This page explains, in simple terms, how to enter, how pools start, how winners are chosen, what relics do, what happens in Safeguard and Vaultbound queues, and how payouts, cooldowns, and captured comrades are handled.
You start by choosing a queue and entering one comrade into the live pool for that queue.
As more players join, the pool fills up. If the pool reaches its full size, it locks and moves into battle automatically.
If time runs out before the pool is full, the game checks whether there are enough players to still run a battle. If there are enough, the battle starts with the largest valid bracket size. If there are not enough, the pool is refunded and a new pool opens again automatically.
Warpool has two main styles of play.
In Safeguard queues, your selected comrade is returned after the game settles.
In Vaultbound queues, winners still get their comrades back, but selected comrades that lose can be captured as part of the game outcome.
Captured comrades are then handled automatically by the system’s worker process, which settles the pool and relists captured comrades on the marketplace for sale.
Relics are special items that can give extra advantages in supported queues.
Standard relics can reduce the amount you pay to enter by applying a discount when a discount seat is available.
Relic #11 is the special relic. It can enter through its own special seat, pay no entry stake, and may also receive a share of the platform fee when that feature is enabled in the live config.
The exact discount range, seat limits, reservation timing, and fee-share behavior are all controlled by live config and shown on this page automatically.
When a battle ends, the system settles the pool automatically.
The total selected stake is split between the top finishers using the live payout settings for that queue. The platform fee is also taken automatically during settlement.
Any relic returns, winner payouts, token #11 fee-share, and capture handling are all processed as part of that settlement flow.
To keep the game fair and stop the same fighters from being spammed over and over, Warpool uses a fatigue system.
After enough consecutive uses, a comrade enters a cooldown period and cannot be used again until that cooldown ends.
This is why a fighter may appear disabled in the queue entry screen with a live countdown showing when it becomes usable again.
Warpool is designed so the important actions happen through contracts and automated worker flows, not through manual admin action.
Entries, reservations, battle settlement, payout handling, capture processing, and marketplace relisting all follow the live rules set by the system configuration.
If those rules are changed through governance, this page updates automatically because the config panels below are read from the latest database snapshot.