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Wildcard News

Tournament Scoring Improvements Now Live

[p][/p][p][/p]
SCORING UPDATE
[p]We’ve applied several tuning updates to improve fairness and better reward strong competition.[/p][p][/p][p]Changes[/p]
  • [p]Win streak bonus reduced[/p]
  • [p]New bonus for defeating higher-ELO opponents (part of the victory bonus)[/p]
  • [p]Additional stat tuning to correct values that were spiking too high or too low[/p]
[p][/p][h3]⚠️ WEEKLY LEADERBOARD NOTICE[/h3][p]The Weekly Score Page display is currently being fixed.[/p]
  • [p]Weekly scores are tracking correctly[/p]
  • [p]No action is needed from players[/p]
  • [p]Do not worry about weekly placements yet — we’ll confirm once the page is fully resolved[/p]

Wildcard Tournaments Start January 7th!

[p][/p]
THE WILDCARD TOURNAMENTS START JANUARY 7th!
[p][/p][p]The new year starts wild.[/p][p]The arena is open.[/p][p]The leaderboards are live.[/p][p][/p][p]And up to $40,000 in prizes are on the line this January.[/p][p][/p][p]Wildcard Tournaments run January 7 – January 25 with Daily and Weekly Leaderboard events designed to reward skill, efficiency, and mastery, not endless grinding.[/p][p][/p][h2]TOURNAMENT FORMATS[/h2][h3]DAILY TOURNAMENTS (Wednesday–Friday)[/h3]
  • [p]Play anytime from 9:00 AM – 12:00 AM (Midnight) EST[/p]
  • [p]Every match earns a performance score (win or lose)[/p]
  • [p]Only your top score of the day hits the leaderboard[/p]
  • [p]Up to $2,080 paid out per daily tournament[/p]
[p][/p][h3]WEEKLY TOURNAMENTS[/h3]
  • [p]Runs Wednesday – Sunday[/p]
  • [p]Your top 5 scores of the week determine placement[/p]
  • [p]Up to $5,000 paid out per week[/p]
[p][/p][h2]HOW SCORING WORKS[/h2][p]Wildcard Tournaments reward how well you play, not just whether you win.[/p][p]Every match generates a single performance score based on factors like:[/p]
  • [p]Champion KOs[/p]
  • [p]Wildcards claimed[/p]
  • [p]Summon damage[/p]
  • [p]And more[/p]
[p]You can play as many matches as you want during the window, but only your best scores matter.[/p][p]More details are available in-game under the Tournaments tab.[/p][p][/p][h2]WHO CAN ENTER[/h2]
  • [p]18+ years old[/p]
  • [p]250+ unlocked Summons[/p]
[p][/p][p]Missing some?[/p][p]The Summon Bundle ($24.99) unlocks all 269 Season 0 Summons and will be available in the shop.[/p][p][/p][p]This is the start of Wildcard’s competitive era.[/p][p][/p][p]See you in the arena.[/p][p][/p][p][/p]

Wildcard Preseason Open #2 is LIVE TODAY (Dec 26) Up to $2,500

[p][/p][p][/p][p]Hello Wild Ones! [/p][p][/p][p]It’s tournament day![/p][p][/p][p]The second Wildcard Preseason Open is happening TODAY (Dec 26) with a prize pool of up to $2,500.[/p]
  • [p]Live window: 9:00 AM – 12:00 AM (Midnight) EST[/p]
  • [p]Prize pool: Up to $2,500[/p]
  • [p]This is part of preseason testing as we sharpen the system ahead of the Official Wildcard Tournaments Launch on Jan 7.[/p]
[p][/p][h2]Dec 19 Tournament Results Top 8[/h2][p]Here are the Top 8 from the Dec 19 Preseason Open:[/p]
  1. [p]megatruckporrudo 3102.26 ($500)[/p]
  2. [p]drkz1 2882.88 ($500)[/p]
  3. [p]TheSneakySprite 2706.24 ($400)[/p]
  4. [p]Snorlaxsniper 2689.64 ($400)[/p]
  5. [p]legit.siano 2678.89 ($300)[/p]
  6. [p]Higure 2677.67 ($300)[/p]
  7. [p]Hori 2665.53 ($200)[/p]
  8. [p]SIO ALEX AG⚡DAO 2509.19 ($200)[/p]
[p][/p][p]The full list of Top 64 winners (all prize recipients) will be posted in our Gitbook here: [/p][p]https://wildcard-alliance.gitbook.io/wildcard/preseason-open-december-19th[/p][p][/p][p][/p][h2]Today’s Tournament Update Highlights[/h2][p](Full patch notes are already live in Discord; these are the high-level highlights.)[/p][p]Based directly on player behavior and tournament data from last week, today’s tournament includes key changes designed to improve fairness, clarity, and competitiveness:[/p][p][/p][h3]Highlights[/h3][p]Performance-Per-Minute Scoring[/p]
  • [p]Rewards efficiency + consistency instead of match length[/p]
  • [p]Full stat-weight overhaul[/p]
  • [p]Win bonus now includes win streak scaling[/p]
  • [p]Removes “optimal end timing” strategies[/p]
  • [p]We will still be monitoring for collusion and match fixing[/p]
[p]ELO-Based Matchmaking[/p]
  • [p]Matchmaking starts by ELO[/p]
  • [p]Slightly longer queues[/p]
  • [p]Much better match quality and fairer scoring opportunities[/p]
[p]Spawner Summon Limits[/p]
  • [p]Spawner summons spawn less per activation[/p]
  • [p]Prevents runaway board states while keeping summon identity intact[/p]
[p]Full Scoring Transparency[/p]
  • [p]Scorecards show exact stat values[/p]
  • [p]Hover standings to see point breakdown per match[/p]
  • [p]No more guessing it’s all visible[/p]
[p][/p][h2]⚖️ Fair Play Reminder[/h2][p]We will continue to monitor for collusion, match fixing, and exploitative behavior. Matches may be invalidated at the organizer's discretion.[/p][p][/p][p]Thanks again for helping us stress-test. [/p][p][/p][p]The preseason launch is coming Jan 7.
[/p][p]See you in the arena.[/p][p][/p]

Wildcard Tournament Results & Major Scoring Updates

[p][/p][p][/p][h2]Wildcard Tournament Results & Updates[/h2][p]Event: Friday, Dec 19, 2025
Prize Pool: $5,000
Status:  Scores Verified | Final Placements Processing[/p][p]Thanks to everyone who competed in last Friday’s Wildcard tournament. This was one of our strongest events yet in terms of participation, match volume, and data clarity.[/p][p][/p][h3]Results Status[/h3]
  • [p]All scores have been fully verified[/p]
  • [p]Final placements are being pushed to the Thousands portal ASAP[/p]
  • [p]Payouts will process alongside our first payout window in early January
    [/p]
[h2]Tournament Highlights[/h2]
  • [p]Unique players: 164[/p]
  • [p]Total matches played: 2,535[/p]
  • [p]Average match time: 7.26 minutes[/p]
  • [p]Average final score: 1,314[/p]
  • [p]Highest single-game score: 3,102[/p]
[p][/p][h3]Meta Snapshot[/h3]
  • [p]Locke and Gane dominated play rate and top-end performance[/p]
  • [p]Summon-focused play drove the majority of scoring (over 30% from Summon vs Summon damage)[/p]
  • [p]The most successful players consistently balanced objective pressure and PvP, rather than hard-focusing one or the other[/p]
  • [p]K/D ratio proved to be the strongest predictor of success — players above 3.0 K/D won 100% of their matches[/p]
[p][/p][h2]Updates for This Friday’s $2,500 Tournament[/h2][p]Based directly on last week’s data and player behavior, we’re rolling out the following changes:[/p][p][/p][h3]Spawner Summon Limits[/h3][p]We saw summon counts balloon well beyond intended pressure levels.[/p][p][/p][p]Spawner summons will now be capped by total active summons on the field, preventing runaway board states while keeping their identity intact.[/p][p][/p][h3]Scoring Shift: Performance Per Minute[/h3][p]Players correctly identified optimal game lengths and summon loops.[/p][p]Scoring is moving to a performance-per-minute model[/p]
  • [p]All stats remain the same[/p]
  • [p]Scores are now based on consistency and efficiency, not game length[/p]
  • [p]Any match duration can score well if played efficiently[/p]
  • [p]Full overhaul on how much each stat contributes to a score[/p]
  • [p]Win bonus has a win streak added to it now[/p]
[p][/p][p]This removes “optimal end timing”. We will still be checking matches for collusion and match fixing.[/p][p][/p][h3]ELO-Based Matchmaking[/h3][p]Skill gaps were creating extreme score disparities.[/p][p][/p][p]Players will now be matched by ELO to start[/p]
  • [p]Slightly longer queues[/p]
  • [p]Significantly higher match quality[/p]
  • [p]More competitive, fair scoring opportunities[/p]
[p][/p][h3]Full Scoring Transparency[/h3][p]Scoring clarity was a common request.[/p][p][/p][p]We’re fully exposing scoring data[/p]
  • [p]Scorecards will show exact stat values[/p]
  • [p]Players can hover over scores in the standings to see how points were distributed for each match[/p]
[p][/p][p]No more guessing, everything is visible.[/p][p][/p][h2]Looking Ahead[/h2][p]Last week’s data gave us incredible insight into how players optimize, adapt, and push the system. These changes are designed to:[/p]
  • [p]Reward skill and consistency[/p]
  • [p]Reduce patterns[/p]
  • [p]Improve match quality[/p]
  • [p]Make scoring fully understandable and transparent[/p]
[p][/p][p]We’re excited to see how this Friday’s tournament plays out under the new structure.[/p][p][/p][h2]Game Balance Updates[/h2][p]Ragna[/p]
  • [p]Dash count changed from 3 -> 5[/p]
[p]Bolgar[/p]
  • [p]Fixed an issue where you could reactivate the Sidekick ability while it was on cooldown[/p]
  • [p]Can no longer cancel out of the Sidekick ability[/p]
[p]Heartburn[/p]
  • [p]Initial damage changed from 60 -> 30[/p]
  • [p]Fire damage changed from 50 -> 30[/p]
[p]Spord[/p]
  • [p]Spawn time changed from 15 -> 20 seconds[/p]
[p]Volcrab[/p]
  • [p]Spawn time changed from 8 -> 15 seconds[/p]
[p]Cactiking[/p]
  • [p]Spawn time changed from 4 -> 8 seconds[/p]
  • [p]Poison Cactiking spawn time changed from 4 -> 10 seconds[/p]
[p]Deadeye[/p]
  • [p]Range changed from 30m -> 20m[/p]
  • [p]Aura Deadeye mana changed from 7 -> 9[/p]
[p]Pocus[/p]
  • [p]Ranged changed from 35m -> 20m[/p]
[p]Floraphant[/p]
  • [p]Damaged Floraphant damage changed from 75 -> 50[/p]
[p]Sembler[/p]
  • [p]Partner spawn time changed from 10 -> 30 seconds[/p]
[p]Pyrokeet[/p]
  • [p]Egg health changed from 75 -> 125[/p]
[p]Buckshot[/p]
  • [p]Last Stand mana changed from 4 -> 5[/p]
[p]Razorpaw[/p]
  • [p]Initial hit happens faster[/p]
[p][/p][p][/p]

Performance Scoring & Match Quality Update

[h2][/h2][p][/p][h3]Spawner Summon Limits[/h3][p]We saw summon counts balloon well beyond intended pressure levels.[/p][p][/p][p]Spawner summons will now be capped by total active summons on the field, preventing runaway board states while keeping their identity intact.[/p][p][/p][h3]Scoring Shift: Performance Per Minute[/h3][p]Players correctly identified optimal game lengths and summon loops.[/p][p]Scoring is moving to a performance-per-minute model[/p]
  • [p]All stats remain the same[/p]
  • [p]Scores are now based on consistency and efficiency, not game length[/p]
  • [p]Any match duration can score well if played efficiently[/p]
  • [p]Full overhaul on how much each stat contributes to a score[/p]
  • [p]Win bonus has a win streak added to it now[/p]
[p][/p][p]This removes “optimal end timing”. We will still be checking matches for collusion and match fixing.[/p][p][/p][h3]ELO-Based Matchmaking[/h3][p]Skill gaps were creating extreme score disparities.[/p][p][/p][p]Players will now be matched by ELO to start[/p]
  • [p]Slightly longer queues[/p]
  • [p]Significantly higher match quality[/p]
  • [p]More competitive, fair scoring opportunities[/p]
[p][/p][h3]Full Scoring Transparency[/h3][p]Scoring clarity was a common request.[/p][p][/p][p]We’re fully exposing scoring data[/p]
  • [p]Scorecards will show exact stat values[/p]
  • [p]Players can hover over scores in the standings to see how points were distributed for each match[/p]
[p][/p][p]No more guessing, everything is visible.[/p][p][/p][h2]Looking Ahead[/h2][p]Last week’s data gave us incredible insight into how players optimize, adapt, and push the system. These changes are designed to:[/p]
  • [p]Reward skill and consistency[/p]
  • [p]Reduce patterns[/p]
  • [p]Improve match quality[/p]
  • [p]Make scoring fully understandable and transparent[/p]
[p][/p][p]We’re excited to see how this Friday’s tournament plays out under the new structure.[/p][p][/p][h2]Game Balance Updates[/h2][p]Ragna[/p]
  • [p]Dash count changed from 3 -> 5[/p]
[p]Bolgar[/p]
  • [p]Fixed an issue where you could reactivate the Sidekick ability while it was on cooldown[/p]
  • [p]Can no longer cancel out of the Sidekick ability[/p]
[p]Heartburn[/p]
  • [p]Initial damage changed from 60 -> 30[/p]
  • [p]Fire damage changed from 50 -> 30[/p]
[p]Spord[/p]
  • [p]Spawn time changed from 15 -> 20 seconds[/p]
[p]Volcrab[/p]
  • [p]Spawn time changed from 8 -> 15 seconds[/p]
[p]Cactiking[/p]
  • [p]Spawn time changed from 4 -> 8 seconds[/p]
  • [p]Poison Cactiking spawn time changed from 4 -> 10 seconds[/p]
[p]Deadeye[/p]
  • [p]Range changed from 30m -> 20m[/p]
  • [p]Aura Deadeye mana changed from 7 -> 9[/p]
[p]Pocus[/p]
  • [p]Ranged changed from 35m -> 20m[/p]
[p]Floraphant[/p]
  • [p]Damaged Floraphant damage changed from 75 -> 50[/p]
[p]Sembler[/p]
  • [p]Partner spawn time changed from 10 -> 30 seconds[/p]
[p]Pyrokeet[/p]
  • [p]Egg health changed from 75 -> 125[/p]
[p]Buckshot[/p]
  • [p]Last Stand mana changed from 4 -> 5[/p]
[p]Razorpaw[/p]
  • [p]Initial hit happens faster[/p]
[p][/p][p]See you in the Arena[/p]