[Club Battle]
[Club Battle]
It's competitive content where clubs battle other clubs to reach higher leagues and fame.
① Check your club information.
② Play Club Battle.
③ Check the current Club Battle League.
④ Check the current season's cumulative CP (Club Points) and your league's rankings.
⑤ Check the club missions.
⑥ Access the club shop.
1. Participation Condition and League Formation
- Clubs with at least 10 members are eligible to participate.
- For Super, Hyper, and Champion leagues, clubs must have at least 15 members.
- Clubs must have at least 10 members 2 hours before the Club Battle begins.
- Club Battle consists of four leagues: Champion, Hyper, Super, and Challenger.
2. Season and Game Details
- Each season is held for two weeks (14 days).
- Each season has two cycles of ""4 regular games → 2 rival games → 1 break.""
- After the season tallying is over, clubs ranked in each league will be rearranged to proceed with the next season.
- Season Schedule (EAST Server: KST / WEST Server: EST)
· One season runs from 10:00 AM every Wednesday to 1:59 AM on Tuesday two weeks later.
- Round Schedule (EAST Server: KST / WEST Server: EST)
- Regular Game
· One season has eight regular games.
· Each club starts with 200 CP.
· For the first round of regular games, your club is matched with clubs that have a similar number of club members.
· Except for the first round, all regular games are matched with similar clubs based on collected club points.
- Rival Game
· One season has four rival games.
· Each club starts with 450 CP.
· Clubs are matched based on the current league's top standings (1st to 4th, 5th to 8th, etc.).
· Play the game after upgrading a club member's ball to a higher level (Silver → Gold, Gold → Platinum).
※ In rival games, clubs battle against clubs with similar rankings in which a high number of CP can be collected, and they are the primary deciding element in determining season standings.
※ The number of clubs matched per game is four, although three or two clubs may be paired depending on the number of clubs in the league.
3. Ball Rules
- There are three types: Silver Ball, Gold Ball, and Platinum Ball.
- Regular games provide Silver Balls and Gold Balls. Rival games provide Gold Balls and Platinum Balls.
· Gold balls are distributed at a ratio equivalent to 25% of the balls all club members can hold in regular games.
· The same rule applies to rival games, but Gold Balls are given instead of Silver Balls and Platinum Balls instead of Gold Balls.
· Gold Balls (Platinum Balls) are given in each round based on the highest order of OVR inside the club at the time of matchmaking.
- CP amount changes when battling and defending based on ball type
① Rival games are played with Platinum Balls instead of Gold Balls and Gold Balls instead of Silver Balls.
② Tap the ball image to see the amount of CP you acquire from a successful battle and lose from a failed defense.
4. Game Rules
- Club Battle uses the Battle Lineup.
- On each game day, two to four clubs from the same league are grouped and compete against each other.
① Check the season and game rewards.
② It displays the remaining time of the current season.
③ Check the ongoing season and game information.
④ Check the participation status of your club members and battle record.
⑤ It displays the remaining time of the ongoing round.
⑥ It displays the remaining battle chances of your team.
⑦ It displays each club's CP status of the current round.
⑧ You can check the remaining number of battle chances and amount of balls left for each club
⑨ Check the battle status against the selected ⑫ club.
⑩ Check the ⑨ club's battle record and battle participation status against the ⑫ club.
⑪ It displays the remaining battle chances your club has.
⑫ Check the selected club's cumulative CP and the amount of CP reduced from the failed defenses.
⑬ It displays the team's successful defense against the ⑨ club.
⑭ With ⑨ club's attack, the OVR is exposed and has a debuff applied by the number of successful defenses (MAX -20).
⑮ It displays the balls used due to the failed defense of the ⑨ club's battle.
1) Battle Rules
- Each club member has three battle chances per game.
- When a battle is successful, CP is obtained, and CP is obtained differently based on the type of ball owned by the opponent.
- Even if your battle fails, you can acquire a certain amount of CP, and in rival games, you get extra CP for unsuccessful battles.
- OVR of other club members is not displayed. It is disclosed when one of your club members battles against that member once.
- When the battle is unsuccessful, a -1 debuff is applied to the opposing club member who successfully defends (forfeit and quitting the game don't count).
- The debuff can stack up to -20, which only applies to the club that has activated the debuff.
- Even if the battle fails, a certain amount of CP can be obtained (+2 in regular games and +4 in rival games).
- You cannot battle against the same opponent (club member) and have a successful battle two or more times, regardless of the number of clubs matched
- Extensive battle rules by the number of clubs matched
· 4 clubs: Can successfully battle the opposing club once. If the battle fails, another game can be played against the same club.
· 3 clubs: Can successfully battle the opposing club twice. If the battle fails, another game can be played against the same club.
· 2 clubs: Can successfully battle the opposing club three times.
- Battles can be executed by selecting either quick play or pick play.
① A game is played automatically by simulation.
② Select table setters, cleanup, or bottom of the lineup to have one random batter selected for a game.
③ Select one of the three for pick play.
2) Defense Rules
- Depending on the number of clubs matched, all club members begin the game with the same amount of balls in each round.
- Amount of balls by the number of clubs matched
· 4 clubs: Each club member has two balls
· 2 or 3 clubs: Each club member has three balls
- If the defense fails, the ball is deducted, and if all of the balls owned are deducted, they are excluded from the opponent club's battle target.
5. Rating Method
- At the time of round tallying, CP determines the game's (round's) rank.
- At the end of the season, the final rank will be determined based on the total CP gained in each round.
6. Rewards
- Season Reward
· Rewards are given based on the associated league's final rank.
· Rewards are given if you belong to the club at the end of tallying for the season's final round and are on the Club Battle list for that round.
· You must have played at least one battle throughout the season (forfeit and quitting the game don't count).
- Round Result Reward
· Rewards are given based on the round's final rank.
· Rewards are given if you belong to the club at the end of tallying for the round and if you have battled at least once in that round (forfeit and quitting the game don't count).
- Defense Reward
· Rewards are given based on the round's defense count.
· Rewards are given if you belong to the club at the end of tallying for the round and if you have at least one battle record of that round.
- Game Reward
· Rewards are given based on the battle result. The items are sent to the Inventory, and you can obtain rewards for the games that ended normally.
7. Precautions on Joining and Leaving Club
- Join
· You cannot join a club during the Club Battle matchmaking period. (Applies to both instant and approval joins)
· New club members who join during the Club Battle period are eligible to participate in the following Club Battle round.
- Leave
· You cannot leave a club during the Club Battle matchmaking period.
- Kick Club Members
· You cannot kick club members during the Club Battle matchmaking period.
- Dismiss
· Clubs involved in the Club Battle round can be dismissed during the Club Battle break time only.
· Clubs not involved in the Club Battle round can be dismissed when the Club Battle matchmaking period ends.
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