Battle For Giostone is a five-against-five battle arena played in your browser. Break the enemy throne within twenty-five minutes, or win the final arena that follows. Every match is decided by thirty minutes.
Two bases in opposite corners, three lanes between them and a river through the middle. The Deccan side is lava rock and red trees; the Glacic side is frozen ground and blue ice crystal. Each base is a throne guarded by towers, and creeps march down every lane from thirty seconds in.
Destroy the enemy throne and the match is over. Fail to do it in time and the final arena will decide it.






Deccan holds the bottom-left corner and Glacic the top-right. The top and bottom lanes run along the edges of the map, the middle lane cuts straight between the two bases, and the river crosses it from one of Gio’s pits to the other.
Each side has nine towers, three on every lane, a fountain behind its throne, and a well and seven neutral camps out in its forest.

Gio, the dragon, spawns three times in every match, at the top-left or bottom-right of the map. Kill him and he drops a stone. Each stone gives your whole team its own bonus while one of you carries it, and one Hero can carry only one.
Carrying a stone makes a Hero tougher (+15% maximum health) but slower (−10% movement speed), and a carrier is always visible on the minimap. When a carrier dies, the stone drops where they fell, for anyone to pick up. Bait with it, chase it, or ignore it and push the throne while the enemy guards it.
Gio drops one stone each time he falls, and each stone gives a different bonus to the team that carries it. The bonus lasts while the stone is carried; when the carrier dies, the stone drops where they fell. Hold all three and your team has every bonus at once.
Each team has its own well out in its jungle: Deccan’s burns in the jaws of a dragon’s skull, Glacic’s pools at the roots of a frozen tree. Stand in it for three seconds and it gives back 70% of your health and mana, enough to turn a lost lane around without walking all the way home.
Then it goes dark for you for ninety seconds. Each Hero has their own clock, so drinking from it early can cost you the fight that comes after it.


A thirty-minute cap is the point of the game: you always know you will be done by then.
Classic lanes. Farm creeps, level up, buy items, break towers and go for the throne.
Each time he falls he drops a stone. Kill him three times and your team holds all three.
No throne down? Every Hero, dead or alive, is teleported into a shrinking arena with no respawns. The last fight decides it.
Abilities are equipment. Every Hero wears four: one for the hands, one for the legs, one for the body and an ultimate for the head, and no ability can sit in two slots at once.
Any Hero can wear any ability: there are no class locks and no class penalties. Build for the role you want to play, a bruiser, a healer, a nuke, and pick the Hero that fits it.





Heroes start every match at level 1 and grow their attributes as they level by killing creeps and Heroes. Every Hero, melee or ranged, gains the most of its main attribute per level: strength for Warriors, agility for Assassins, intelligence for Wizards. Each point of a Hero’s main attribute also adds +1 damage.