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All Fight, No Flightīattlerite currently sports a relatively shallow 24-champion roster, but the steady addition of a new character every couple months keeps things just fresh enough. It’s this secondary objective (the primary being to destroy the other team) that serves as a lightning rod for all of Battlerite’s brawls. Once destroyed, it gives the team who struck the last hit extra health and energy. But that’s about the extent of their creativity, because their layouts are nearly identical, built to play largely the same: a tense tug-of-war to control the Middle Orb in the center of each map. The stonework teeming with lush jungle overgrowth in the Orman Temple felt vastly different from the underground lava flows that lead to the dark and brooding Blackstone Arena. The action takes place on one of five maps that all at least look unique due their starkly contrasting and distinctive themes. That may seem overly simplistic at first, but Battlerite’s appeal is in its brevity and the relentlessly fast pace of its combat. This meant that most matches I played were over before they reached 10 minutes, which made play sessions short and sweet relative to the 30 minutes or more you can invest into League of Legends or Dota 2. If both teams have players alive when the timer hits zero, a battle-royale-type mist quickly shrinks the arena down until the remaining combatants are forced to fight for the win.
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Matches are played in rounds that are on a two-minute timer, with the first team to reach three wins taking the match victory.
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