Esports Godfather World Championship Update Preview Pt2
Hello coaches, this is Moto Sisyphus from Asteroid Studio!
Thank you for your continuous support and attention. The content for the new version update is being systematically developed and tested. As Moto and 1000Water are currently occupied with the design of new game, and I am primarily responsible for designing the World Championship process, I will continue to reveal some of the update content for Version 3.0 to you today.
[h3]The following images are for illustrative purposes only and not final effects.[/h3]
[h2]I. World Championship[/h2]
I believe many coaches have already formed an extremely powerful team in the Premiere League, won the league championship, and entered a realm of seeking worthy opponents. The entire World Championship process will serve as the ultimate challenge to test coaches' adaptability to version rules and their understanding of athlete construction (trait cards, hero pools).
The World Championship competition process will be completely different from previous ones, posing new challenges to coaches. Compared to the previous league, the World Championship schedule will be more compact. Coaches and athletes will travel to a dedicated World Championship venue for a two-month competition. The schedule is divided into three stages: group stage, knockout stage, and finals.
Group Stage: 16 teams from four major divisions will be randomly divided into 4 groups via lottery, competing in 3 BO1 round-robin matches. The top 2 teams with the most wins in each group will advance.
Knockout Stage: The 8 advancing teams will be divided into upper and lower brackets via lottery, competing in 2 BO3 elimination matches (loser-out).
Finals: The final 2 advancing teams will compete in a BO5 to determine the world champion.
A true world champion must be a team adaptable to any version. Even if a team qualifies as the No. 1 seed from their division, coaches cannot afford to be negligent. With a tighter schedule, version rule changes will be more frequent. There will be no scenario where a "meta team" wins the championship in the World Championship. Version rules will change before each group stage match, and between each small game in the knockout and finals, the rules will also shift. Coaches must exert 200% version insight—no match can be taken lightly, and winning the world championship cannot rely on luck alone.
The World Championship will also test athletes' hero pool depth and proficiency. Athletes must balance both aspects; "one-trick ponies" with shallow hero pools will struggle. The knockout and finals will use Global BP (banned picks), meaning heroes used in previous matches cannot be reused. To ensure the final BO5 game remains exciting, if the score is tied 2:2, the last game will lift the ban on 40 previously banned heroes, skipping the BP phase—both sides will directly select heroes blindly, allowing them to clash with their ideal lineups!
To adapt to frequent version changes, athletes now have Backup Tactics. Each athlete can store up to 3 trait cards in their backup tactics, which are not used in matches but can be swapped with trait cards in any tactical style before a game begins. This allows coaches to tailor and adapt their deck construction to version rules with higher precision.
With more volatile version rules, athletes' strength and adaptability need greater improvement. Beyond World Championship matches, the original league affairs can no longer meet demands—all original club matters will be replaced by new World Championship-exclusive tasks.
Adjustment Training: Before each weekly World Championship match, the official will provide several random training programs (some may be free, requiring training points). Each athlete can only undertake one program, so coaches must allocate them based on athletes' characteristics. These programs can:
-greatly improve specific ability levels,
-adjust hero pools to fit the version,
-grant higher-level skills,
-or even enable special effects for athletes ****!
Training programs have levels—higher-level programs bring more significant ability boosts. Higher-level programs are more likely to appear in later stages. Coaches striving for perfection can reset to refresh new programs if dissatisfied.
Tactical Adjustment (Pre-Match): After each adjustment training, a "Tactical Adjustment (Pre-Match)" task follows. The card shop here offers up to 5 trait cards for purchase with training points, allowing coaches to optimize their athletes' decks based on current version rules. Coaches can also spend coach points to refresh the shop for more targeted cards.
Tactical Adjustment (In-Match): Similar to Tactical Adjustment (Pre-Match), this offers 3 free trait card replacements and 2 free resets, activated during version rule changes between knockout/finals matches to optimize deck and hero pool construction.
Hero Pool Adjustment: Unused reset times from in-match tactical adjustments can be used to retrain a hero in the athlete's pool while retaining original proficiency levels.

Intense matches can push athletes to their limits. After each World Championship match, acquired skills can be freely allocated to athletes, and there is a chance to obtain powerful Level 4 skills—the new ceiling for athlete upgrades.

[h2]II. High Tower Division (Rogue division)[/h2]
Fast-Paced Gameplay
This division is suitable for coaches who prefer pure card-playing and straightforward athlete development. Outside of matches, processes are simplified—there is no club management component. Coaches only need to focus on cultivating athlete abilities and in-match card strategies, defeating opponents of gradually increasing strength.
New Hero Mastery System
In this division, hero proficiency is redefined. We have added 200+ new hero mastery for this mode, and proficiency no longer forces "choose one of two/three options per level." Instead, coaches can freely select mastery from training courses and assign them to suitable heroes.
Hero mastery now offer more than just basic stats like attack and HP—athletes can also gain extra hit rate, evasion rate, resource group rewards, higher starting levels, initial funds, and even alter equipment prices.
New hero-exclusive proficiency upgrades bring unprecedented gameplay changes:
-Beverly's Maintenance can be cast on heroes for full-map bombing.
-Dylan is no longer a supporting role—casting his hero card on himself grants stronger effects, allowing him to carry the team.
-Peiniang Zhu gains critical hit rate from Lighting Mark effects, dealing significant direct damage.
-Paisai can even break the level cap and reach Level 25, unlocking more powerful abilities.
...
New Training Mechanism
Before each match, training courses and version rules will randomly form 3 routes for athletes to choose from. Coaches must select version rule changes, equipment pool adjustments, and suitable training courses based on their team's needs.

After choosing a route, coaches can use weekly training programs to optimize athletes' abilities, cards, hero pools, and mastery. Training points can be spent to enhance extra courses, or saved to earn interest for future use.

[h2]III. Mutation Division[/h2]
In response to coaches seeking more challenges and changeable rules, we have added a new division—the Mutation division. Here, version rules become part of the BP process, with monthly random rules replaced by a version rule pool.

Regular: 24 version rules are added to the pool each month. Before a match, 6 rules are drawn from the pool. The blue team bans 1 rule, the red team bans 2, and used rules are removed from the pool for the month.
Playoffs: All version rules are included in the pool. The process is the same as the regular season—6 rules drawn, 1 ban by blue, 2 by red, with used rules removed for the month.
Finally, thank you again for your long-term support of Esports Godfather. Development and testing for Version 3.0 are ongoing, and we strive to deliver an excellent update. Before launch, both announced and unannounced content will continue to be tested and optimized. New information will be revealed gradually—please stay tuned!
For feedback or update inquiries, feel free to reach out to us through the following channels:
Discord: https://discord.com/invite/Wpf6y7kFjp
Twitter (X) https://twitter.com/1000_Water_
Thank you for your continuous support and attention. The content for the new version update is being systematically developed and tested. As Moto and 1000Water are currently occupied with the design of new game, and I am primarily responsible for designing the World Championship process, I will continue to reveal some of the update content for Version 3.0 to you today.
[h3]The following images are for illustrative purposes only and not final effects.[/h3]
[h2]I. World Championship[/h2]
I believe many coaches have already formed an extremely powerful team in the Premiere League, won the league championship, and entered a realm of seeking worthy opponents. The entire World Championship process will serve as the ultimate challenge to test coaches' adaptability to version rules and their understanding of athlete construction (trait cards, hero pools).
The World Championship competition process will be completely different from previous ones, posing new challenges to coaches. Compared to the previous league, the World Championship schedule will be more compact. Coaches and athletes will travel to a dedicated World Championship venue for a two-month competition. The schedule is divided into three stages: group stage, knockout stage, and finals.
Group Stage: 16 teams from four major divisions will be randomly divided into 4 groups via lottery, competing in 3 BO1 round-robin matches. The top 2 teams with the most wins in each group will advance.
Knockout Stage: The 8 advancing teams will be divided into upper and lower brackets via lottery, competing in 2 BO3 elimination matches (loser-out).
Finals: The final 2 advancing teams will compete in a BO5 to determine the world champion.
A true world champion must be a team adaptable to any version. Even if a team qualifies as the No. 1 seed from their division, coaches cannot afford to be negligent. With a tighter schedule, version rule changes will be more frequent. There will be no scenario where a "meta team" wins the championship in the World Championship. Version rules will change before each group stage match, and between each small game in the knockout and finals, the rules will also shift. Coaches must exert 200% version insight—no match can be taken lightly, and winning the world championship cannot rely on luck alone.
The World Championship will also test athletes' hero pool depth and proficiency. Athletes must balance both aspects; "one-trick ponies" with shallow hero pools will struggle. The knockout and finals will use Global BP (banned picks), meaning heroes used in previous matches cannot be reused. To ensure the final BO5 game remains exciting, if the score is tied 2:2, the last game will lift the ban on 40 previously banned heroes, skipping the BP phase—both sides will directly select heroes blindly, allowing them to clash with their ideal lineups!
To adapt to frequent version changes, athletes now have Backup Tactics. Each athlete can store up to 3 trait cards in their backup tactics, which are not used in matches but can be swapped with trait cards in any tactical style before a game begins. This allows coaches to tailor and adapt their deck construction to version rules with higher precision.
With more volatile version rules, athletes' strength and adaptability need greater improvement. Beyond World Championship matches, the original league affairs can no longer meet demands—all original club matters will be replaced by new World Championship-exclusive tasks.
Adjustment Training: Before each weekly World Championship match, the official will provide several random training programs (some may be free, requiring training points). Each athlete can only undertake one program, so coaches must allocate them based on athletes' characteristics. These programs can:
-greatly improve specific ability levels,
-adjust hero pools to fit the version,
-grant higher-level skills,
-or even enable special effects for athletes ****!
Training programs have levels—higher-level programs bring more significant ability boosts. Higher-level programs are more likely to appear in later stages. Coaches striving for perfection can reset to refresh new programs if dissatisfied.




Intense matches can push athletes to their limits. After each World Championship match, acquired skills can be freely allocated to athletes, and there is a chance to obtain powerful Level 4 skills—the new ceiling for athlete upgrades.

[h2]II. High Tower Division (Rogue division)[/h2]
Fast-Paced Gameplay
This division is suitable for coaches who prefer pure card-playing and straightforward athlete development. Outside of matches, processes are simplified—there is no club management component. Coaches only need to focus on cultivating athlete abilities and in-match card strategies, defeating opponents of gradually increasing strength.
New Hero Mastery System
In this division, hero proficiency is redefined. We have added 200+ new hero mastery for this mode, and proficiency no longer forces "choose one of two/three options per level." Instead, coaches can freely select mastery from training courses and assign them to suitable heroes.
Hero mastery now offer more than just basic stats like attack and HP—athletes can also gain extra hit rate, evasion rate, resource group rewards, higher starting levels, initial funds, and even alter equipment prices.
New hero-exclusive proficiency upgrades bring unprecedented gameplay changes:
-Beverly's Maintenance can be cast on heroes for full-map bombing.
-Dylan is no longer a supporting role—casting his hero card on himself grants stronger effects, allowing him to carry the team.
-Peiniang Zhu gains critical hit rate from Lighting Mark effects, dealing significant direct damage.
-Paisai can even break the level cap and reach Level 25, unlocking more powerful abilities.
...
New Training Mechanism
Before each match, training courses and version rules will randomly form 3 routes for athletes to choose from. Coaches must select version rule changes, equipment pool adjustments, and suitable training courses based on their team's needs.

After choosing a route, coaches can use weekly training programs to optimize athletes' abilities, cards, hero pools, and mastery. Training points can be spent to enhance extra courses, or saved to earn interest for future use.


[h2]III. Mutation Division[/h2]
In response to coaches seeking more challenges and changeable rules, we have added a new division—the Mutation division. Here, version rules become part of the BP process, with monthly random rules replaced by a version rule pool.

Regular: 24 version rules are added to the pool each month. Before a match, 6 rules are drawn from the pool. The blue team bans 1 rule, the red team bans 2, and used rules are removed from the pool for the month.
Playoffs: All version rules are included in the pool. The process is the same as the regular season—6 rules drawn, 1 ban by blue, 2 by red, with used rules removed for the month.
Finally, thank you again for your long-term support of Esports Godfather. Development and testing for Version 3.0 are ongoing, and we strive to deliver an excellent update. Before launch, both announced and unannounced content will continue to be tested and optimized. New information will be revealed gradually—please stay tuned!
For feedback or update inquiries, feel free to reach out to us through the following channels:
Discord: https://discord.com/invite/Wpf6y7kFjp
Twitter (X) https://twitter.com/1000_Water_