PvP Daily Glory
A per-match, daily and weekly reward loop layered on ranked PvP — quests, chests, a season pass and an honest, inflation-proof payout.
What is Daily Glory?
Ranked PvP (2v2, 3v3, 5v5 and a 1v1 queue) now pays out a structured reward loop on top of your MMR. There are three cadences — every match, every day and every week — plus a season pass that runs across all of it. Everything pays in Activity Points (AP), Season Points (SP), chest keys and cosmetics. Grindable rewards never pay direct minted CBT, which is what keeps the loop generous without inflating the economy.
Per-Match Payout
Points are earned on every ranked match, win or lose, so even a rough session still pushes your season and weekly progress forward.
Daily Checkpoints
Auto-tracked in the Daily Glory panel — no quest to accept, they simply tick over as you play.
Daily Quests
3 quests per day, deterministic per character and day, auto-granted on login: always the anchor plus 2 random from the pool. Each task pays 20 AP (heavier tasks add keys).
Weekly Track
8 fixed tasks that reset every Monday at 00:10 UTC. The more you complete, the better the chest you open — the ladder rewards consistency, not just a single big day.
| Tasks done | Chest | AP reward |
|---|---|---|
| 3 tasks | Common chest | +60 AP |
| 5 tasks | Uncommon chest | +120 AP |
| 7 tasks | Rare (blue) chest | +200 AP |
| 8 tasks | Rare chest + bonus | +300 AP |
PvP Chests
PvP chests reuse the lootbox open and re-spin flow, retitled as PvP Chests. Their drop tables scale by your MMR bracket, so rewards grow as you climb.
Season Pass
A Season Points track with milestones. SP accumulates from matches, dailies and the weekly track, and runs in two parallel lanes.
Why No Direct CBT?
CBT is only ever emitted by a single capped weekly pool — emission per active player times the number of active players, capped at 1,000,000 CBT per week. That pool is split 70% to players, 10% to marketing, 10% to dev and 10% to kingdoms, and a player's share is their AP relative to the median, capped at 3x. So feeding AP through PvP redistributes the existing capped pool rather than minting new supply.
Anti-Abuse
| Abuse vector | Defense |
|---|---|
| Win-trading on a friend | Rewards come only from the ranked queue, where you don't pick your opponent — never from legacy challenges or bots. |
| Infinite win-farm | Rewards are tied to daily and weekly cadence caps, not paid per individual win. |
| MMR derolling | Chest tier is gated by your rating bracket, so dropping rank to farm weaker players backfires. |
| Instant surrender | A match must meet a minimum validity before any payout, so quick forfeits earn nothing. |
| CBT inflation | Payouts run through AP redistribution of the capped pool, never direct minting. |
| Double-claim races | Every grant carries an idempotency key, so a reward can never be claimed twice. |