Two bases, one lane and a resource that refills over time. Lane battles are usually won by spending well, not spending fast. The examples below use Riftmarch’s own units and numbers.
Open cheap and keep mana flowing
Each Riftmarch battle starts with 60 mana, which refills at about 6 per second up to a 200 cap at first. Squires (15 mana) and Slingers (20) hold the lane while mana builds. A full bar is income you are not using, so spend before it caps.
Win trades to fund the next wave
Every kill refunds 45 percent of the victim’s mana cost to your side. A fight your units win cheaply pays for the next summons, while feeding single units into a large enemy group loses mana and ground. Gather a few units behind a sturdy front before you push.
Answer each threat with its counter
Halberdiers deal triple damage to large and colossal foes. Longbows and the Thunder Roc are built to shoot down fliers. The Fire Salamander and Frost Giant hit crowds, and the Shadow Wraith hunts archers and support units. A heavily armored Bulwark soaks damage at the front. The in-game Codex lists what each unit beats and what beats it.
Keep your hero alive
The Riftcaller hits hard while standing still and fires three abilities: Rift Lance, Warding Slam and Rift Surge. While the hero is down, mana flows a third slower, so walk them up behind the front line instead of leading the charge.
Save spells for the turning point
Spells unlock as the campaign advances. Meteor (60 mana) crashes into ground troops in an area, Frost Nova (45) freezes every foe it covers, fliers included, Rally (35) makes allies hit harder and march faster for a few seconds, and Mending Light (50) heals allies and your hero. Cast them when a fight is about to tip, not on a single enemy.
Plan for the Rift Titan
The Rift Titan costs 250 mana, more than the 200 your pool holds at the start, and its summon takes 60 seconds to recharge. Buy the first Mana Well upgrade on the Fortress tab before relying on it, then summon it when the lane is stable so it reaches the enemy camp with support.
A 22-battle summoning war campaign
Practice in Riftmarch
By Goblin Originals
Controls
Tap cards and powers, or 1–8, A/D, J K L and Q W E R
Progression
22 stages, three stars each and Endless Siege
Summon soldiers and monsters through your rift gate, walk the Riftcaller along the lane and break enemy camps across four regions, each ending with a three-phase boss.
Stars earn gems for unit tiers, monster unlocks, spells, walls and mana upgrades, so a lost battle can be retried with a stronger army. Progress saves automatically on Goblin Arcade.
In Riftmarch, Halberdiers. They deal triple damage to large and colossal foes, such as the Soot Ogre, the Boiler Brute and every region boss, and cost only 30 mana. Summon a few to fight alongside your front line.
How do I earn three stars?
A win earns one star. Meeting any one of the three goals (fortress health, battle time or units lost) earns two, and meeting all three earns three. New stars pay extra gems.
Why can I not summon the Rift Titan?
Its 250-mana cost is above the starting 200-mana cap. Buy the first Mana Well upgrade on the Fortress tab to raise the cap to 250.
Riftmarch is our original side-scrolling war game. Unit names, costs and counters here are Riftmarch’s own; other lane battle games balance their armies differently.