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Lock a fighter

  • Locking a fighter guarantees that this fighter will be part of your opening roll for this match.
  • The remainder of your roll is selected semi-randomly, though will be guaranteed to include a range of fighters from different price points, and also cover all of the attack and defence types.
  • This makes Lock-In especially good for new players, as you can have the comfort of playing with one unit to learn its strengths without having to worry about choosing good units to pair with it in your roll.
  • For more experienced players, Lock-In has the option to select a random fighter instead of picking which fighter to lock. If you choose this option, you get an extra 6 gold to start the game with.


    • Fighter comfort. That is especially true for new players, where being comfortable with a fighter is more important to allow the player to focus on other aspect of the game.
    • Strong fighter. That is true for high Elo ladder, where getting small advantages through a strong fighter can help the player climb the ladder, or put chances in its favour in tournament play.
    • Early game strategy. That is true when a player wants to be more on the supportive side of the team, when Fiesta is in play for your ally, aiming early pressure with a guaranteed solid/slow clearing opener can work well.
      • One can also play with a late game lock-in strategy, but then it requires your ally to have an appropriate roll to support your early game that can be on the weaker side.
  • An important thing that players tend to forget, you are not forced into the fighter you decide to lock-in, it happens at times that a combination of fighters appear in your initial roll that have better synergy than what you initially planned with the fighter you locked.
    • Staying open-minded can tend to improve your win-rate with this mastermind option, as odd as this may sound.
  • Typical units to lock-in are some that enables a solid game-plan and/or allow a stable early game.