Versus mode features numerous variants which can alter the gameplay, including basic rule changes, arena status changes and altering the spawning of Powerups. Powerups and Curses can be made active for all players or assigned on a per player basis by pressing the Right Shoulder button when highlighting the desired variant. Some variants require certain stages to be unlocked in Quest mode before becoming available.
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Disable All Unselects all Variants, returning to the default settings. |
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Randomize Automatically selects 3-5 random variants. |
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Tournament Rules The standard variant set for competitive play. It includes No Autobalance and Symmetrical Treasure. |
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Team Tournament Rules The standard variant set for team competitive play. It includes No Autobalance, Symmetrical Treasure and Team Revive. |
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Presets A, B, C, D and E Up to 5 custom Variant presets can be stored and easily recalled using the presets labelled A, B, C, D and E. Press the Right Trigger button to clear a stored preset. |
Rules
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No Autobalance - disables score-based arrow and shield advantages When autobalance is active, players who are leading start with fewer arrows whilst players who are trailing by 3 or more points start the round with a shield. No Autobalance is a standard variant in competitive play. |
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Weak Autobalance - disables score-based shield advantages. Players who are leading will start with fewer arrows. |
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No Friendly Fire - prevents hurting self or teammates Arrows will pass harmlessly through their owners or teammates. Brambles will not harm their owners or teammates. All stage hazards and explosions are still lethal to all players. |
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No Time Limit Disables the Sudden Death miasma. Rounds can last indefinitely. |
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Sudden Death Sudden Death miasma appears at the beginning of each round. |
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Team Revive - in Team Deathmatch mode, resurrect your dead friends Fallen players can be revived by having a teammate stand by their corpse for a few seconds. The resulting electric burst can kill opponents. A standard variant in competitive play. |
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Gunn Style The game will freeze frame on every death in a manner similar to Samurai Gunn. Gun Style is a secret unlockable variant. |
Treasure
These variants affect the spawning of treasure chests. For a complete list of powerups that can be found in treasure chests refer to the Powerups page.
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No Treasure Prevents all treasure chests from spawning. |
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Max Treasure The maximum number of treasure chests will spawn in each round. |
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Always Big Treasure Big treasure chests release 3 powerups rather than 1. One will spawn in each round and prevent other treasure chests from spawning. |
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Bottomless Treasure Bottomless treasure chests continually eject new powerups, whether they are collected or not. One will spawn in each round and prevent other treasure chests from spawning. |
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Bomb Chests Bomb chests will spawn continuously on each level until all treasure chest positions are utilized. The bomb chests open automatically and result in a self kill for any player killed by the explosion. |
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Symmetrical Treasure Treasure chests on opposite sides of the level will have the same contents. A standard variant in competitive play. |
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Show Treasure Spawns Transparent markers will indicate where treasure will spawn in each round. |
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Treasure Draft - choose your treasure at the start of each round All players take turns choosing from a limited selection of powerups to begin each round with. The draft order is determined by player score, starting from lowest to highest. |
Arrows
Press the Right Trigger button to assign these variants on a per player basis.
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No Arrows Players start each round with no arrows. |
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Single Arrow Players start start each round with a single arrow instead of the standard 3. |
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Max Arrows Players start each round with the maximum 6 arrows onstead of the standard 3. |
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Regenerating Arrows - if you have no arrows, you will gain one Players who are holding no arrows will receive a single standard arrow after a few seconds. Start with "special" Arrows variants change the regenerating arrow type. |
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Secret Arrows - hides arrow inventories Arrow inventories will only appear when aiming and firing and upon collecting arrows. |
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Start with Bomb Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Laser Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Bramble Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Drill Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Bolt Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Super Bomb Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Feather Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Trigger Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Prism Arrows Every arrow a player holds at the beginning of each round will be of this type. |
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Start with Random Arrows Every arrow a player holds at the beginning of each round we be of a type randomly selected for each round. The selected arrow type will be the same for each player. |
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Start with Toy Arrows Every arrow a player holds at the beginning of each round will be of this type. Toy Arrows are a humorous non-lethal arrow type that merely bounce players back when hit, though they can still open chests and trigger stage hazards. |
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Infinite Lasers - lasers bounce forever |
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Infinite Drills - drills drill forever |
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Infinite Brambles - brambles stay forever |
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No Seeking Arrows Disables the standard target seeking behavior of all arrows fired by the player. |
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Super Seeking Arrows Amplifies the target seeking behavior of all arrows fired by the player. |
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Anti Gravity Arrows All arrows fired by the player will not be affected by gravity. |
Archers
Press the Right Trigger button to assign these variants on a per player basis.
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Start with Shields Players start each round with a shield. |
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Regenerating Shields Players have shields that continuously regenerate a few seconds after being broken. |
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Start with Wings Players start each round with wings. |
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Start with Speed Boots Players start each round with Speed Boots. |
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Start Invisible Players will be invisible in the same manner granted by the Looking Glass. |
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Stealth Archers - archers do not give off light Players will not emit the small radius of light that is present by default, without which they become less visible in darkness. |
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Double Jumping - jump again in the air The player has an extra jump that can be used while airborne and is restored only after standing on a surface or clinging to a ledge. |
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Exploding Corpses Player corpses explode a few moments after dying. Points are awarded in Headhunters to players for killing opponents with their exploding corpse. |
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Trigger Corpses - hold Shoot button to explode your corpse! Player corpses will remain idle and explode only after continuously holding the Shoot, Jump or Dodge button for a few moments. Points are awarded in Headhunters to players for killing opponents with their exploding corpse. |
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Return as Ghosts - seek revenge from beyond the grave Players return as ghosts after dying with the ability to kill opponents by touching them. Ghosts can freely float about the level and perform a short dash attack by pressing either the Shoot or Dodge button. Ghosts can be killed by arrows and explosions or by opponents jumping on their head. If a ghost opens a treasure chest then it will always release a bomb trap. Points are awarded in Headhunters to players for killing opponents as a ghost. The time at the end of a round is extended slightly when this variant is active. |
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Corpses Drop Arrows Player corpses will drop all arrows in their possession upon death. |
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Encumbrance - arrows in inventory reduce movement speed A player's horizontal movement speed when either walking or airborne is reduced when holding 2 or more arrows, with greater numbers of arrows resulting in slower speeds. |
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Small Quivers - archers can only hold three arrows Reduced from the maximum of 6. |
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No Quivers - archers can only hold a single arrow Reduced from the maximum of 6. |
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No Dodging All dodging and catching abilities are nullified and the Dodge buttons will have no effect. |
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Super Dodging The player's dodge range is nearly doubled, from 3.5 tiles in length to 6.5 tiles in length. |
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Clumsy Archers - drop an arrow whenever you dodge The first arrow in the player's inventory will be dropped. |
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Show Dodge Cooldown Small stars will appear above a player's head after they dodge indicating that they cannot dodge for the interim. |
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Free Aiming Allow players to aim in 360 degrees instead of the standard 8 ordinal directions when using the analog stick. |
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No Slipping Players will not slide on ice covered floors. |
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Slippery Floors All floors cause players to slide as if they were covered in ice. |
Curses
Press the Right Trigger button to assign these variants on a per player basis.
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Cursed Bows - shooting with an empty quiver kills The player will die when releasing the shoot button if they are holding no arrows. Counts as a self kill and results in a point deduction in Headhunters. |
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Cursed Dodges - dodging without catching an arrow of stomping kills The player will die if they execute a dodge that ends without catching or stomping; stomping on shields will prevent death whilst cancelling a dodge before either a catch or a stomp will result in death. Counts as a self kill and results in a point deduction in Headhunters. |
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Big Heads Player sprites have enlarged heads. Does not affect player hitboxes. |
Arena
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No Hazards Removes the potentially lethal hazards from all stages, including hanging orbs, swinging spikeballs, moving blocks and icicles. |
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Always Dark The Dark Orb powerup will take effect at the beginning of each round and last for its entirety. |
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Slow Time The Time Orb powerup will take effect at the beginning of each round and last for its entirety. |
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Always Lava The Lava Orb powerup will take effect at the beginning of each round and last for its entirety. Dying by lava counts as a self kill and results in a point deduction in Headhunters. |
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Always Scrolling The Space Orb powerup will take effect at the beginning of each round and last for its entirety. |
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Offset World - just try it Offsets the level positioning relative to the screen so that the center of the level becomes the corners and vice-versa. |
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Dark Portals A single Dark Portal will appear in each round which spawns both Green Slimes and Eye Bats to a maximum of 3 at a time. Dying to an enemy counts as a self kill and results in a point deduction in Headhunters. |
Powerups
These variants determine which Powerups will spawn in treasure chests, overriding the default spawn rates of each tower.
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Ignore Tower Item Set - allows all Powerups to spawn on all towers |
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Arrow Shuffle - picks two random arrow types to include The arrow types remain the same for the entirety of each match and override the default arrow types of each tower. |
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No Shield |
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No Wings |
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No Speed Boots |
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No Looking Glass |
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No Extra Arrows |
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No Bomb Arrows |
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No Laser Arrows |
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No Bramble Arrows |
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No Drill Arrows |
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No Bolt Arrows |
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No Super Bomb Arrows |
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No Feather Arrows |
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No Trigger Arrows |
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No Prism Arrows |
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No Dark Orb |
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No Time Orb |
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No Lava Orb |
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No Space Orb |
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No Bomb Removes bomb chests from the pool of powerups. Opening a treasure chest as a ghost will still release a bomb trap. |