You don't aim. You coach.
Build a team of bots and pick an opponent. Your bots play the match on their own: you watch from above, call the plan between rounds and step in with a timeout when it counts.
The goal: grow your bots, collect rarer ones, top the leaderboards and win cups.

You decide
- The line-up: which of your bots go into the match
- The opponent: the house team, another player or a friend
- The plan for each round: rush, split, stack a site or play it safe
- Coach timeouts: tell the team to speed up or slow down at the right moment
- Your collection: open packs, grow your bots, merge spare cards
Your bots do
- Run the map and take their positions
- Spot enemies, aim and shoot
- Plant and defuse the bomb
- Make every split-second call in a fight — how well depends on their stats
Your first battle in 3 steps
- Build your squadOpen a pack with your starting credits and pick the bots for the match.
- Pick an opponentStart with the house team, from rookie to pro, or challenge another player.
- Watch and coachThe match plays out live. Pick a plan between rounds; when it's going wrong, call a timeout.
Why play
- Grow your botsBots learn from eligible battles and get better, each up to its own potential.
- Build a stronger rosterBattles pay credits. Spend them on packs and hunt for rarer bots.
- Climb the leaderboardsPlayers and bots are ranked by wins, win rate and streaks, in PvP and house battles separately.
- Clear the career ladderBeat the five house teams one by one, from the assault squad to the champions, and take the career cup.
- Win cups and leaguesTake a tournament cup, or start a league with friends and hold the trophy until next season.
- Make the barracks yoursYour bots live at a base you furnish, and your awards fill its trophy hall.
In detail

Cards and stats
Every card is a bot with its own strengths and fighting style. Open it to reveal its stats, then pick the bots that suit your plan.
Bots learn from their actions in eligible battles, up to their individual potential. The guide below explains what each number does and how it changes.
Five stats, each from 0 to 100. They describe how your bot plays, not its chance to win. Higher reaction, attention, aim and discipline help it execute better. Aggression sets its fighting style.
Reaction · REA
How quickly your bot responds after noticing an enemy. In a surprise encounter, a quick response can buy time for the first shot.
Higher is better here. Low reaction gives the opponent more time to act. Your bot still has to notice the threat and aim at it.
How it grows: Quick first shots after unexpected enemy sightings earn reaction XP. Faster responses teach it more.
Attention · ATT
Helps your bot notice enemies at the edge of its view. It also watches dangerous angles and keeps its sights better placed before a fight.
Higher attention helps it catch threats sooner. Low attention can leave it watching the wrong place. It still needs a clear view of the enemy.
How it grows: Spotting an enemy first for the team and sharing information from sightings, sounds or incoming damage earn attention XP. Catching a lurker sneaking around your side teaches it the most.
Aim · AIM
How quickly and steadily your bot gets its sights on target. Better aim improves tracking, recoil control and the chance it aims for the head.
Higher aim makes shots more dependable, especially at range. Low aim means shakier tracking and more misses. A high value still cannot guarantee a hit.
How it grows: Hits and kills earn aim XP. Headshots, distant hits and winning ranged firefights teach it more. Misses alone do not.
Aggression · AGR
How eagerly your bot takes a fight. High aggression means more pushes and peeks, and less willingness to back off when hurt.
High aggression creates pressure but leaves the bot more exposed. Low aggression favors holding and earlier retreat, which can give up the initiative. Pick a style that suits your plan.
How it grows: Winning rounds while advancing can raise it; winning while holding can lower it. The bot also needs a kill or a completed team order that round. Both directions develop its style.
Discipline · DIS
Helps your bot stop before shooting, control bursts at range, move quietly near known threats and reload in cover.
Higher discipline improves control. It may wait a moment for a cleaner shot. Low discipline brings more rushed shots and firing while moving.
How it grows: Holding position earns discipline XP, with extra for nearby cover. Surviving rounds and completing team orders teach it too.
Help your bot improve
Put it in your squad and play. It learns from its own actions; XP goes to the matching stat automatically. There are no stat points to spend. A loss can still teach it something.
Each bot can earn up to 120 XP a day across all five stats. This is experience, not stat points. The limit resets at midnight UTC. Growth slows as a stat approaches its potential.
Battles marked Training after the daily reward limit let you try tactics, but give no stat XP or weapon mastery. PvE and PvP have separate reward limits. Check your wallet for rewards left in the other mode.
Friendly matches give no progress either. Reduced battle rewards can reduce learning. If progress is missing, check the battle's reward and progress panels.
Read the rest of the card
- Now → potential
- The first number is the stat now. The arrow points to its ceiling. On a sealed card, ranges show the possible starting values and ceilings. Opening reveals the exact values.
- STRENGTH
- A quick summary of the four combat stats. Aim counts most, then reaction, attention and discipline. Aggression and weapon mastery do not add to this card number. Higher strength helps, but does not promise a win.
- Potential stars
- Stars summarize the bot's combat ceilings. Before opening, they are an estimate. More stars mean more potential, not more strength today. Training and mastery do not raise the ceilings.
- + grown / ± style · Learning
- Growth is the change since opening, not just the last battle. Learning means XP has arrived but the change is still tiny. Aggression can move up or down; the other four stats grow toward their ceilings.
- Rarity
- Common, uncommon, rare, epic, legendary. Rarer cards tend to start stronger. Check the actual stats and potential when choosing a squad. Gaining XP does not change a card's rarity.
- Mastery %
- Each rifle has its own mastery. Rounds with it build familiarity; kills with that rifle add more. Higher mastery tightens spread and recoil, speeds up reloading and helps the bot react faster with that weapon. It leaves the five printed stats unchanged. Training and friendly matches give none.
- T / CT
- The two sides of a match: T attacks and plants the bomb; CT defends and defuses it. Each side has its own rifle choice. Teams swap sides halfway through.
- W / L / D · K/D
- Wins, losses and draws from completed battles, including training. A recycled card starts a fresh record when someone gets it again. Giving a card to another player keeps its record. K/D compares kills with deaths; the ratio divides kills by deaths. With no deaths, it shows the kill count. These describe past results, not extra stat points.
- Form before a battle
- The W/L/D strip shows the player's last five ranked results, newest first. It is recent form, not a grade for the bot, and it gives no stat bonus.

Squads
A squad is a saved line-up of 1 to 5 of your bots, so you don't pick them every time. Keep up to 20 squads; one bot can be in several.

Battles
Pick your bots or a squad and an opponent. The match plays itself: you watch it live from above, round by round.
- House: a computer team from rookie to pro. The easiest way to earn your first credits.
- PvP: challenge a player directly or post an open challenge anyone can accept. Wins pay more.
- Friendly: some matches, for example with a friend playing from the same place, are just for fun — no credits and no leaderboard points.

Credits
Credits are the game's currency. You earn them by playing and spend them on packs and tournament entries.
You start with 200 credits.
Play your first 3 house battles and get 300 more.
House battle win: 10–40 credits depending on the level, up to 200 a day.
PvP: 120 for a win, 60 for a draw, 20 for a loss, up to 600 a day.
Credits are play money: they can't be bought with real money, cashed out or sent to other players.

Packs
A pack holds one sealed bot card. Buy it with credits, open it and see who you got. The shop shows the exact chance of every rarity.
- Basic pack — 100 credits
- Halloween pack — 300 credits
- Advanced pack — 800 credits
- Premium pack — 1200 credits
Got a card you don't need? Sell it back for a few credits, or merge several cards of one rarity into a card of the next rarity.

Tournaments
8 squads, one bracket, live matches until one takes the cup. Enter your squad or just watch and fill in a pick'em before the first match.
Some cups have a credit entry fee; the fees make up the prize pool for the top places.
Leagues
Start your own league, share the invite link and play friends in a weekly season where everyone meets everyone.
League games are regular battles and pay as usual. The season winner holds the trophy until the next one.
Invite friends
Share your invite link. When a friend confirms their email and plays 3 house battles, you get 300 credits — for up to 10 friends.