WILDSHOT ARENA
VS AI
THE BATTLE STARTS WITH YOU

Pick your Mobile.

Small fighters. Big ways to turn the tide.

Take the arena with you

Preparing offline play…

CHOOSE YOUR MAP

Original desert. Open ground for quick battles.

BATTLE MODE · VS AI

One Mobile against one AI rival.

Online battleCOMING LATER

Preparing your fighters…

HOW TO PLAY

Make every shot count.

  1. Wind: Basic shots drift more strongly with the wind. Firing with it grants up to 15% damage; firing against it reduces damage by up to 15%. Steep shots receive a smaller bonus or penalty. The aiming guide includes drift. Charged skill damage is unchanged.
  2. Hero passives: Surviving enemy attacks can activate your passive once between your turns. Self-damage and poison do not activate it. Shields and follow-up bonuses expire at the end of your next turn. Frog can recover jumps twice per match; Emberwing can recover once per match. Select a hero to read its passive.
  3. Move slowly with A/D, arrow keys, or the on-screen arrows. Your fuel limits movement.
  4. Drag backward in the arena to set angle and power. Release your mouse or finger to shoot. Short taps do not fire.
  5. Land 3 attacks to charge your special. Multiple projectiles count once. Misses keep your charge.
  6. Choose SS when ready. Frog and Spider specials only reach nearby enemies. Dragon breathes a continuous cone of fire at medium range.
  7. Spider poison: normal spikes poison on direct enemy hits. For two of that Mobile’s turns, every 20 horizontal distance travelled costs 5 HP, including jumps. Standing still costs nothing; repeated hits refresh the duration.
  8. Thornix: Leaf Shot deals 28 direct damage with a small crater. Forest Snare launches an arcing seed for up to 48 area damage. Enemies close to the burst are rooted for their next turn: no walking or jumping, but they can still aim and shoot. Roots do not stop falling. Requires three successful attacks; allies are immune to roots.
  9. Emberwing: Fire Feather fires one blazing feather. After three successful attacks, choose ULT (or press 2) for Rebirth Flame: aim a giant phoenix along an arc and crash into enemies for area damage. Its own blast can hurt Emberwing.
  10. Mewzooka: Yarn Ball deals 34 direct damage. After three successful attacks, Cat’s Playtime launches a giant yarn ball that bursts for up to 72 area damage. Its colorful yarn storm covers a wide area; your own blast can hurt you.
  11. Shinzo: Kunai Throw deals 32 direct damage. Shadow Strike throws three giant kunai in a tight spread, up to 26 damage each. Requires three successful attacks. The leap is an animation; aim the kunai along their normal arcs.
  12. Aurelia: Star Gem fires one gem for 38 direct damage. Royal Nova unlocks after three successful attacks: aim one larger gem that bursts for up to 84 area damage with a shower of stars. Allies are immune, but your own blast can hurt you.
  13. Poopman: Triple Poop throws three projectiles in a fan. Poop Storm throws eight with a wider spread. Every crater is bigger than Tank’s corresponding attack, but direct damage is low. Destroy ground to drop rivals; Cloud Sky still has its safe main ground.
  14. Frog jumps: use Jump back / Jump forward (Q / E) relative to your facing direction. Each Frog gets three high, short jumps per match. The timer continues; aim once you land.
  15. 2 vs 2: choose your second Mobile. Control both friendlies, alternating with the AI team. Defeated Mobiles are removed from turn order. Win by defeating the whole opposing team. Teammates block shots but take no friendly fire; your own blasts can still hurt you.
  16. You have 20 seconds to move and aim. A shot ends your turn. Time running out passes your turn.
  17. Win by removing all enemy health or dropping them into the void on any map except Cloud Sky. Spider’s web skips one enemy turn.

Every Mobile starts at a distinct, well-spaced position. Previous spawn coordinates are remembered on this device when storage is available. Cloud Sky has four floating islands above a main landing ground. Falling down causes no damage. The main ground always keeps a solid foundation. Crates and stones block movement and attacks on Sky Highlands. Break them to clear a path. Wind changes each turn. The aiming guide shows only the first half of the predicted path, with wind included. There is no landing marker. Falling onto solid ground causes no damage.