Last updated: November 7, 2026
The same answers are in the app, under Settings. Not here? Ask on the Discord, or see Support.
Nothing matches. Try another word, or ask on the Discord.
On iPhone it reads them from Apple Health, and on Android from Health Connect. Mettle only reads your steps and never writes anything back. Any phone, watch or step app that saves steps there counts.
Yes, as long as your watch's app saves its steps to Apple Health or Health Connect. Mettle uses the health app's own total, which already merges your phone and your watch. A walk with both on you is not counted twice.
No. Steps added by hand in Apple Health or Health Connect never count. Settings → Step tracking tells you how many were typed in.
Only steps count. Running and jump rope count if your phone or watch saves them as steps. A bike ride or a swim saves no steps, so it adds nothing.
Yes, as long as your phone or watch saves them to Apple Health or Health Connect.
No. Only a hero on an expedition, in a hunt, in the world raid or in a duel earns XP from your steps. If your squad hasn't started this week's expedition, your steps pay no hero there. Start one, or deploy a hero.
Today's XP shows on the hero's bar as you walk, and it's saved when your day ends. Steps you walk inside a hunt go to the hunt instead, and you get them as XP when you collect the hunt.
The first time Mettle sees 10,000 steps or more in a day, a celebration plays and the day joins your 10K streak. Reaching 7 days and 30 days in a row each earns a feat. The goal pays no coins.
Yes, for everything but your player level, which counts from the moment you sign up. Your steps from earlier that day still count toward the 10K goal and Ranks, and toward your hero and your squad's fight once your hero is deployed.
At midnight. Your own things use your phone's clock: Home's Steps, Ranks, your egg, the 10K goal and 1v1 duels. Anything about your squad's fight uses the squad's time zone.
Home counts your day on your phone's clock, and your squad counts it on the squad's clock. If the two are in different time zones, the same walk splits into days differently. Both numbers are right.
Your own day follows your phone's time zone. Your squad keeps its own clock, so the fight doesn't move.
No. A hunt counts the steps you walk inside its own time window, whatever the day.
For an exact number on an older day, check Apple Health or Health Connect.
Whenever you open it, and about once an hour while it's closed. Your phone and watch pass steps to Apple Health or Health Connect every so often, so Mettle can be a little behind. On iPhone, if you swipe Mettle away, it can't check again until you open it.
Go to Settings → Step tracking. It shows what Mettle counted today next to what Apple Health or Health Connect holds, when your steps last reached Mettle and which apps they came from. A line under the numbers explains any difference.
It reads your steps again and sends them to your squads and Ranks right away, like opening the app does. It can't fix a wrong number inside Apple Health or Health Connect.
It's a switch on the Step tracking page that makes Home's Steps climb with each step while Mettle is open. It only changes the number on Home: damage and hunts still use the health app, and these steps never leave your phone.
Mettle reads Apple Health on iPhone and Health Connect on Android, so compare with those first. Your watch app and Samsung Health pass their steps there every so often, so Mettle can be a little behind. Open that app so it syncs, then tap Sync now in Settings → Step tracking. The Step tracking page shows both numbers side by side and explains any gap.
Open Settings → Step tracking. It shows what Mettle counted next to what your health app holds, with a line saying what's wrong.
Then tap Sync now.
Yes, they count for the day and hour you walked them. For your squad's monster, they count until the day is judged, 12 hours after the squad's midnight. A hunt waits 2 hours after its clock for late steps walked before it ran out.
Some step apps save your steps in long blocks of several hours. A hunt only sees the part of a block inside its window. If this is happening, the Step tracking page says so and names the app.
No. Mettle keeps the highest count it has seen for a day, even if a later read comes back lower.
You pick one free starter when you begin: Mage, Archer, Priest or Swordsman. After that you buy heroes with coins in the Shop. Commons cost 500, Uncommons 1,500 and Rares 4,000. Epics are never sold: the only way to get one is to evolve a hero.
They're still locked. The card tells you what unlocks it, for example "Defeat your boss #2". Once you've done it, the hero is revealed and you can buy it.
Mage, Archer, Priest, Swordsman and Monk are open from the start. The rest unlock as you play: your first monster defeated, your 1st to 5th boss, 50,000 lifetime steps, or defeating every monster of an expedition. That is all six daily monsters and the Sunday boss, and they don't have to be in the same week: each one you help defeat counts, whenever you do it.
No, you can only have one hero from each line. Once you own any form of a line, that line disappears from the Shop. A fallen hero still counts as owned until it leaves your roster.
Rarity is your hero's stage in its line. Common hits for 1x damage per step and has 3 hearts. Uncommon hits for 1.15x with 4, Rare for 1.3x with 5, and Epic for 1.45x with 6.
Common to Uncommon takes 1,000 XP (about 10,000 steps). Uncommon to Rare takes 7,000 XP (about 70,000 steps), and Rare to Epic takes 15,000 XP (about 150,000 steps). Some lines start at Uncommon or Rare, so they have fewer stages.
No. Your hero evolves by itself as soon as its XP bar fills. It waits until nothing else is open, so close any sheet or popup if you don't see it. Any extra XP carries over to the next stage.
It takes its new form, hits harder per step and refills to its new number of hearts. The extra damage counts from that moment on, not for steps you'd already walked. What it's strong against stays the same.
Yes. XP potions in the Shop give 1,000, 3,000 or 6,000 XP, and one can evolve a hero on the spot, even more than one stage. The Shop lists their prices.
Yes, and it's only a look. On Home, tap the hero's picture, then See evolutions, and pick any earlier form it has reached. It keeps its rarity, hearts and damage, and everyone sees that look, on your profile too.
Tap the big hero at the top of Home and pick any hero you own (you need two or more). Inside a squad, your squadmates see the hero you have there instead.
No. A hero goes by its form's name, like Druid or Sylvan. The only name you can change is your own: tap it on Home.
Your hero gets 1 XP for every 10 steps you walk, but only while it's out fighting: in a squad expedition, a hunt, a duel or the world raid. Resting heroes earn nothing. A pet adds more XP, depending on its tier.
Yes. Every hero you have in a squad's expedition earns XP from the same steps. Steps you walk inside a squad hunt pay XP through that hunt when you collect it.
Not against that squad's monster, because only a deployed hero deals damage. Until you send one, your row in the squad says "Deploy a hero": tap the expedition to pick one. Your steps still count toward your player level.
No. A hero is in one place at a time: one squad's expedition, a solo hunt, a duel or the world raid. If you're in several squads, each one needs its own hero from you.
Usually not. Your hero rests when the week ends. When your squad starts the new expedition, last week's hero goes back in by itself, as long as it's alive and resting.
Yes, once a day in each squad, for free. Tap your hero in the expedition and choose Swap hero. The old hero keeps what it walked so far today, and the new one takes over from there. You can pick any hero: one fighting in another squad or the raid trades places with yours, which uses the swap in both fights. Only a hero in a duel or on a solo hunt has to finish first.
Epic is the final form, so there's no more XP bar. Instead, an Epic in a fight earns 1 ember for every 10,000 steps, and leftover steps carry over to the next day.
Every monster has a trait: Undead, Mortal, Spirit, Beast, Wyrm or Giant. Every hero line is strong against one of them. If your hero matches today's monster, it deals bonus damage: +10% at Common, +15% at Uncommon, +20% at Rare and +25% at Epic. It also earns +10% XP, until it reaches Epic.
The damage counts in expeditions and hunts, and the XP in expeditions, hunts and the Weekly World Raid. Duels and leaderboards only count raw steps, so heroes don't matter there. The bonus belongs to the whole line, so evolving or changing the hero's look never changes it.
Tap a hero to see what it's strong against, and look at the monster card for its trait. When you deploy or swap a hero, the ones that counter today's monster are listed first and show the bonus. On Sundays the bonus goes by the boss.
In an expedition, it loses 1 heart for each day that your squad doesn't defeat the monster, Sunday's boss included. It also loses 1 if a hunt runs out of time, if you lose a 1v1 duel, or if the world raid boss survives the week. Squad duels never cost hearts.
For a missed day, 12 hours after the day ends, so squadmates who walked but haven't opened the app yet can still sync their steps. If late steps later show the monster was defeated after all, you get the heart back.
Common heroes have 3, Uncommon 4, Rare 5 and Epic 6. Evolving fills your hero up to its new number of hearts.
Rest the hero: it gets 1 heart back for every midnight it spends resting, up to full. Days you don't open the app still count. You can also buy a Salve (+1 heart, 50 coins) or a Restoration (all hearts, 200 coins) in the Shop.
Not by itself. Only a hero that isn't in an expedition, hunt, duel or the raid heals from rest. Potions work on any living hero, wherever it is.
It falls and stops fighting. A fallen hero can't heal by resting or with potions, so the only way back is a revive. Send another living hero in its place so your steps keep counting.
200 coins for a Common, 600 for an Uncommon, 1,500 for a Rare and 2,500 for an Epic. The hero comes back with full hearts, in the same form and with its XP. Tap it in the Fallen list on Home.
After 7 days it leaves your roster, and its XP goes with it. Home shows how many days you have left. Once it's gone, its line goes back in the Shop and you can buy the first form again.
Every pet hatches from an egg. You can buy eggs in Shop → Pets, and you get free eggs as you level up. Then you walk the egg until it hatches.
The Shop sells three eggs. A Common egg costs 2,000 coins, an Uncommon egg costs 10 embers, and a Rare egg costs 13 embers. During the Harvest Feast you can also earn a Harvest egg by walking.
Only Epic heroes earn embers. Each Epic hero in a fight earns 1 ember for every 10,000 steps it walks. A resting or fallen hero earns none.
Yes. You get a free Common egg at level 5, a free Uncommon egg at level 10 and a free Rare egg at level 20. You get each one only once.
You can buy one egg of each type per week, and the Shop restocks on Monday. You also can't buy an egg while one of that type you bought is still in your nest. Hatch it first.
Tap the egg in Shop → Pets. Its page shows every pet it can hatch into, with the special pets last.
An event egg you can't buy. You get one for each sweep of Fiends of the Feast. Its monsters and the Feast Crashers forays also have a small chance to drop one, and a smaller one once you've earned 4. It takes 15,000 steps, like an Uncommon egg, and hatches a Plump Turkey, Acorn Squirrel, Apple Hedgehog or Harvest Piglet, each as strong as an Uncommon pet. You get a new pet until you own all 4. It doesn't stop you buying an Uncommon egg in the Shop.
A Common egg takes 10,000 steps, an Uncommon egg 15,000 and a Rare egg 25,000. The steps add up over as many days as you need.
An egg only counts steps once you start it. Tap Start hatching when you get it, or Incubate on its card in Home → Pets.
No. An egg counts from the moment you start it. If you start it at 6pm after 8,000 steps, it starts at 0.
No, only one egg walks at a time. You can switch to another egg whenever you like, and the first one keeps its steps and waits.
No. Your egg counts all your steps, including your steps on hunts, whether or not a hero is deployed.
No. Once the egg reaches its goal, it hatches on its own the next time your screen is clear. If that doesn't happen, the egg's card in Home → Pets has a Hatch button.
They carry over to your next egg. If you have another egg in your nest, it starts walking by itself right after the hatch.
Not at first. Every hatch is a new pet until you own all 8 regular pets of that egg type, or all 4 pets of a Harvest egg. After that, you can get repeats.
Each egg in the Shop has two special pets. Each one has a 2.5% chance per hatch while you don't own it. Once you own a special, it can't hatch again until you own the whole set of 10.
Nine new pets came out: Alfie Dog, Chill Capybara, Peruvian Cuy, Sleepy Vizcacha, Shiba Inu, Pink Axolotl, Woolly Sheep, Gem Carbuncle and Golden Tamarin. Only the newest version of the app can hatch them, so update your app.
Bond a pet to a hero and that hero deals more damage and earns more daily XP. Common pets give +4% damage and +10% XP. Uncommon pets give +7% and +20%, and Rare pets give +10% and +30%.
A little. A special pet gives a bit more XP than the other pets of its type: +12%, +22% or +32%.
Tap Bond with hero right after it hatches, or tap the pet in Home → Pets. Pick any living hero and tap Bond. Each hero can have one pet.
Yes, as often as you like, for free. Tap the pet in Home → Pets, pick another living hero and tap Bond. Today's bonus goes to whichever hero wears the pet when the day ends.
It counts from the day you bond the pet, for that whole day. If you move the pet, the days the hero already walked with it keep their bonus.
It counts in squad expeditions and in hunts, and the XP you collect from a hunt includes it. It doesn't count in duels or the world raid.
Only with damage. Epic heroes don't earn XP, so the XP bonus does nothing for them.
The pet comes off the hero, but you keep it. You can bond it to another living hero right away.
You get a copy. Each copy can be bonded to a different hero, so two heroes can walk with the same kind of pet.
It's your pet camp. Your eggs sit in the nest and your pets roam around it. Tap an egg to start it or hatch it, and tap a pet to bond it.
Yes. Tap the pet next to your hero on your profile and pick any pet you own, or none. It only changes how you look, never any numbers.
Open the Squads tab and go to SEARCH. Recruiting shows the squads you can join today, and All shows every squad, including closed and full ones. You can search by name and sort by squad level or by members.
Type the 6-character code into the search field on the Squads tab. If you aren't in a squad yet, you can also tap Enter a code.
Open your squad's Members tab and tap +. You can share an invite link, show a QR code, or search for a player and invite them in the app. Any member can invite, not only the leader.
It looks like walkmettle.com/join/ABC234. If your friend has Mettle, it opens the app on the squad's join screen. If they don't, it sends them to the App Store or Google Play.
Any member of the squad, not only the leader. Every member gets a notification, and the request shows on the Members tab. If you sent a request, you can cancel it while it waits.
No. A link, QR code or code counts as an invitation, so you join straight away, even if the squad is By request or Closed. The only thing that stops you is a full squad.
A new squad holds 16. It gets one more slot at every even level up to 20, then at levels 23 and 26, up to 28 players. A full squad can't take anyone new until it levels up or someone leaves.
Up to 5 squads with other players, plus 1 solo squad with just you. You can also keep a second solo squad while you invite people to it, as long as that's 6 squads or fewer in all. Your steps count in all of them at once, and each squad pays its own coins. Each squad needs its own hero, because a hero fights in only one place at a time.
If you were in more before this limit, you keep them all. You just can't join or create another until you're back under the limit, so leaving one may not be enough.
You can have 2 solo squads at a time. Invite someone to one of them, and once they join you can create another. You also can't create one if you're already in 6 squads in all.
Tap + on the Squads tab. Pick a name (up to 32 characters), a time zone, who can join, an emblem and a banner. A new squad counts as your solo squad until someone joins it.
It's your squad's fight for the week: a different monster every day Monday to Saturday, then a boss on Sunday. For your first week, any member taps Choose expedition on the squad's Hall, and the first pick counts for everyone. After that, the squad votes during the week for next week's expedition, and the winner starts by itself at midnight on Monday. Days before the start don't count, so start on Monday if you can.
There are 11, from Beasts of the Misty Pines (6,000 HP a day) to Yaoguai of the Dynasty (50,000). Each is built for a squad size: Easy 2 to 4 players, Medium 4 to 8, Hard 8 to 16. Hard ones open at squad level 3. If your squad is bigger than the expedition's size, each extra player adds 500 HP to its monsters.
Walk. Every member with a hero deployed in the squad hits the same monster, and it falls when the squad's damage for the day reaches its HP. The Sunday boss only takes Sunday's steps.
Your hero is in the expedition for the whole week, not one day. Beating the monster opens the squad's hunt board, and your hero keeps earning XP from your steps all day. The next monster comes at midnight on the squad's clock, and your hero fights that one too.
Every member with a hero in that squad gets coins: 35 to 105 for a daily monster and 120 to 370 for the Sunday boss, depending on the expedition. The squad also earns renown. Tap Claim on the report. If you miss it, the coins are paid once the day is over.
Your hero in that squad loses 1 heart, and the same happens if the Sunday boss survives. The heart is taken 12 hours after the squad's midnight, so a squadmate's late steps can still save the day. With no hero deployed there, you deal no damage and lose no hearts.
Yes, from the moment you join, once your hero is deployed. Steps you walked earlier that day, before you joined, don't count in that squad. In your first 24 hours in Mettle, they do count in your first 3 squads. You can't lose hearts or collect coins for days before you joined, or for a monster that fell before you got there.
Yes. A squad of one can start any expedition its level allows, and every monster has half the HP. Coins and renown are the same as for a bigger squad. You can do one solo expedition a week, and if a second player joins, the HP goes back to the normal figure.
If you have 2 solo squads, only one of them can run an expedition alone each week. Invite someone to the other to start one there.
Felling all six daily monsters and the Sunday boss in one week, in an expedition started on Monday. The squad earns bonus renown and that expedition's banner. You don't need a sweep to unlock the expedition's hero: defeating each of its monsters once, over as many weeks as it takes, unlocks it in the Shop for you.
Be in more than one squad. Each squad runs its own expedition every week, and each needs its own hero from you. Unlocks are yours: defeat every monster of an expedition, in any squad and any week, and that expedition's hero unlocks for you.
Once this week has an expedition, tap Vote for next week's expedition on the Hall. Everyone can see the votes and change theirs until midnight on Monday, squad time. The most votes wins. In a tie, the leader's vote decides if it's one of the tied picks; otherwise the winner is drawn at random.
For a squad that fought last week, last week's expedition starts again by itself at noon on Monday. Until midnight that Monday, any member can tap Change and pick another, and Monday's steps count for the new one.
Tap a squadmate's hero in the expedition, or open their profile, and tap Nudge. They get a push saying you need them in the fight. You can nudge each squadmate once a day. Mettle also reminds players by itself, for example in the evening when they've walked little.
A limited-time event. Its expedition, Fiends of the Feast, is Easy, for squads of 2 to 4, with 14,500 HP a day, or half that on your own. Defeat every one of its monsters to unlock the Kitchen Helper in the Shop, a hero who evolves up to the Feast Lord. Each sweep gives you a Harvest egg. There are also four event forays, the Feast Crashers, and your squad's camp dresses for the feast. The expedition leaves when the event ends.
Update your app. Only the newest version has it.
Your squad's points. The squad earns them by felling expedition monsters (400 to 1,450 each, depending on the expedition), the Sunday boss (3 times that), a sweep, squad hunts and squad duel wins. Renown never goes down. Solo hunts and the raid don't pay renown.
More member slots, more hunts at once, new hunts, new emblems and banners, and Hard expeditions at level 3. Level 2 takes 1,000 renown, level 3 takes 3,000, and level 10 takes 45,000. The top is level 50. Tap the info button on the Hall's level bar to see every level.
At midnight in the squad's time zone, the same for every member, wherever they live. The week starts Monday at midnight. Tap the monster to see how long is left.
The leader can, in the squad's settings. The change starts with next week, so the week you're in now keeps its clock.
The player who created the squad. The leader can rename it, change its emblem, banner, time zone and who can join, and remove members. Everyone can invite, answer join requests, start the expedition and vote.
Open your squad from the Squads tab and tap the clipboard at the top right. That opens Manage squad: pick an emblem under Emblem, then tap Save. Only the squad leader sees the clipboard. New emblems unlock as your squad levels up.
Yes, and only the squad leader can do it, from the Members tab. A removed player's steps stop counting for the squad, and they leave its running hunts. Their hero comes back to rest with its XP, and the damage they already dealt stays with the squad.
The member who has been in the squad longest becomes the leader on their own. For now there's no way to hand over leadership on purpose.
Open the squad's Members tab and tap Leave squad at the bottom. Your steps stop counting for that squad, and you leave every hunt it has running.
If you're over the squad limit, you won't be able to come back or join another until you're under it.
Only if you're its only member and nobody else has ever been in it. Deleting can't be undone. If anyone else has been in the squad, even the leader can only leave it, and the squad carries on.
No, there's no chat in Mettle. The bell on your squad's page shows what your squad has been doing. To talk with other players, join the Mettle Discord from the top of Settings.
They are short hunts against one monster, on a clock, alongside your squad's weekly expedition. Forays are for smaller groups and bounties for bigger ones. Both come in four ranks: Veteran, Elite, Champion and Dread.
Open your squad page, go to HUNTS and tap Choose a hunt. The board unlocks once your squad has felled today's expedition monster, or the boss on Sunday. Starting a hunt is free.
Any member of your squad can join a running hunt without an invite, until it is full. You can also recruit squadmates from the fight screen, and they get a push. Players outside the squad can't join.
Yes, but it uses that squad's swap for the day. A squad hunt is fought by your squad's hero, so the new hero takes over the expedition too. A hero from another squad or the raid trades places with yours. For a second hero fighting at once, start a solo hunt.
The hunt ends early if the monster falls.
One at squad level 1. Your squad gets another slot at levels 3, 7, 12, 17 and 23, up to six. The same monster can't run twice at the same time.
When the monster falls, every member who walked 1,000 steps in the hunt gets the full coin reward. Forays pay 50 to 210 coins each and bounties 80 to 320. Your squad also gets renown. Your hero earns 1 XP for every 10 steps you walked in the hunt.
No. "Leads the hunt" only shows who has dealt the most damage. When the monster falls, everyone who walked at least 1,000 steps in the hunt gets the same coins. Only the Weekly World Raid pays its three hardest hitters extra.
Nobody gets coins or renown, but your hero still keeps the XP it earned. Every hero still in the hunt loses a heart.
Yes, tap Leave hunt on the fight screen. If others are still fighting, you lose nothing. If you're the last one in, leaving ends the hunt and costs a heart, unless you leave within 15 minutes of joining.
You can be in one squad hunt at a time across all your squads, plus one solo hunt. While you're in a squad hunt, your steps go to the hunt instead of that squad's expedition. Your other squads and your solo hunt still get them.
Yes, if you walked them before the clock ran out. A hunt waits two hours after its clock for steps your phone sends late, and shows "Waiting for the last steps" during that time. Steps walked after the clock never count.
A solo hunt is a foray you fight alone. Start it from the Battle tab under Solo hunts. You don't need a squad, and you don't have to clear an expedition first. You can run one solo hunt at a time, and nobody else can join it.
You can take Veteran and Elite forays, and more of them unlock as your player level rises. A solo foray has half the HP of the squad one. The clock stays the same: 8 hours for Veteran, 10 for Elite.
Veteran pays 75 to 105 coins and Elite pays 140 to 240, if you walk at least 1,000 steps in it. Solo hunts never pay renown. Your hero earns 1 XP per 10 steps either way. If the clock wins, your hero loses a heart.
A solo hunt needs a free hero, one that isn't in a squad's expedition, the raid or a duel. A fallen hero can't go until you revive it. If every hero you have is busy, you'll need another one from the Shop.
No. A solo hunt stacks on top of everything else. The same steps still count for your expeditions and your squad hunt.
From the start of the hour you began it. Start at 4:40 and your steps from 4:00 count, unless your last solo hunt ended after 4:00.
Three event forays: Murder of Crows, Candleling and Grave Robbers. They're on every squad board and on the solo board at any level until Monday, November 30, with an EVENT tag. Alone, they have half their HP like any solo foray.
Four event forays for the Harvest Feast: Freeloader (Veteran), Party Crashers and Grabby Granny (Elite), and Gourmand (Champion). They're on every squad board and on the solo board at any level, with an EVENT tag. Alone, they have half their HP like any solo foray. They can also drop a Harvest egg.
One giant boss that every player in the game fights together for a week. You'll find it on the Battle tab under HUNTS. You don't need a squad to join.
Each raid runs Monday to Sunday on Eastern Time. A new boss takes over at midnight Eastern, between Sunday and Monday.
Tap Join battle on the raid and pick a hero to send. It has to be a free hero, not one in a squad's expedition, a solo hunt or a duel. Joining is free, and it closes once the boss falls.
Every step you walk counts, from the beginning of the day you joined. Your hero's rarity multiplies it, so a higher-rarity hero hits harder. The raid doesn't take steps from your other fights.
Not for now. In the raid your hero's rarity makes it hit harder, but "Strong against" and pet bonuses don't count toward its damage. They count in expeditions and hunts. A hero strong against the boss does earn its +10% XP.
You can't call it back, but you can swap it for another hero once a week. A hero from a squad trades places with it, which uses that squad's swap for the day. A hero in a duel or on a solo hunt can't come. Your hero comes home when the boss falls or when the week ends.
No. Everyone fights the same boss, and its HP doesn't go up when more people join.
If the boss falls, everyone who joined gets 150 coins. The three hardest hitters get an extra 200, 150 and 100 coins. Your raid hero also earns XP from your walking all week.
If the boss is still standing when the week ends, every hero that joined loses a heart. Nobody gets coins that week.
Open another squad's page (from Squads search or the Ranks boards) and tap Challenge to a squad duel. If you're in more than one squad, pick which one fights. Choose the number of days and send. Any member can send a challenge, and any member of the other squad can accept or decline it.
Between 1 and 7 days. The squad that sends the challenge picks the length, and the other squad sees it before accepting. A duel runs on whole calendar days, from midnight to midnight on each squad's clock.
The day after it's accepted. Either squad can withdraw until the first day begins. A challenge nobody answers expires after 3 days.
Both squads need at least 2 members, and they can't share a member.
No. A squad has one running duel at a time, plus one challenge it has sent. It can receive several challenges, but accepting one declines the rest.
Yes. If you're in two squads and each one is in its own duel, your steps count for both. You just can't be on both sides of the same duel, which is why two squads that share a member can't duel each other.
Yes, right away.
Bigger squads have an advantage. You see both squads' sizes before you accept, and declining costs nothing.
The squad with the most total steps. Only raw steps count: hero rarity, traits and pets don't matter. Only the members in the squad when the duel was accepted count.
Each squad counts on its own squad time zone. Both squads walk the same dates (say Tue to Thu), each on its own clock. The first day is always one that hasn't started yet for either squad, so nobody gets a head start.
No. No hero is sent. Every step still counts for your expedition and hunts as normal. The duel is a scoreboard on top.
About 12 hours after the last day ends for both squads, usually the next day at noon. The duel screen shows the time.
Tap Collect on the result screen. If you miss it, open the duel from Past in the Battle tab's DUELS and tap Collect there.
Update the app. You need the latest version to see and answer challenges.
Open the other player's profile (from your squad, your friends or the Ranks boards) and tap Duel. Pick the hero you send and the number of days, then send. They accept with a hero of their own, or decline.
Between 1 and 7 days. The player who sends the challenge picks the length.
The day after it's accepted. A challenge nobody answers expires after 3 days, and your hero is free again.
The hero is your fighter: its face is on the duel, it earns XP from your steps on the duel days, and it is what you risk. While it is in a duel it can't fight in an expedition or a hunt, so send one that is resting.
No. In the duel's hero list, heroes busy elsewhere are faded and can't be picked. Send a resting hero instead. Duels only count raw steps, so any hero does the same job.
Yes, until the first day starts. After that it is locked in.
Before it's accepted, you can withdraw your challenge. Once it's accepted, either player can withdraw until the first day starts. After that it has to be walked to the end.
Yes, with different players, each with its own hero. On any one day you can have up to 3 one-day duels and 2 longer ones. A challenge you sent or an open duel you posted counts until it's answered. You can only have one duel at a time with the same player.
The player with the most steps over the duel days. Only raw steps count: hero rarity, traits and pets don't matter.
Each player counts their own local days. Lima and Madrid both walk the same Wednesday, each from their own midnight to midnight, and the two totals are compared once both days are over.
Your hero earns XP on every duel day either way.
Once both players' last day is over and both phones have opened the app. If the other player never comes back, it settles on what was counted 2 days after the last day.
Two declines in a row from the same player give them a day off from your challenges.
A 1v1 duel you post without picking a rival. The first player who accepts it is your rival, and from then on it is an ordinary 1v1 duel.
In the Battle tab's DUELS, open the Open duels section and tap Open duel. Pick your hero, the number of days and who can take it, then post.
You choose: All players, or Friends.
Between 1 and 7 days, your choice when you post. It starts the day after someone accepts it.
Open an open duel from the Open duels section, tap Accept and pick your hero. If someone else got there first, it says so.
No, one open duel at a time.
No. Withdraw it and post it again. Once someone takes it, either player can change hero until the first day starts, as in any 1v1 duel.
It stands for 3 days, then it is withdrawn and your hero is free again. You can also withdraw it yourself at any time before someone takes it.
The same as a 1v1 duel: coins for the winner, 100 for 1 day plus 50 for each extra day, and a heart lost by the loser's hero.
Update the app. You need the latest version to see, post and take open duels.
By walking with your squad and winning fights. Coins come from expedition monsters and Sunday bosses, forays and bounties, the weekly raid, duels you win, and topping the steps leaderboard. You also start with 500 coins.
Yes. Every squad's expedition pays you on its own, and so does every hunt you're in. There is no daily cap.
Yes. If you finish a day with the most steps of all players, you win 100 coins. If you finish a week (Monday to Sunday) on top, you win 300. Ties all win, and you collect the prize in the app.
No. The daily goal celebrates your streak, but it doesn't pay coins.
No. Your squads' rewards are collected for you at the end of each day, and a summary shows what you earned. You can also tap Collect all rewards on the Battle tab.
No. If you have no living hero to send and can't afford a new one, walk 10,000 steps in a day. That earns you 500 coins, enough for a Common hero.
Embers are the rare second currency, shown next to your coins. You earn them with Epic heroes and spend them on the rarer pet eggs.
Send an Epic hero into any fight: an expedition, a hunt, the raid or a duel. You earn 1 ember for every 10,000 steps you walk while it fights. An Epic hero's row on Home shows how close you are to the next one.
Yes. Each Epic in a fight counts your steps on its own. Two Epics in battle turn 10,000 steps into 2 embers.
Yes. An Epic earns embers in every fight. A hunt's embers land when you collect the hunt.
Yes. Steps toward an ember add up across days. If you walk 9,000 today, 1,000 more tomorrow finishes the ember.
Pet eggs: the Uncommon egg costs 10 embers and the Rare egg costs 13. You can't buy embers with coins.
The Shop has three tabs. Heroes sells new heroes, Pets sells eggs, and Potions sells healing and XP potions. Everything is paid for with coins or embers.
No. Everything in the Shop is bought with coins or embers you earn by walking.
XP potions can evolve your hero.
No. You pick the hero when you buy, and the potion is used right away. The Shop only lets you pick a hero it can help.
They're limited each week: 3 Awakening, 1 Ascension and 1 Apotheosis. They restock every Monday. Healing potions never sell out.
Tap the friends button next to + at the top of the Squads tab. There you can search players by name, share your friend link or show your QR code, and see your friends list. You can also tap Add on any player's profile, from your squad, a hunt or the Ranks boards. To meet new players, join the Mettle Discord from the top of Settings.
Yes. Sign in with the same account on each phone, and your heroes, coins and squads are on both.
If one phone stops syncing, sign out in Settings and sign back in.
No. Mettle always uses its own light look, even when your phone is set to dark mode.