Grand Championship – Mechanics

 

The Grand Champions of MU New Dawn: Where Legends Make History on 11 July 2026 

Southeast Asia’s Finest Champions Clash for Regional Glory

 

Rules and Regulations: Visit this link for the complete details of the Rules and Regulations [Link]

Match Mechanics: 

 

Grand Championship Finals: 1v1 Tournament Mechanics

1. General Overview & Player Setup

  • Format: 1 Player Pure Round Robin. Every player will fight against the other two finalists once, resulting in a total of three (3) match series for the entire grand championship.
  • Class Pool: Players must choose their character from the following pool: Dark Knight, Dark Wizard, Fairy Elf, Magic Gladiator, or Summoner.
  • Match Roster Lock: A player’s chosen class is strictly locked for the duration of a single match series (locked for all rounds within that specific Best-of-3).
  • Inter-Match Flexibility: Players are allowed to change their class selection when proceeding to their next scheduled match series against a different opponent.

 

2. On-Site & Equipment Rules

  • Hardware: Players must use the specific mobile phone provided by the organizer. Players are financially responsible for any hardware damage caused by negligence.
  • Account Provision: Players will be assigned a pre-generated account matching the class they choose for that specific match.
  • Account Restrictions: Players are strictly prohibited from upgrading gear, hunting, or leveling up characters/items. Accounts must be used “as-is.”
  • Consumables: The use of Health Points (HP) potions and Mana Points (MP) potions is fully allowed.
  • Punctuality: Players must be at the designated event area on time. A strict five (5) minute grace period/preparation time will be enforced per match series. Failure to appear within this window will result in an automatic match forfeiture.

 

3. Match Proper Rules

  • Match Length: All Round Robin matches are strictly Best-of-3 (The first player to reach two [2] round wins takes the overall match point).
  • Preparation Phase: Players have exactly two (2) minutes before the start of each Best-of-3 match series to allocate stat points and set up skills for their chosen class.
  • Mid-Match Class Changes: Players cannot change their class between rounds of the same Best-of-3 match (e.g., If Player 1 wins Round 1, they must use the exact same class for Round 2).
  • Disconnections: If a player disconnects mid-combat, the round continues uninterrupted. If the disconnected player is killed while offline, the opponent wins the round.
  • Engagement Rule: Players must wait for the Tournament Marshall’s official countdown (“Ready, 3, 2, 1, GO!”) before engaging. Starting early will result in a round restart or penalty.

 

4. Victory Conditions & Tie-Breakers

  • Standard Win: A round concludes only when the opposing player is completely eliminated. There is no time limit; the battle continues until a player dies.
  • The Match Timer: A timer will run during every single round to record the exact duration of the duel. This data is tracked by the Tournament Marshall solely for potential tournament tie-breakers.
  • Round Draw: If a simultaneous final elimination occurs (e.g., both players kill each other at the exact same moment), the round will be restarted.
  • Tournament Standings Tie-Breakers: If all three players end the tournament with an identical 1-1 match record, the overall Grand Champion will be determined using the following hierarchy:
  1. Fastest Win Time: Calculated by adding up the exact round durations of all victorious rounds a player secured across the entire tournament. The player with the lowest cumulative time wins the tie-breaker. (Note: Loss durations are completely ignored).
  2. Round Score Differential: If the cumulative win times are perfectly identical, the winner is the player with the highest net difference between rounds won and rounds lost throughout the entire tournament (Round Wins – Round Losses).

Top 2 teams based on challonge will battle for the Finals

In case of tie breaker, we will follow challonge rankings

  1. Match WLT
  2. TB
  3. Set Wins
  4. Set Ties
  5. Pts
  6. Fastest Time

  • Finals: Best of 5

 

Rules

  • Each player will be provided with a pre-generated account to be used on the on-ground event
  • Players cannot upgrade, hunt, level up the character, equipment, and items. These should be unchanged
  • Players will use a specific phone provided by the organizer
  • Players CANNOT use HP pots
  • Players CAN use MP pots

Match Proper

– Matches will be setup as Single Bracket Eliminations via Challonge

  • Eliminations: First 2 wins will advance
  • Finals: First 3 wins

– All Players should be at the event area on the designated time.
(only 5 minutes wait time for each player)

– Players cannot change their class once the match begins

– In case both players die at the same time, there will be a 1-minute Sudden Death Round; the first player to score a kill will be the winner. (Applicable at the Eliminations and Finals)

– Only Stats and Skills can be setup by the players within the 2 minutes prep time.

– To win a match, either kill the opponent or have the highest HP remaining after 2 minutes.

– Wait for the Marshall’s “GO SIGNAL” to Start the Duel, “Ready 3, 2, 1 Go!”

 

Grand Championship Finals: 3v3 Tournament Mechanics

1. General Overview & Team Composition

 

  • Format: 3-Team Pure Round Robin. Every team will play against the other two teams once, resulting in a total of three (3) match series for the entire finals.
  • Team Composition: A team consists strictly of three (3) players. No substitute or backup players are permitted.
  • Class Pool: Players must choose from the following pool: Dark Knight, Dark Wizard, Fairy Elf, Magic Gladiator, and Summoner.
  • Team Composition Restrictions: Within a single match, duplicate classes on the same team are strictly prohibited (e.g., a team cannot run two Dark Wizards at the same time).
  • Match Roster Lock: A team’s class lineup is strictly locked for the duration of a single match series (locked for all rounds within that specific Best-of-3).
  • Inter-Match Flexibility: Teams are allowed to change their class composition when proceeding to their next scheduled match series against a different opponent.

 

2. On-Site & Equipment Rules

  • Hardware: Players must use the specific mobile phones provided by the organizer. Players are financially responsible for any hardware damage caused by negligence.
  • Account Provision: Players will be assigned a pre-generated account matching the class they choose for that specific match.
  • Account Restrictions: Players are strictly prohibited from upgrading gear, hunting, or leveling up characters/items. Accounts must be used “as-is.”
  • Consumables: The use of Health Points (HP) potions and Mana Points (MP) potions is fully allowed.
  • Punctuality: Teams must be at the designated event area on time. A strict five (5) minute grace period/preparation time will be enforced per match series. Failure to appear within this window will result in an automatic match forfeiture.

3. Match Proper Rules

  • Match Length: All Round Robin matches are strictly Best-of-3 (The first team to reach two [2] round wins takes the overall match point).
  • Preparation Phase: Teams have exactly two (2) minutes before the start of each Best-of-3 match series to allocate stat points and set up skills for their chosen classes.
  • Mid-Match Class Changes: Players cannot change their class between rounds of the same Best-of-3 match (e.g., If Team 1 wins Round 1, they must use the exact same classes for Round 2).
  • Disconnections: The match will continue uninterrupted even if a team member suffers a disconnection.
  • Engagement Rule: Players must wait for the Tournament Marshall’s official countdown (“Ready, 3, 2, 1, GO!”) before engaging. Starting early will result in a round restart or penalty.

 

4. Victory Conditions & Tie-Breakers

  • Standard Win: A round concludes only when all three members of the opposing team are completely eliminated. There is no time limit; the battle continues until a full wipeout occurs.
  • The Match Timer: A timer will run during every single round to record the exact duration of the match. This data is tracked by the Tournament Marshall solely for potential tournament tie-breakers.
  • Round Draw: If a simultaneous final elimination occurs (e.g., the last two surviving opposing players kill each other at the exact same moment), the round will be restarted.
  • Tournament Standings Tie-Breakers: In this 3-team format, if all three teams end the tournament with an identical 1-1 match record, the overall Grand Champion will be determined using the following hierarchy:
  1. Fastest Win Time: Calculated by adding up the exact round durations of all victorious rounds a team secured across the entire tournament. The team with the lowest cumulative time wins the tie-breaker. (Note: Loss durations are completely ignored).
  2. Round Score Differential: If the cumulative win times are somehow perfectly identical down to the second, the winner is the team with the highest net difference between rounds won and rounds lost throughout the entire tournament (Round Wins – Round Losses).

Match Rules

Round Robin

Elimination Method: Round Robin

Top 2 teams based on challonge will battle for the Finals

In case of tie breaker, we will follow challonge rankings

  1. Match WLT
  2. TB
  3. Set Wins
  4. Set Ties
  5. Pts
  6. Fastest Time

  • Finals: Best of 5

– All teams should be at the event area on the designated time.
(Only 5 minutes wait time for each team per match)

– Player cannot change their class once the match begins (Ex. If Team 1 wins the 1st round, cannot change class on the 2nd Round, In case Team 1 decides to substitute a player, only the substitute player can pick the class to be used as long as it is not the same class, same goes with Team 2)

– Teams can create a Party before the match starts

– Only Stats and Skills can be setup by each player during the 5 mins preparation period.

– In case there is a draw, the round will be restarted

– To win a match, either kill all opponent team members or be the team with the highest HP remaining across all team members after 2 minutes

– Wait for the Marshall’s “GO SIGNAL” to  Start the Duel, “Ready 3, 2, 1 Go!”