
The Frontier isn't the only place you'll be tested. This is where Frontier players train, master their kits, and prove themselves against each other.
Forty-two kits, each with an ability. A fresh arena every match. Loot in the structures, better loot closer to danger, and a Feast near the middle of the map that decides most games.
Your kit works differently when the other guy knows how to fight back.
For years, fighters entered the Crucible to prove who was better. Lately, training has started to feel a little less optional.
/queue from anywhere on the network, or walk through the arena portal at spawn. A match starts when three players are ready.
The selector opens on its own. Every kit is competitive; read the tooltip for the ability. Kits are fixed-level here, so nobody's Frontier grind follows them in.
Two minutes with PvP off. Loot chests, find your ground, get away from the pack.
Everyone's a threat. Kills pay coins on the spot. The border starts closing in.
About seven minutes in (twelve when more than ten players started), a loot island rises near the middle of the map and everyone gets its coordinates. Five minutes later its chests open: diamond and iron gear, splash potions, golden apples, ender pearls. Guaranteed fight.
The border pulls tight. Whoever's left settles it in the open. If nobody has won at thirty minutes, it's a draw and the survivors split a coin pool.
Random events fire during a match. Some help, some hurt, some hit everyone at once.
Rare gear near the middle of the map.
Night falls in seconds and hostile mobs pour in until dawn.
Two minutes of rain that hurts anyone under open sky.
A section of the map catches fire and flushes the campers out.
Halfway through, everyone alive may pick a second kit.

Whenever three players queue. No schedule, no RSVP. Bots fill the field when it's quiet so a match can always start.
Every night. Auto-runs, coin prize for the winner.
The scheduled one. Bigger coin prize, the Tournament Champion title, your name in the Hall. RSVP.