DHC Bosses

Three bosses with one health bar each, shared by every player and standing all week. Send a Crew of 3 and chip the bar down — every point of damage counts, and the traits everyone who took part rolls for get better the further the crew falls. Same board, same rules, and a recovery clock of its own: your Arena Crew is untouched.

3Bosses standing
3Per Crew
3Crews a round
7Traits a week
Three bosses, standing until Thursday 4pm CT, and everybody's damage lands on the same health bar. Sign in to build Fighters from your own DHC traits and send a Crew at them.

How a battle works

Each Fighter in a Crew owns one gem colour. Slide a row or column to line up three or more of a colour and that Fighter attacks — so you are not matching gems, you are choosing who swings.

Match size is reach. A match of 3 only touches their front rank, 4 reaches mid, and 5 or more reaches the back and hands you another turn. The Fighter you most want protected stands at the back.

Shield gems armour the whole Crew. Charge builds for everyone and erupts at 10, hitting all three of them at once.

Bombs. A match of 4 arms a grenade, 5 or more a detonator. It sits on the board wearing a colour and either side can set it off, so leaving one lying around is a real risk. Chain several and they hit far harder than one.

A Fighter's traits are its build: its torso sets health, its weapon sets how it fights and how hard, its headgear sets how often it lands a big one. Tap any Fighter mid-battle to see exactly which trait is doing what.

Bosses Crew

How it works

Three bosses, one health bar each, shared by everybody, standing all week. Every point of damage counts — the traits everyone who takes part rolls for when the week closes get better the further the crew falls, and dropping all three unlocks the best table.

3 Crews every 24 hours, and every round you send one banks a trait. Rounds get worth more as the week puts crews down: one while wave 1 is standing, two against wave 2, three against wave 3 and up. The multiplier is per round, not per Crew, so it is still coming back that fills the cache. Rounds turn at 4pm CT, same as the week. The week turns Thursday at 4pm CT.

Wave 3 2 down this week
What a downed crew means

You already dropped 2 crews this week, so the best trait table is locked in for everyone who takes part — nothing below can take it back. That is the top table on the platform and there is nothing above it, so what the later waves add is quantity: a round fought now banks 3 traits instead of one, up to 3 at wave 3. They get back up angrier each time.

D34THBRNGR
D34THBRNGR
1,441 / 3,526
Three bodies, one wall. Slow, and it does not stop.
CIP-666
CIP-666
1,805 / 2,854
The bruiser. Hits back hardest of the three.
X-K4T
X-K4T
746 / 2,015
Fast and vicious. Falls soonest, hurts most getting there.
52% of the crew is down · 4,403 of 8,395 damage
Rolling on the best table, locked in.

Sign in to send a Crew.

Ladder

This week closes Thursday 4pm CT

#PlayerPer fighterDamageCrews
1oculusorbus87915,8166
2tallnupinks7566,8074
3mikej_uptownmarge66605,9383
Not yet ranked · 3 finished Crews puts you on the board
–fomz6033,6192
–vanwink1981,1882
–spark3333925502
How the ladder works

Ranked on damage per Fighter fielded, so a deep Crew list is an advantage and not a win on its own. A Crew that landed nothing because the boss crew fell while it was still out there does not count against that average. A minimum of 3 finished Crews puts you in the running, and anybody short of it is listed underneath with how many they need. The traits are separate: one Crew that does a real run banks that round's trait, whatever the board says. The minimum is only for the CARBON. The pool of 50,000 CARBON is split down the ranked part when the week closes — first place takes the largest share, and each rank below takes the pool divided by its own position.

Crews sent this week

tallnupinks
—damage
—rounds
Still out there
tallnupinks
3,640damage
10rounds
Crew wiped
Wave 3 stood up · wave 2 had fallen
mikej_uptownmarge6
3,157damage
6rounds
Took CIP-666 and D34THBRNGR and X-K4T down
fomz
1,032damage
11rounds
Crew wiped
spark3333
228damage
7rounds
Crew wiped
vanwink
578damage
10rounds
Crew wiped
vanwink
610damage
5rounds
Crew wiped
oculusorbus
907damage
5rounds
Crew wiped
tallnupinks
2,952damage
11rounds
Crew wiped
tallnupinks
215damage
2rounds
Crew wiped
Wave 2 stood up · wave 1 had fallen
oculusorbus
2,305damage
6rounds
Took CIP-666 and D34THBRNGR down
tallnupinks
0damage
20rounds
Beaten to it

The boss crew fell to somebody else while this Crew was still out there, so none of its damage landed. The round still counts toward the cache, and it does not count against the ladder average.

fomz
2,587damage
28rounds
Took X-K4T down
mikej_uptownmarge6
1,992damage
10rounds
Crew wiped
mikej_uptownmarge6
789damage
9rounds
Crew wiped
oculusorbus
4,800damage
18rounds
Crew wiped
spark3333
322damage
4rounds
Crew wiped
oculusorbus
2,195damage
9rounds
Crew wiped
oculusorbus
5,074damage
21rounds
Crew wiped
oculusorbus
535damage
6rounds
Crew wiped
—
Your Crew
Enemy Crew
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