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Dynamic PvP Pricing and League-Based Mining Network Bonus

See how SignalHash introduces dynamic Meteorite and Rain prices, accessible lower-league PvP, and an updated Mining Network Bonus by league.

Archived dynamic PvP pricing and Mining Network Bonus update published July 30, 2026. Current combat rules are maintained in the PvP guide.

For the current system, read the PvP current guide.

SignalHash is updating two connected parts of the weekly contest: Meteorite and Meteorite Rain pricing, and the Mining Network Bonus.

Lower leagues gain more accessible PvP, while higher leagues keep stronger competitive stakes and require deeper Mining Network progression.

One Balance Model Across Every League

Meteorite and Rain no longer use one oversized starting price for every target. Their live TCK price now reflects the target’s league and leaderboard position, the distance from the attacker, and attack direction where applicable.

The Mining Network Bonus also follows the player’s current league. Bronze unlocks the full 20% bonus earlier, Silver adds a stronger checkpoint, and Gold reserves the full bonus for 5G.

Dynamic Meteorite and Rain Pricing

The attack price starts from the target’s current league and rank. SignalHash then adjusts that amount for leaderboard distance and, in Silver and Gold, attack direction before rounding to whole TCK.

After the dynamic starting price is set, the existing repeat-attack price increase is applied according to how many Meteorite and Rain effects the target has already received during the current round.

Meteorite and Rain share the same received-attack counter. Switching between the two actions does not reset it.

Leaderboard Distance Factor

Direct rivals use the full position-based price. A player farther from the target receives a larger distance reduction, making attacks from outside the leading group more practical.

Price factor by difference between attacker and target positions.
Difference between positionsDistance factor
1 position1.00
2–3 positions0.80
4–6 positions0.60
7+ positions0.50

Attack Direction Factor

Silver and Gold use attack direction. An upward attack against a stronger position receives no direction reduction, while a downward attack against a lower-ranked target receives a 20% reduction.

Bronze keeps the simpler model and does not use attack direction.

Direction factor for Silver and Gold attacks.
Attack directionDirection factor
Attacker is below the target and attacks upward1.00
Attacker is above the target and attacks downward0.80

Bronze Meteorite and Rain Prices

Bronze uses the target’s current position and the distance factor. Meteorite never falls below 1 TCK. Rain costs twice the rounded Meteorite price and never falls below 3 TCK.

Bronze target base before the distance adjustment.
Bronze target positionTarget Base
#14 TCK
#2–33 TCK
#4–52 TCK
#6+1 TCK

Bronze Price Examples

A direct attack against the Bronze leader keeps the 4 TCK base. An attack from #10 uses the largest distance reduction and costs 2 TCK. Near the bottom, Meteorite can start at 1 TCK and Rain at 3 TCK.

Example Bronze prices before any repeat-attack increase.
ScenarioMeteoriteRain
#2 attacks #14 TCK8 TCK
#10 attacks #12 TCK4 TCK
#12 attacks #111 TCK3 TCK

Silver Meteorite and Rain Prices

Silver uses the target’s current position, leaderboard distance, and attack direction. Meteorite against the Silver leader never falls below 4 TCK. Rain costs twice the rounded Meteorite price and never falls below 5 TCK.

Silver target base before distance and direction adjustments.
Silver target positionTarget Base
#16 TCK
#25 TCK
#34 TCK
#4–53 TCK
#6–72 TCK
#8+1 TCK

Silver Price Examples

A player far below the Silver leader receives the largest distance reduction, but the 4 TCK leader minimum still applies. Attacks near the bottom can start at 1 TCK for Meteorite and 5 TCK for Rain.

Example Silver prices before any repeat-attack increase.
ScenarioMeteoriteRain
#2 attacks #16 TCK12 TCK
#3 attacks #15 TCK10 TCK
#5 attacks #14 TCK8 TCK
#10 attacks #14 TCK8 TCK
#1 attacks #2 downward4 TCK8 TCK
Attack near the bottom1 TCK5 TCK

Gold Meteorite and Rain Prices

Gold keeps higher prices around targets that can directly affect the largest prize battle. Meteorite against the Gold leader never falls below 6 TCK. Rain costs twice the rounded Meteorite price and never falls below 6 TCK.

Gold target base before distance and direction adjustments.
Gold target positionTarget Base
#110 TCK
#28 TCK
#36 TCK
#45 TCK
#5–64 TCK
#7–93 TCK
#10–122 TCK
#13+1 TCK

Gold Price Examples

A Gold player far below the leader receives the largest distance reduction, but the 6 TCK leader minimum keeps the main prize position meaningfully protected.

Example Gold prices before any repeat-attack increase.
ScenarioMeteoriteRain
#2 attacks #110 TCK20 TCK
#3 attacks #18 TCK16 TCK
#5 attacks #16 TCK12 TCK
#10 attacks #16 TCK12 TCK
#12 attacks #112 TCK6 TCK
#13 attacks #122 TCK6 TCK
#1 attacks #2 downward6 TCK12 TCK

Repeat Attacks Still Become More Expensive

The existing compounded 30% increase applies once for every Meteorite or Rain the target has already received during the round. The first attack uses the dynamic starting price unchanged.

The increase itself has not been raised. Only the starting price is now calculated from the live league and leaderboard situation.

Example repeat prices when the dynamic starting price is 4 TCK.
Attack receivedPrior shared attacksFinal price
First04 TCK
Second15 TCK
Third27 TCK
Fourth39 TCK

Shelter and Bunker Prices Stay Predictable

Shelter and Bunker keep their unchanged league-based starting prices. Repeated protection continues to use the existing compounded 50% increase for each prior protection during the round.

Unchanged Shelter and Bunker starting prices by league.
LeagueShelterBunker
Bronze2 TCK5 TCK
Silver4 TCK12 TCK
Gold10 TCK25 TCK

Additional PvP Improvements

  • Meteorite and Rain use one shared received-attack counter for the current round.
  • Vendetta copies the remaining number of affected Blocks when it copies Meteorite or Rain.
  • Meteorite and Rain are blocked against a player for exactly 2 hours after Explosion.
  • Sacrifice credits the target with 35% of the actual dynamic attack price and does not deduct Tickets from the target.

Mining Network Bonus

The Mining Network Bonus uses the player’s current league together with the current 2G, 3G, 4G, or 5G Mining Network tier. The complete 5G bonus remains 20% in every league.

The Mining Network tier is retained when the player changes league. The active bonus is immediately recalculated from the destination league row.

Current Mining Network Bonus by league and Mining Network tier.
League2G3G4G5G
Bronze0%20%20%20%
Silver0%5%20%20%
Gold0%2%10%20%

Live Price Verification

SignalHash recalculates Meteorite and Rain before payment because attacker position, target position, league, shared repeat count, and the leaderboard snapshot can change.

If the target, position, league, repeat count, or final price changes, the outdated invoice is rejected before Tickets are deducted. The player must refresh and review the current price.

Final Result

  • Bronze receives lower PvP entry prices and the full 20% Mining Network Bonus from 3G.
  • Silver receives tactical dynamic pricing, a 5% Mining Network Bonus at 3G, and the full 20% from 4G.
  • Gold keeps higher stakes, with a 2% Mining Network Bonus at 3G, 10% at 4G, and the full 20% at 5G.
  • Repeated attacks and protection still become progressively more expensive.
  • Every attack price is shown and verified against the live contest state before payment.

Start mining in Telegram

Use this guide while playing SignalHash. Open the Telegram mini-app, start mining, manage Energy, join reward contests, and return here when you need mechanics explained.