The Most Fundamental Concept for Battlerite Newbies

Like all great games, Battlerite is simple to learn but hard to master. Its gameplay is nowhere near as elaborate as what you’d find in a game like Dota 2, of course, but whatever it lacks in complexity is made up in its nuance.

Or in other words, Battlerite is a conceptually simple game whose depth is found in the little details. It doesn’t have a massive burden of knowledge, it doesn’t rely on high APM, and it doesn’t require you to be a grand strategist.

The beauty of Battlerite, at least in my opinion, is that the greatest players are those who can best master the fundamentals. You’d be surprised how far a solid foundation can take you in this game — far enough to put you in the Top 20%. The fundamentals are everything in this game.

So let’s start all the way at the very beginning.

If you don’t “get” Battlerite, it’s because you haven’t grasped the game’s most fundamental concept: the fact that Battlerite is a manaless arena. This concept can be hard to grasp at first, especially if you come from a MOBA background, but you absolutely must understand it because it’s the key to unlocking everything else about this game.


Think about every other arena-based PvP game out there. Every time you want to use an ability, there’s always a cost associated with using that ability — and in most cases, the cost is a limited resource that you need to manage.

For example, in Quake and Counter-Strike, ammunition is the cost of using an “ability” (in this case, your weapon is your ability). When you run out of ammo, you can’t use your ability anymore. The same is true for a lot of fantasy games, which use mana instead of ammo. But in both cases, the mechanic is essentially the same: when your resource runs out, you can’t use your abilities anymore.

It’s easy to see why this kind of mechanic exists. If there wasn’t a limiting resource involved, then players could spam their abilities at all times without any consequence. Can you imagine playing Quake with infinite rockets? That might be fun for a few minutes, but it would get old quite fast.

But these kinds of games have trained us into a certain mindset. We’ve learned to conserve our abilities until we absolutely need them, right? After all, if you only have enough mana for 3 Arcane Bolts, then you want to make each one have as much impact as possible. Spamming Arcane Bolts is just a waste of mana.


Battlerite has no mana. No ammo. Or you can think of it as infinite mana and infinite ammo. Instead of artificially limiting how many times you can use your abilities, Battlerite limits how often you can use your abilities, and it does this through the use of cooldown time, also known as ability recovery time.

Yes, mana-based games also have cooldown times, but mana availablity still trumps cooldown time in most of those games. In Battlerite, there is only one cost to using an ability: you can’t use it again for a few seconds. (Forget about EX abilities and ultimates for now.)

This means a huge change in mindset. Instead of juggling mana as a resource, you now have to juggle time as a resource.

For example, you could unload all of your spells on your enemy one right after another if you wanted to, but then you’d be left with no more spells to cast. Until those cooldowns refresh, the only thing you can do is walk around and hope to dodge everything your enemy throws at you.

On the other hand, if you never cast any spells because you’re worried that you might miss or because you want to save it for maximum impact, then you might be screwing yourself. Casting a spell and missing in a mana-based game means wasted mana, so it makes sense to “save” those spells. But if you cast a spell and miss in Battlerite, you’ve essentially wasted nothing.


My point is this: Battlerite abilities are only valuable if you cast them. Every ability you land shifts the round ever so slightly in your favor whereas an ability that you never cast does nothing for you. If you miss, you’ll get another chance soon enough.

Think of it this way. Whether you cast Ashka’s Flamestrike once every 60 seconds with 100% accuracy or once every 12 seconds with 20% accuracy, the result is the same — one hit every minute. But nobody has 100% accuracy, so in reality the second example is actually better because it’s less risky and has a bigger margin for error.

Every second that a spell goes unused on your ability bar is a wasted opportunity. (This is oversimplified. There are exceptions as you get more advanced, particularly between offensive and defensive abilities, but they will be covered in future posts.) Until you get comfortable with Battlerite’s game flow, you should be casting your spells as often as you can. The worst thing that can happen is you miss, and missing isn’t the end of the world.

This post is only talking at the bare fundamental level. Obviously it’s important to save spells for combos and other intentional setups, but that’s a more advanced topic. The gist is that newbies should be more willing to cast spells than reserve them.


He is the lead writer at Battlecrank. You can find him on the Battlecrank Discord.

Discuss This Article

25 Comments on "The Most Fundamental Concept for Battlerite Newbies"

Sort by:   newest | oldest

Overall it’s a good look at the type of game and differences but I’ve got to seriously disagree with this point:

“Every second that a spell goes unused on your ability bar is a wasted opportunity. You should be casting your spells as often as you can, whether the opportunity is perfect or not.”

The key to BLC and I’m assuming BR is understanding the use of your ability as it pertains to the other champions and your group.
Using your peel as DPS and then not being able to pull off for your Alch is a serious serious mistake. If a thorn never uses his Q because the Reaver never switches to the healer doesn’t mean you should have used your Q. The reaver may have never switched BECAUSE you never used your Q and he was waiting for the opening that never happened. However if you are spamming it using it haphazardly it opens up 7 second opportunities for the enemy.

Very often the overuse of abilities is what loses you a game (Ex: Alch bubble, Trances, Peels, etc).
The only time I agree is if it’s a 100% DPS ability (Ex: Spearmaster Shuriken, Astro E, M2’s, etc).


I completely agree with you. When I was learning to play alch at first the main thing I had to get used to was cooldown management. I got the best use out of my abilities not when I used them as soon as I saw a decent chance but when I had them available for desperate situations.


Hey Zanetski,

thanks for this post for newbies.

Generally I get the idea why you wrote things as you did, keeping it small and simple for new players, allow them to focus on just one thing – using their abilities so often that they get good with them.

However, you forgot to add one very important thing they also need to learn at some point to get beyond the newbie stage, and that’s cooldown management.
Yeah sure, there is no mana to be wasted. But a defensive skill or mobility skill on cooldown represents lost protection.
While it is true that every offensive skill and every CC should be cast on cooldown, preferably whenever you can hit anything, the same is not true for things like shields and bubbles. Or even ults.
There are other considerations too, some of which Drana posted already, so I won’t go into them. They’re probably not the right thing for newbies to be thinking about anyway.

I would like to ask you to amend your post with that little bit of extra information – spam the offensive skills as much as you can, and keep the defensive skills until you or your allies actually need them, staggering them as much as possible so you always have one when you need one.


Well I agree you should tell noobs to use their abilities more, but I don’t think thats the most fundamental concept to playing well. Fundamental concepts are aim, dodge, positioning pretty much to build a base. It’s gets a lot more advanced as you progress, but its the same principle. Also, I wouldnt recommend telling people that they should spam their abilities whether its a good time or not. That’s a very bad habit to get in to.


I believe that a fundamental concept that should definitely be added to a post like this is positioning. In my experience as soon as you are able to press keys and use abilities the one thing that decides life or death the most often is your positioning.

Are you protected by or protecting your teammate? Are you in a position where you can attack the enemy if given the chance? Are you in a position where you are absolutely doomed if the enemies decide to attack you?

In all levels of the game thinking about your positioning is extremely relevant!


I’m still pretty new to the game (~12 hrs in), and I’m having trouble wrapping my head around how weapon “charges” work.

I’m not sure if it’s hero dependent, or context dependent on the skill in question…?

The only heroes I’m thinking of that I’ve played a bit that have charges of some sort are Pearl and Rook. My loose understanding is that Pearl’s staff charge buffs her M1 attack (also adding silence if the appropriate Battlerite is taken), and Rook’s stack damage gives a bonus on the M2 (rightclick) after a full stack of 3 charges is released.

Other than Battlerites that synergize with stack count, is there anything really obvious I’m missing about this? Are there other champs with odd stack counter behaviors that I should keep in mind?

Perhaps this question is more suitable for an in-depth champion “profile” article. I’m just not sure if I’m missing the forest for the trees in that regard, and this is the closest analogous article I’ve come across on this site so far.

Thanks a bunch!