How to play & controls Fivewells
Fivewells is a five-against-five battle between the Dawn Legion and the Embers, seen from an angled overhead camera. It uses MOBA controls, right-click to move and Q, W, E, R and F for skills, but has no lanes or neutral monsters. Each battlefield is won by its objective: flags in Windsplit Valley, wells in Dry Basin, the altar in Altar of Storms.
Levels run from 1 to 10 within a match. You start with three skill points and gain one per level, 12 in all, while Q, W, E, F and the V lockdown rise to rank 4 and the R ultimate to rank 2: 22 ranks for 12 points. C, a class defensive, needs no points.
Height matters. High ground sits on 4–5 m cliffs climbed only by ramps, melee cannot reach across more than 1.5 m of height, and jumping down costs health.
Goal
The Dawn Legion and the Embers fight five against five. The first team to complete the battlefield objective (capture the flag, hold control points or hold the altar) wins.
How it works
- Log in with your GameNow account. If you are new, try moving, skills and the flag step by step in the lobby's Training Ground.
- For a real match, choose your class → battlefield → Ready for battle in the lobby, then head out. AI fills any empty slots.
Modes
Training
Nine skippable steps against dummies that never move, from moving and learning a skill to pinging, climbing a ramp and returning a flag. No account needed.
AI practice match
Choose a battlefield, a class and Easy, Normal or Hard. Only enemy bots change: Easy reacts every 0.5 s and uses 45% of skill chances, Hard every 0.15 s and all of them. Your bot teammates play Normal, P pauses, and MMR is untouched.
Join battle
The ranked public queue. Bots fill missing seats, with classes picked so each team has at least one tank and one healer.
Friend room
A four-character code or link, 2 to 5 per team, AI in empty seats and no MMR change; the room survives the match.
Windsplit Valley (Capture the Flag)
15 minutes; first to three captures. A capture counts only while your own flag is home, and a tie at time goes to the team that captured last.
Dry Basin (Point Control)
20 minutes, five wells; first to 1,600 resources. You respawn at your base or a held well, whichever is nearest to where you fell.
Altar of Storms (Altar Control)
12 minutes. 1 point per second while only your side stands within 9 m of the altar, whatever the headcount; 200 wins.
Controls
| Action | Mouse & keyboard | Touch | Gamepad |
|---|---|---|---|
| Move / attack | Right-click ground or an enemy; A + click attack-moves; S stops | Tap ground or an enemy | X at the cursor (left stick moves it) |
| Select target | Left-click; Shift + skill casts on yourself | Tap an ally | A |
| Skills Q W E R | Q W E R; ground skills land at the cursor, Esc cancels | Tap the slot; for ground skills, then tap the spot | Y, RB, LB, RT |
| Extra and defensive skills | F, V; C needs no points | Tap the F, V or C slot | LT for F |
| Learn a skill | Ctrl + skill key, or the slot's + | Tap the slot's + or an unlearned slot | — |
| Trinket | T | Rightmost action-bar slot | — |
| Team ping | Alt + click: rally (attack on an enemy); Alt + right-click: danger | Hold 0.6 s on ground or an enemy | — |
| Camera | Arrows, screen edge in fullscreen; Space recenters; 1–4 or wheel for distance | Drag, pinch, ⌖ to recenter | D-pad pans |
| Scoreboard, pause, menus | Tab; P pauses solo play; F1 help, F2 quality, F3 fullscreen, F4 sound | ☷, ⏸ and ⚙ buttons | — |
Tips
- Windsplit Valley: bring the enemy flag to your flag stand 3 times. Dry Basin: reach 1,600 resources by holding control points. Altar of Storms: reach 200 points by holding the altar. The first team to do so wins.
- Attacking from high ground gives you more range and damage. High ground can only be reached by ramps.
- The lobby's AI practice match lets you fight Easy, Normal or Hard AI like a real match, with no rating at stake.
Strategy tips
Stay near your Warrior
Allies within 7 m of a living tank take 8% less damage (Guardian Aura), and enemy bots drop their healer priority for a Priest inside it unless they are Rogues or their team trails on score. Bots target flag carriers first, then enemies you mark with an attack ping.
Keep hitting casters
Each hit pushes an enemy cast back 0.35 seconds, uncapped until it is back at the start; only channels are exempt. Stuns break casts, Shield Bash interrupts with a 1.2-second silence, and a move order cancels your own cast.
The carrier's clock
A flag carrier takes 8% more damage, plus 8% every 15 seconds up to 80% after 2:15, and receives half healing, so escort with slows and blocking. A dropped flag returns after 10 seconds or at its own team's touch, but an enemy reaching it first carries it on.
Three wells, not two
One well yields 1.05 resources per second, 1,260 in 20 minutes and never enough; two yield 2.5 (about 10.7 minutes to 1,600) and three 4.1 (about 6.4). New wells produce after 6 seconds. Capture takes 8 seconds alone and 4 with four, enemy wells flip in one go, a contested well moves only by the headcount difference, and stealthed players don't count.
One body holds the altar
Altar points tick at the same rate for one holder or five, and one enemy inside stops them, so one can hold while the rest fight outside. The 4 m plateaus beside it overlook the altar but lie outside the circle, and everyone respawns at base here, so a wipe buys time.
Use height and falls
Downhill attacks gain 20% range and 8% damage; uphill attacks lose 15% range. Melee basic attacks, Charge and enemy-targeted skills with 5 m reach or less fail across more than 1.5 m of height. Clicking within 10 m below an edge jumps, costing 7% of max health per meter beyond 1.2 m: about 20% from 4 m, 27% from the hill under Ash Well.
Count the respawn waves
Your wait is 8 seconds plus 1.5 per level, and you rise on the first 10-second wave after that wait minus 5 seconds (at least 5): 5–15 seconds at level 1, 18–28 at level 10. Both teams share the wave clock shown on the HUD, and the trailing team waits up to 25% less.
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