How to play · Rules

How to play Heroes Arena

The full guide: the goal of the duel, hero abilities, d6 and d20 dice rolls, energy, blocks and crits, controls on muta.pro and tactics for beginners. Read it — and straight into the arena.

Play now

In short

Goal
Reduce the opponent's health to zero
Players
2
Game
15–25 min
Difficulty
Medium
Dice
d6 and d20

Goal of the game

Heroes Arena is a turn-based duel between two fighters on dice. Your task is to reduce the opponent's health to zero before they do the same to you. Each hero has two bars: health (HP) and energy. Every turn you pick one move, and the dice decide the outcome — damage is not fixed, so even a weak blow can turn out crushing.

You❤️ 30 HP · ⚡ 5
Move⚔️ Attack
Roll🎲 6+2
Damage−8 HP to the enemy

Each turn is a move plus dice rolls; damage isn't fixed. Bring your opponent's HP down to zero.

Setup

The fight is one on one: you against the opponent (on muta.pro a bot can take their role). Each hero has their own reserve of health and energy — for example, a defender has more HP, while a mage has more energy. The first move is yours. The dice are in the center of the arena: d6 is responsible for damage, d20 — for accuracy and the chance of a crit.

Hero moves

Strike (d6)

Basic attack. You roll a d6 — the number rolled is the direct damage dealt to the opponent. Free, no energy cost.

Precise thrust (d20)

First a d20 roll to hit: a low value is a miss, a high value is a crit with double damage. After a hit you roll a d6 and add the charge bonus.

Defense

You raise a block: the opponent's next attack is halved, your strike "charges up" for a bonus, and you gain a little energy (+⚡5).

Healing (⚡10)

Spends energy. A d6 roll determines how much health you restore. Useful when HP is running low.

Special move (⚡20)

The most expensive move: two d6 dice plus a d20, combined into a crushing blow with a charge bonus. Requires a lot of energy.

Energy, block and victory

The d6 attacks and the precise thrust are free, while healing and the special move consume energy — you have to save it up, including through defense. A raised block reduces the damage of the next enemy attack by roughly half and at the same time charges your next strike. Turns alternate: you pick a move, the dice decide the outcome, then the turn passes to the opponent, and so on round after round. The winner is the one who empties the opponent's health bar first.

Controls on muta.pro

🗡️
Choosing a move
On the right is the abilities panel. Tap a move, and the dice in the center of the arena will play out the roll themselves.
Energy
Moves that cost more energy than you have are highlighted as unavailable. Build up energy with defense and cheap strikes.
⏭️
Pass the turn
After a move the turn passes to the opponent automatically; the button at the bottom of the panel also ends your turn.
💬
Log and chat
On the right is the battle log with all the rolls, on the left are the stands and chat, where you can cheer for a fighter.

Tips for beginners

Save up for the special move

Sometimes it is better to strike cheaply for a couple of turns and reach ⚡20 than to waste a turn.

Block + charged strike

Defense not only absorbs damage but also boosts your next strike — a good combo before an attack.

Heal in time

Don't wait until HP becomes critical: healing depends on a d6, and it is better kept in reserve.

Catch a crit

The precise thrust is risky because of the miss, but on a high d20 it deals double damage — a powerful finisher.

Strategy: energy economy and tempo

The arena is won not by the strongest roll but by economy. The strike and precise thrust are free, while healing (⚡10) and the special move (⚡20) require accumulated energy, which mostly comes from defense. That means every turn is a choice between damage now and an investment in a future explosion. A good player keeps three numbers in mind: their HP, their energy, and the opponent's expected damage per round.

Count the average, not the dream

The average d6 roll is 3.5, not 6. Build your plan around 3–4 damage per ordinary strike, then your decisions won't depend on luck, and a rare six becomes a pleasant bonus rather than the only scenario.

Energy is deferred damage

⚡20 for the special move is two d6 plus a d20 at once, that is on average twice an ordinary strike. A couple of blocks pay off if you are guaranteed to land the special afterwards.

Keep a healing threshold

Healing depends on a d6 and won't save you from a finishing blow. Plan it ahead: when HP drops to the level of two or three enemy strikes, healing is already overdue — waiting lower is dangerous.

Tempo beats trading blows

Whoever imposes the threat of the special forces the opponent to defend and heal instead of attacking. The initiative in a duel is worth several points of damage.

Turn tactics: when to strike, save and heal

On each turn you have five options, but the right one is almost always dictated by the ratio of HP and energy — yours and the opponent's. Below are working combos that turn random rolls into a meaningful plan.

Block → charged strike

Defense absorbs the enemy attack by roughly half, gives +⚡5 and charges your next strike. Raise a block before an expected strong attack — and next turn strike with the boost.

Save up for the special

If the opponent is far from killing you, two or three cheap attacks or blocks for the sake of ⚡20 are better than trading blows. Then one special move changes the score.

The thrust — only as a finisher

The precise thrust risks a miss on a low d20. Keep it for the finishing blow, when the opponent has little HP and even an average crit closes the game.

Healing under cover of a block

Healing in the open means taking full damage in return. Tie defense and healing together: first the block absorbs the blow, then the recovery returns more clean HP.

The key skill is to read the opponent's energy. If they have less than ⚡10, healing and the special are unavailable to them: you can safely press with damage. As soon as they have gathered ⚡20, expect an explosion — it is the perfect time to raise a block.

Hero styles and combat variations

Heroes differ in their reserve of health and energy: a defender has more HP, a mage has more energy. This determines what line to run. The same arena plays out differently depending on who is in front of you.

As a tank (lots of HP)

You can afford to trade blows and heal less often. Your strength is surviving enemy crits, so save up for the special calmly: the opponent will break against your health reserve first.

As a mage (lots of energy)

HP is fragile, but the special is available quickly. Play off the threat of ⚡20 and healing, avoid drawn-out trades — every attack you take is more costly for you.

Against a tank

Don't try to out-damage them head-on — you won't have enough. Save up for special moves and precise thrust finishers to break through their large reserve in big chunks.

Against a mage

Press with tempo: don't let them calmly save up ⚡20. A constant threat forces them to spend turns on defense and healing, and they won't assemble their explosion.

Keep the dice spread in mind: a game of 15–25 minutes is dozens of rolls, and the variance evens out. Over the long run the winner is the one who repeatedly picks the move with the best average, not the one who rolled a six once.

Common beginner mistakes

Most losses in the arena are not bad luck but predictable errors in decisions. Here are the ones that cost games most often.

  1. Spamming the thrust for a crit. A precise thrust with a miss on a low d20 is a lost turn. As a main attack it loses to the ordinary strike on average damage; save it for the finishing blow.
  2. Hoarding energy for nothing. ⚡20 is useful only if you actually land the special. Saving up "just in case" while taking HP every turn is a sure way to die rich in energy.
  3. Healing too late. Healing depends on a d6 and won't pull you out from under a finishing blow. By holding out to critical HP you give up the initiative and still risk dying from a single crit.
  4. Ignoring the block. Defense seems like a "wasted" turn, but it absorbs damage, gives energy and charges the strike — that is three effects at once, not a loss of tempo.
  5. Not watching the opponent's energy. Without knowing whether the special is available to them, you play blind. One number decides whether it is safe to attack or time to raise a block.

Common questions

Who moves first?
You do. After your move the turn automatically passes to the opponent, and from there the players alternate round by round.
What is energy for?
Healing costs ⚡10, and the special move costs ⚡20. Strike and precise thrust are free, while defense restores a little energy.
Can I play against a bot?
Yes. The opponent can be a bot that chooses its own moves — or a live player via a room code.
What are a crit and a miss?
They are the result of the d20 roll on a precise thrust: a high value gives boosted or double damage, a very low one is a miss with no damage.
Which is better for average damage — strike or precise thrust?
The ordinary strike is more reliable: it always deals d6 damage with no risk. Because of the chance to miss on a low d20, the precise thrust falls behind as a main attack on average and is justified only as a finisher or for the chance of a crit.
How many turns does it take to save up for the special move?
The special costs ⚡20, and defense gives about +⚡5, so plan on three or four turns of defending or cheap attacks. The exact number depends on the hero: a mage has more energy and builds up the special noticeably faster.
When is it better to block instead of attacking?
A block pays off before an expected strong attack from the opponent and when you need energy anyway. It halves the damage, gives energy and charges your next strike, so it is rarely a completely wasted turn.
Should you heal if HP is not yet critical?
Yes, it is better to heal with a buffer. The recovery depends on a d6 roll and may turn out modest, so by waiting for critical HP you risk running out of time — it is far safer to top up while you still have a cushion against an enemy crit.
How can I tell that the opponent is about to use the special move?
Watch their energy bar. As soon as they reach ⚡20, the special becomes available — that is the signal to raise a block or break the distance so you don't take a boosted blow at full force.
How much does the outcome depend on luck with the dice?
A single roll is random, but a game lasts dozens of rolls and the spread evens out. Over the long run, the winner is consistently the one who picks moves with the best average result and manages energy wisely, not the one who got lucky with a single six.
Ready for a duel?
Create a room, invite a friend by code or fight a bot.

Similar games