BATTLERITE is an action-packed team arena brawler. Experience the unique combination of a top-down shooter with a fast-paced fighting game. Challenge friends and others in a battle of reaction, unleashing the champion within you.
User reviews:
Very Positive (377 reviews) - 85% of the 377 user reviews in the last 30 days are positive.
Very Positive (15,342 reviews) - 93% of the 15,342 user reviews for this game are positive.
Release Date: Sep 20, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is a way for you to enjoy Battlerite whilst it is in the final stages of development. With your support, we hope to ensure Battlerite is here to stay for many years to come.

We’ve already come a long way to make sure that we meet everybody's expectations with this EA launch. All mechanics, meta-game features, several champions and arenas are already in place.

Early Access is our way of ensuring that the game will be rock-solid when fully launched. As an aspiring eSport, tuning gameplay balance to perfection is one of our top priorities. New content, primarily in the form of new champions, will arrive in a steady pace throughout EA up until launch.

We encourage you to provide your feedback as we progress through this final stage of development and we sincerely believe that together we can achieve more! By supporting us you will play a crucial part in the development of Battlerite while preparing yourself for the upcoming launch tournaments!”

Approximately how long will this game be in Early Access?

“Thanks to your support we will be able to continue the development of the game until it’s ready for official release. Our goal is to launch Battlerite when the game works perfectly across multiple regions. We are aiming to release Battlerite in the second half of 2017.”

How is the full version planned to differ from the Early Access version?

“In Early Access you receive a solid foundation of what Battlerite is about. Some of the features are still under development and will be implemented in future updates. A big part of EA is finding out what players would like to see more of, but here’s some of what you can expect:

  • Gameplay balance tuned to perfection
  • An expanded roster of diverse and battle-hungry Champions
  • New Arenas
  • Expansions and improvements to Ranking Systems
  • More ways of smashing in style with additional weapons, skins and other visual customizations
  • Battlerite made available with dedicated servers in more regions
  • Improvements and polish across the board including but not limited to
  • Social System
  • Replay System
  • New user experience & Progression System
  • Menu interface and HUD

What is the current state of the Early Access version?

“The game is fully playable, has a well-balanced roster of champions, a round based progression system and a number of arenas to battle in.

It also boasts a solid menu interface with a number of features such as matchmaking, group chats, friend listing, profile summaries, champion progression and a quest system.

There’s a fully-fledged tutorial, practice mode and the option to play versus either AI or other players in a 2v2 or 3v3 environment.

If you’re after customizations, then there are a good number of vanity items that can be unlocked by playing and progressing your account, all of which you get to keep forever.”

Will the game be priced differently during and after Early Access?

“Battlerite will be free-to-play once the game is fully launched with the possibility of unlocking content through gameplay or micro-transactions. By purchasing Early Access, you are granted instant-access to the game, all champions & all future champions as well as a unique founder avatar & title.

This bundle will not be available at launch. It’s likely that the same amount of content will cost more once the game is released.”

How are you planning on involving the Community in your development process?

“Our team are continuously looking for feedback and ideas through our community. Particularly engaged players may have the opportunity to be included in private meetings and internal tests, so be sure to get involved!

Thank you for your support and helping us to bring our champions back to life!”
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Recent updates View all (79)

March 22


You can view more cleanly formatted patch notes here.

Patch will arrive tomorrow, Thursday, March 23rd, at 15:00 CET (7 AM PDT / 10 AM EDT). During the patching process the servers will be down, and the whole process will take up to 1 hour.

Champion Changes & Fixes
This patch is very all-encompassing. With every champion getting increased movement speed and tweaks to keep up with the new pace, as well as a few champions getting major changes both to their primary attacks and Battlerite trees, the complete effects of this patch are unknown even to us. We hope that you find as much joy as we do in exploring this new patch and figuring out the new meta!

Some of the major changes include, as you all know, the M1 (short for Mouse Button 1) changes to several champions. These changes will make battles in the game even more interesting by giving players more opportunities to dodge and outmaneuver their opponents. Some ranged M1s will be more changed than others, to preserve identity and diversity but each one has still received tweaks.

Adjustments have been made to the ranges of most M1s; they are now shorter for a couple of reasons. Shorter ranges will make for closer bouts, centering the fights more and helping melee champions close the gap against ranged champions aiming to poke at max range with the newer, deadlier M1s. Decreasing the ranges of ranged M1s also gives a lot of projectile based abilities, like Seeker's Arrow and Hand of Judgement, a stronger and more interesting position in a champions kit since they provide the extra range needed to spice up a M1 duel type situation

Other than that, we've looked at several of the game's hard CC abilities, increasing cast times to make it a little easier to react to them. Due to the movement speed increase, many area abilities have been changed with larger size or less delay before the attack hits.

Along with this, there are many, many small balance changes. Some of these are to handle the new situations that arise from the game's quicker pace and more lethal ranged M1s. Another balance issue we've looked at is the center orb - beginning with this patch, the orb's health has been increased to 60 (previously 50). Because of this, some of the combos used by champions to steal or quickly destroy the orb will have to be reconsidered. This is intentional, but some changes have been made to make grabbing the orb still feel natural.

  • Movement Speed increased by ~6%
    • Mount Speed adjusted accordingly
  • Channeling ultimates now instantly drain 25% energy when activated
  • Bouncing projectiles now ignore invisible targets
  • Energy dropped from fallen champions will now also heal for 24 health (12 regular, 12 true healing)

Ashka has received a lot of changes aimed at increasing interactions, improving counterplay and provide more useful rite options. His Fire Storm has received some light buffs to stay viable compared to mobile projectile options but the knockback of Firestorm bolts was reduced to give enemies more time to dodge the projectiles that follow. Molten Chains has recieved a longer cast time to give players a window to react and counter. Some of the less useful rites have been replaced with more useful options and the strongest rites have been nerfed. Blaze haste duration has been reduced and Conflagration has less impact as the attack speed on Fireball has been lowered.
  • Fixed a bug where the line left by Infernal Displacement wouldn't deal any damage to targets hit through a wall.
Fireball (M1)
  • Damage increased from 12 to 15
  • Energy gain increased from 6% to 7%
  • Radius reduced from 0.3 to 0.25
  • Range reduced from 8 to 7.6
  • Cooldown increased from 0s to 0.3s
  • Cast time increased from 0.35s to 0.4s
  • Movement speed while casting reduced from 60% to 35%
Fire Storm (M2)
  • Damage increased from 14 to 16.
  • Knockback distance reduced from 1.4 to 0.7
  • Knockback duration reduced from 0.2s to 0.1s
Flamestrike (Q)
  • Impact delay decreased from 1.2s to 1.1s
Molten Chains (EX Q)
  • Animations and cast effect changed
  • Casttime up from 0.3s to 0.5s
  • Time before Ashka can move again after casting reduced from 0.5s to 0s

Battlerites - Updated Battlerite Tree
Round 1
  • (Changed) Wild Fire
    • Fire Storm bolts deal 2 additional damage and inflict Ignite on nearby enemies.
  • (Updated) Blaze
    • Increases movement speed by 30% for 2s and your next fireball ignites the enemy (duration reduce from 2.5s to 2s).
  • (Updated) Knockout
    • Increases the knockback force of Molten Fist and knocking an enemy into a wall stuns it for 1.2s (up from 1.0s).
Round 2
  • (Changed) Heat
    • Fire Storm can be cast while moving at 50% move speed.
  • (New) Inferno
    • Flamestrike deals 8 bonus damage and inflicts Ignite.
  • (Updated) Fire Ward
    • Searing Flight grants a shield absorbing 12 damage (reduced from 14 damage).
Round 3
  • (New) Living Flame
    • Fireball & Firestorm bolts heal you for 2 health when hitting an ignited target.
  • (Moved from Round 2 to Round 3) Lava Punch
    • Molten Fist cooldown reduced by 1.5s and landing it reduces cooldown by an additional 2s.
  • Conflagration
    • Fireballs fired through a Firewall turns into Firestorm Bolts.
Round 4
  • (New) Burn Burn Burn
    • Fireball deals 1 bonus damage when hitting an ignited target.
  • (Updated) Magma
    • Ignite slows movement speed by 14% (up from 12%).
  • (New) Eruption
    • The radius of Flamestrike is increased by 15%.
Round 5
  • (New) Raging Fire
    • When Infernal Scorch ends you turn into Raging Fire causing your fireballs to turn into Firestorm bolts for the next 3s.
  • (Updated) Everlasting Fire
    • When Infernal Scorch ends you turn into Pure Fire causing your fireballs to heal you for the next 3s (reduced from 4s).


Bakko has received slight mobility and area size increases to keep up with the new pace. Blood Axe radius has been reduced to make it less safe as a poke but it has also received a slight damage buff to improve center orb control. As Bakko's most picked rite Warlord's Axe also received a slight reduction
Blood Axe (M2)
  • Damage increased from 14 to 16
  • Radius reduced from 0.4 to 0.35.
Valiant Leap (Space)
  • Radius increased from 2 to 2.2
War Stomp (EX Space)
  • Radius increased from 2 to 2.2
Heroic Charge (F)
  • Movement duration decreased from 0.8s to 0.75s

Warlord's Axe
  • Bonus damage reduced from 4 to 2.
  • Radius increased from 2.5 to 2.75


Raised movement speed has a big impact on speed buffs and is very powerful for champions in stealth. But it also reduces the value of movement abilities and burst champions who rely on that kind of mobility advantage. To deal with this we have reduced the movement speed increase on Camouflage and Deceit and strengthened Frog Leap and Noxious Lunge. Croak has also received minor damage increases to improve center orb control.

  • Fixed a bug where the Animation for Lunge would sometimes restart during the dash depending on latency.
Toxin Muck (M2)
  • Radius increased from 1.8 to 1.9
Frog Leap (Space)
  • Damage increased from 18 to 20
  • Air Time reduced from 0.6s to 0.55s
  • Max range increased from 5.5 to 5.775
  • Landing animation time reduced by 0.05s
Camouflage (Q)
  • Haste factor reduced from 20% to 15%
Deceit (EX Q)
  • Haste factor reduced from 20% to 15%
  • Attack cast time increased from 0.4s to 0.5s
Noxious Lunge (E)
  • Damage increased from 10 to 12
  • Cast time reduced from 0.2s to 0.15s
Venom Wind (F)
  • Range increased from 9 to 10

Cut to the Chase
  • Haste factor reduced from 35% to 30%.


Ezmo still retains the core of his close range burst potential, but with his individual Arcane Fire projectiles more distinct and powerful. Most of his changes have been made to compensate for the lower amount of projectiles, with the minimum damage on Chaos Grip being increased to keep up with the center orb changes.

  • Max charges reduced from 10 to 6
Arcane Fire (M1)
  • Damage increased from 6 to 8
  • Energy gain increased from 3% to 4%
  • Charges reloaded reduced from 5 to 3
  • Cast time reduced from 0.12s to 0.1s
  • Cooldown increased from 0s to 0.05s
  • Range reduced from 6.5 to 6.3
Chaos Grip (M2)
  • Minimum damage increased from 10 to 12
Tome of Destruction (R)
  • Mimicked damage up from 3 to 4
Grimoire of Chaos (F)
  • Pull force increased from 1.5 to 1.7

(Changed) Arcane Barrage
  • Arcane Barrage now consumes all weapon charges and fires a projectile that deals 5 damage and heals you for 6 health for every charge consumed
  • Hits needed to slow the target reduced from 5 to 3. Slow duration reduced from 1.5s to 1.2s
Face Melt
  • Bonus damage increased from 2 to 3


Spring (Space)
  • Max range increased from 4 to 4.5
Shock Vault (EX Space)
  • Max range increased from 5 to 5.5
Lightning Strike (F)
  • Radius increased from 2.5 to 2.75


Iva has seen changes to Boomstick to keep her in line with other champions with ranged M1s. Fewer attacks with a higher rate of fire and a reduced mobility during casting allows for more dodging and a more interesting poking game.

  • Max ammo reduced from 3 to 2
Boomstick (M1)
  • Range reduced from 7 to 6.8
  • Reload duration decreased from 1.2s to 1.1s
  • Cooldown reduced from 0.3s to 0.25s
  • Movement speed while casting decreased from 55% to 35%

Electrocution (Replaces Extra Shell)
  • Tazer deals 8 damage when triggered


Jade's Revolver Shot has been changed to allow for a better place in ranged duels, while at the same time preserving her gunslinger feel and playstyle.

  • Fixed the smoke trail effect being invisible on Jade when using Blast Vault and having the Outlaw Battlerite chosen.
  • Max ammo reduced from 6 to 4
Revolver Shot (M1)
  • Damage increased from 4 to 7
  • Energy Gain increased from 2% to 3%
  • Radius from 0.3 to 0.25
  • Range reduced from 7.5 to 7.2
  • Movement speed while casting reduced from 30% to 20%
  • Cast time increased from 0.065s to 0.07s
  • Cooldown increased from 0s to 0.05s
  • Global cooldown reduced from 0.1s to 0s
  • Recharge duration reduced from 0.9s 0.8s

  • Bonus charges reduced from 10 to 6
  • Cooldown reduction increased from 0.25s to 0.35s


Jumong’s playstyle around his Hunting Arrow has basically been enhanced with the new changes, while Steady Shot has seen a damage increase to compensate as standing still is now more dangerous than before and to retain its viability in comparison to Hunting Arrow.
Hunting Arrow (M1)
  • Damage increased from 15 to 18
  • Energy Gain increased from 8% to 9%
  • Range reduced from 9 to 8.5
  • Radius reduced from 0.3 to 0.25
  • Cast time reduced from 0.5s to 0.45s
  • Cooldown increased from 0.25s to 0.3s
Steady Shot (M2)
  • Damage increased from 28 to 30


Toxic Bolt (M1)
  • Range reduced from 7.5 to 7.2
  • Cast time reduced from 0.5s to 0.4s
  • Cooldown increased from 0.4s to 0.55
Healing Potion (M2)
  • Radius increased from 1 to 1.1
Crippling Goo (F)
  • Air time reduced from 0.8s to 0.75s


Oldur's abilities have received various changes to keep up with the new pace and Stone Glass has received a longer cast time to give enemies a window to react and counter.
Sands of Time (M1)
  • Damage increased from 10 to 12
  • Debuff damage decreased from 10 to 8
  • Cast time reduced from 0.5s to 0.4s
  • Range reduced from 8.5 to 7.8
  • Cooldown increased from 0.2s to 0.45s
  • Global cooldown reduced from 0.3s to 0.2s
  • Movement speed while casting decreased from 30% to 20%
Rejuvenating Sands (M2)
  • Radius increased from 1 to 1.1
Quicksand (E)
  • Air time reduced from 1s to 0.95s
Stone Glass (R)
  • Cast time increased from 0.35s to 0.5s
  • Radius increased from 1.5 to 1.8
  • Movement speed during cast reduced from 72% to 60%
Time Travel (F)
  • Max distance traveled increased from 8 to 9
  • Impact radius increased from 2 to 2.2


Volatile Water (M1)
  • Damage increased from 14 to 15
  • Range reduced from 8 to 7.6
  • Radius reduced from 0.3 to 0.25
Healing Wave (M2)
  • Radius increased from 1 to 1.1
Jaws (F)
  • Pull force increased from 0.4 to 0.425

Rippling Waters
  • Bonus damage increased from 4 to 5


Pestilus has not been doing very well in high ranked games as his lack of mobility and self healing makes him a squishy target. To help him out he has received a bit of extra mobility while casting Moth. Similarly the speed and range of Infest was buffed and it can now travel through walls.
Moth (M1)
  • Damage increased from 10 to 12
  • Healing increased from 8 to 10
  • Radius reduced from 0.3 to 0.25
  • Range reduced from 8.5 to 8
  • Cast time reduced from 0.35s to 0.3s
  • Cooldown increased from 0s to 0.25s
  • Movement speed while casting up from 45% to 60%
Infest (Space)
  • Cast time decreased from 0.3s to 0.2s
  • Can now travel through walls
  • Maximum range increased from 7 to 7.5
    • Minimum range of 5 added, making the length of Infest variable between 5 to 7.5
  • Pestilus can no longer pick up health/energy orbs while infesting a target
Queen (Q)
  • Placement range increased from 7 to 8
Arachnophobia (E)
  • Air time reduced from 1s to 0.9s
Brain Bug (EX E)
  • Max run duration increased


Poloma's Soul Bolt has changed less than some of the other ranged M1s to retain her feel and identity, but has still seen a slight change to the rhythm of her attacks.

  • Replaced old placeholder icon on Poloma's Spiritual Wind.
Soul Bolt (M1)
  • Energy gain increased from 5% to 6%
  • Range reduced from 8 to 7.8
  • Radius reduced from 0.3 to 0.25
  • Cast time decreased from 0.35s to 0.3s
  • Cooldown increased from 0s to 0.2s
Ancestral Spirit (F)
  • Impact delay reduced from 0.8s to 0.7s

Dire Wolf
  • Now only roots the first target hit


  • Fixed a bug where Ragion could be hit while falling after performing the Aerial Slash.
  • Fixed a bug where the Animation for Retribution would be jittery when casting point blank towards an enemy.
Heavenly Strike (Space)
  • Air time reduced from 0.6s to 0.55s
  • Max range increased from 5.5 to 5.75
Seismic Shock (E)
  • Speed increased from 15 to 18
Wrath of the Tiger (F)
  • Initial dash range increased from 9 to 9.5
  • Exit dash range increased from 7 to 7.5


  • Icon fixes for protection score yielded by Berserk and the Battlerite Giant.
  • Updated tooltip for Rook's Seething Rage to include Berserk duration.
  • Fixed an issue where Rook could not be healed or hit by Pearl's ultimate between the jumps of his ultimate.
Boulder Toss (E)
  • Air time reduced from 1s to 0.9s
  • Radius reduced from 2 to 1.9

Ruh Kaan

Sinister Strike (Space)
  • Range increased from 4.5 to 5
Nether Void (R)
  • Impact delay reduced from 0.9s to 0.8s


Shifu has received some minor changes to his core kit to help him keep up with faster moving targets but will also be more vulnerable with a reduced Fleetfoot duration and reduced healing from rites. His most powerful rites have been toned down while the less powerful options were strengthened or replaced, which will allow for more interesting choices throughout his Battlerite tree.
Fleetfoot (Space)
  • Cooldown reduced from 14 to 12.
  • Duration reduced from 1.4s to 1.3s.
  • Global cooldown removed
Tempest Rush (EX Space)
  • Global cooldown removed
Kunju (Q)
  • Fixed a bug with the end effect not showing properly
  • Travel time reduced by 0.1s
  • Next Spear Slash after Kunju now has a bigger cone
Javelin (E)
  • Projectile speed increased from 20 to 22
Harpoon (EX E)
  • Projectile speed increased from 20 to 22
Tendon Swing (R)
  • Cast time increased from 0.3s to 0.4s
  • Incapacitate duration increased from 2.5s to 2.6s

Battlerites - Updated Battlerite Tree
Round 1
  • (Changed) The Spear is the Way
    • Spear Slash hits deals 2 bonus damage and grants 8% bonus energy during Fleetfoot. (Works with Tempest Rush)
  • (Changed) Poised to Strike
    • Your next Spear Slash used after blocking an attack with Kunju deals 10 bonus damage.
  • (Updated) Dirty Tricks
    • Javelin deals 3 bonus damage and inflicts a 1.2s Root (3 bonus damage added).
Round 2
  • (Changed) Swift Feet
    • Fleetfoot movement speed bonus increases from 35% to 50% and the Haste effect lasts for an additional 1.5s. (Works with Tempest Rush)
  • (New) Thrust
    • Impale deals 2 bonus damage and inflicts a 1s Gradual Snare.
  • (Updated) Mantra
    • Kunju heals self and nearby allies for 12 health when triggered (reduced from 14 and no longer on use).
Round 3
  • (Updated) Ceremonial Spear
    • Impale heals you for 2 health per weapon charge (base 4 healing removed).
  • (Updated) Spear Slinger
    • Hitting an enemy or a wall using Javelin reduces its cooldown by 3s (cooldown reduction increased by 1s, works on Harpoon as well).
  • (Updated) Whirling Blade
    • Tendon Swing grants 30% energy when hitting at least one target (energy granted increased by 5%).
Round 4
  • (New) Javelin Master
    • Javelin range increases by 20%. (Works on Harpoon as well)
  • (New) Burst of Speed
    • Landing a fully charged Impale increases your movement speed by 25% for 2s.
  • Ferocity
    • Maximum Weapon Charges increased to 4.
Round 5
  • (Updated) Spear Dance
    • Increases the movement speed boost in Whirlwind to 50% from 20% (movement speed increase increased by 10%).
  • Bloodthrist
    • Whirlwind heals you for 25% of damage done.


  • Fixed a bug where the Animation for Prismatic Strike would be jittery when casting point blank towards an enemy.
Lunar Strike (E)
  • Radius decreased from 1.8 to 1.75
  • Impact delay reduced from 1s to 0.9s
Prismatic Strike (R)
  • Range increased from 4 to 4.5
Astral Beam (F)
  • Turn rate increased from 1.2 to 1.35


Razor Boomerang (M1)
  • Range reduced from 8 to 7.7
  • Radius reduced from 0.5 to 0.3
  • Halved the time Taya stands still after throwing a Razor Boomerang.


Varesh has seen some pretty big changes overall. Hand of Corruption now has a very different feel to it as Varesh's movement has clear stops and starts while using it. The powerful Hand of Judgement has been toned down a bit but received a more distinct flow instead. One of the weaknesses of Wuju used to be that it would often put Varesh in a worse position rather than a better one, while this change will force players to pay close attention to how it's used. A rite is now available if you wish to use Hand of Judgement in a similar way as before but will instead require careful aim . In addition we have toned down some of his more powerful rites to allow for more balanced choices.
Hand of Corruption (M1)
  • Damage increased from 10 to 14
  • Energy gain increased from 5% to 8%
  • Range reduced from 8 to 7.4
  • Radius reduced from 0.3 to 0.25
  • Cooldown increased from 0.2s to 0.5s
Hand of Judgement (M2)
  • Damage reduced from 24 to 22
  • Range increased from 9 to 9.5
  • Now has a 1.5s cooldown
  • Can now begin moving again faster after casting
Hand of Punishment (EX M2)
  • Now has a 1.5s cooldown
  • VFX and animation updated
Wuju (Q) Reworked
  • Now allows Varesh to relocate to a new target location when the counter is triggered. Consumes Judgement and Corruption effects when reappearing.
Shatter (E)
  • Radius increased from 1.2 to 1.25
Crush (EX E)
  • Radius increased from 1.2 to 1.6
  • Knockback distance increased from 4 to 5
  • Impact delay increased from 0.4s to 0.6s
Reform (R)
  • Radius increased from 1.6 to 2
  • Range increased from 6 to 6.5

(Changed) Devastation
  • Now increases Hand of Judgement damage by 3 and hitting an enemy resets its cooldown.
(Updated) Silence
  • Silence duration reduced from 1.2s to 1s
(Updated) Synergy
  • If both Judgement and Corruption are active on a target both can be reapplied by either Hand of Corruption or Hand of Judgement (bonus 5% effect removed).

General Changes & Fixes
  • Additional fixes to prevent movement exploits when casting certain abilities.
  • Default input settings should now be set correctly for QWERTY, AZERTY and QWERTZ keyboard layouts.
  • Fixed a bug making it impossible to invite players to a private match after inviting players to a group (and vice versa)
  • Fixed a bug where the camera would snap to an invalid position right after loading a map
  • Fixed some cases where disconnects could be abused to prevent leaver penalty
  • Added first version of replays backwards compatibility which should make it less likely that a patch will break replays from previous patches
  • Center orb max health increased from 50 to 60
  • Target Dummy health in Playground and start of matches increased from 50 to 60
  • Fixed a couple of map collision bugs that could cause some abilities and spells to move a player into walls and outside of the map area
  • Fixed a bug making player mouse position to be displayed on the wrong position when watching replay non-fullscreen mode
  • Fixed a bug making the HUD show wrong shield values when watching replay in non-fullscreen mode
  • Fixed wrong localized timestamps in Odeum feed
  • Fixed a bug where replay match info would show wrong score
  • Fixed a bug making it impossible to edit a replay if the user was an observer in the replay
  • Added loading indicator when fetching user data to profile hover information

34 comments Read more

March 17

Patch Date

Patch will arrive next week on Thursday, March 23rd.

The patch will contain reworks to the ranged M1 abilities in the game, along with updated Battlerites for Ashka and Shifu. As the movement speed has changed, we have also tweaked at least one ability of every champion to adjust for the new changes. Full patch notes will go out during next week as well.

We are really looking forward to letting you guys try the new patch out!

90 comments Read more
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About This Game

Welcome to a world where champions dedicate their lives to the arena.

Battlerite is a PvP team arena brawler and the spiritual successor to critically acclaimed Bloodline Champions. Experience the unique combination of a top down shooter with a fast paced fighting game. Take part in highly competitive, adrenaline-fueled 2v2 and 3v3 battles.

Engage in quick and intense action as you take control over one of several champions, each with their own special abilities. Dodge bullets and pull off massive ultimate attacks with the use of unique WASD movement & cursor based aiming. It’s all about skill-shots, timing and reaction.


Become the greatest of your kind in 10-15 minute explosive battles of reaction. It doesn't matter if you are a veteran or a rookie on a rampage, all champions have the same fighting chance. This is top down brawling in its purest form.


Gain strength and unlock powers by performing ancient rites. Pick your rites to counter your opponents and strategically customize your play style as the match progresses.


Fight side by side to the sound of the roaring crowd in vibrant arena settings. Team up with friends, smash in style and gain fans in the process. Battlerite is the ultimate spectator sport.


Take advantage of the thrilling bullet time system, allowing you to re-think your next decision after every take-down. Drift through the memories of your favorite action movies whilst ducking deadly attacks in slow-motion.

System Requirements

    • OS: Windows 7 or newer
    • Processor: Dual core from Intel or AMD at 2.8 GHz
    • Memory: 2 GB RAM
    • Graphics: Intel HD 3000
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 1500 MB available space
    • Sound Card: DirectX Compatible
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