day)
Epic
Season Exclusive Skin 25000 Magic Coin 1 Little Commander Double EXP Card (1-Day)
Legend
Season Exclusive Skin 37500 Magic Coin 1 Little Commander Double EXP Card (1-Day)
Mythic
Season Exclusive Skin 37500 Magic Coin 1 Little Commander Double EXP Card (1-Day)
In mid-summer of the year 2019, Moonton releases a new game called Magic Chess: Bang Bang or MCBB and it has its own separate application. There are former commanders that can be seen in Patch 1.4.70 Loading Screen.
However, MCBB has closed on January 24, 2020. In return, it became the new mode of MLBB with distinct features but the same concept.
"Magic Chess: Bang Bang has been welcomed and loved by lots of players since launching. Thanks for your long-time support. Now, due to some adjustments of operation plans, Magic Chess: Bang Bang has closed on January 24th, 2020, but meanwhile, Magic Chess: Bang Bang has become a new mode of Mobile Legends: Bang Bang on January 24th, 2020. We're looking forward to meeting you there.
Details about the closing plan: The recharge/in-app purchase system has closed on January 2nd, 2020. The server has closed on January 24th, 2020.
Compensation for the closing: Download Mobile Legends: Bang Bang now, we will refund you MLBB's in-game Diamonds according to your purchase record of MCBB. For more details, please contact our Customer Service in Mobile Legends: Bang Bang.
Deeply sorry for the inconvenience, and we sincerely hope that Mobile Legends: Bang Bang could receive your support. Your understanding and support will be greatly appreciated!"
- MCBB and MLBB Team
Gallery[]
MCBB Former Commander can be seen in Patch Note 1.4.70 Loading Screen until the 515 eParty arrives.