How Clash works
Four brawlers with three lives each, and the last one standing pays 3.8x. Knockback, the KO beat, sudden death, tie rules and the three Drops.
Clash is a four-way brawl on a floating island: "Four brawlers. Last one standing." Back the fighter who's left at the end and your pick pays 3.8x, stake included, so 100 comes back as 380.

How a fight plays
Four brawlers fight on a floating island with two side ledges and a platform up top, and a fight typically lasts about 39 seconds. Each hit adds damage, and the more damage a fighter carries, the further the next hit sends them. Fly far enough off the island, sideways, up or down, and that fighter loses a life.
Everyone starts with 3 lives. Every lost life gets a beat of its own: for 1.5 s nobody starts a new attack, though a swing already wound up still lands, and the camera holds on the knockout. The fighter who went out comes back on a platform at the top as the beat ends, with damage reset to 0 and 2 s where they can't be hurt. So knockouts land one at a time instead of in a pile-up.
Spawn spots and fighting styles are dealt by the round's seed, so all four start with the same 1 in 4 chance.
How the winner is decided
The last fighter with lives left wins. If more than one is still in at 41 seconds:
- The fighter with the most lives left wins. The play-by-play reads, for example, "Hanzo wins on stocks".
- If two or more are tied for most lives, everyone else is out on stocks. The tied fighters go to sudden death with one life each and damage raised to at least 100, for up to 4 seconds. The card says "Sudden death! Next KO wins".
- If sudden death runs out, the fighter with the lowest damage wins, then the one who dealt the most.
- An exact tie on both is void, and every pick is refunded.
If the last fighters go out at the same instant, the one who dealt more damage wins. Nothing runs past the 45-second cap. A fight won by a knockout after the sudden-death call says In sudden death on the result, and a clip of it says so too.
Drops in Clash
A Drop waits for its fighter. If the target is knocked out or coming back when the Drop lands, or airborne or inside a Bubble when a Banana lands, they get it the moment they're back in play. A fighter who's out of lives gets nothing.
| Drop | Kind | What it does |
|---|---|---|
| Power glove | Speed | For 3 s, hits knock back 1.45x as far and do a little more damage. The fighter also moves 1.2x faster and takes less knockback. |
| Bubble | Shield | For 2.5 s, no knockback and only a third of the damage. Attackers bounce off staggered. |
| Banana | Chaos | Stunned for 1.1 s and sliding toward the nearer edge of the island. |
The server picks which Drop you get and which fighter it hits. Prices and limits are on how Drops work.
What the scoreboard shows
The strip across the top has one chip per brawler, in standing order. Hearts show lives left, and damage shows as heat on the ring around each face. On stage, a clean hit pops the damage it dealt beside the fighter's head. The leader's chip is bigger and wears the crown, and a fighter who's out shrinks away.
