League Promotion Prices Are Becoming Time-Based
See how SignalHash introduces dynamic Explosion pricing, potential-rank Promotion costs, time-based multipliers and protected returns after Explosion.
Archived Explosion and Promotion pricing update published July 29, 2026. Current action rules are maintained in the Tickets and contest actions guide.
For the current system, read the Tickets and Contest Actions Guide.
SignalHash is rebuilding the pricing system for Explosion and league Promotion so each price reflects the action’s real impact on the live weekly contest.
Attacking the league leader is not the same as attacking a nearby player near the bottom. Entering a stronger league on the first day is not the same as moving during the final hours.
What Determines Each Live Price
Explosion pricing depends on the target’s league and current rank, the leaderboard distance between attacker and target, and whether the attack moves upward or downward through the ranking.
Promotion pricing depends on the position the player would take in the destination league, the time elapsed since the round began, and whether the move is voluntary or a protected return after Explosion.
SignalHash recalculates every price against the current leaderboard before payment is confirmed.
Dynamic Explosion Pricing
Explosion instantly moves a Gold player to Silver or a Silver player to Bronze. It is unavailable against players already in Bronze.
The current prize pool does not affect the price. The repeated-attack price increase used by Meteorite and Rain is not applied to Explosion. Existing Explosion cooldown and status restrictions remain unchanged.
How the Explosion Price Is Calculated
The system first measures the absolute difference between the attacker’s and target’s leaderboard positions.
It starts with the target’s base price, adjusts it for rank distance and attack direction, then rounds the result to a whole TCK amount.
Prices are rounded to the nearest whole TCK, with .5 rounded upward.
Explosion Distance Factor
Attacks against direct competitors remain at full distance price. A lower-ranked player receives a larger distance discount when challenging someone far above.
| Rank difference | Distance factor |
|---|---|
| 1 | 1.00 |
| 2–3 | 0.90 |
| 4–6 | 0.80 |
| 7+ | 0.75 |
Explosion Direction Factor
An upward attack challenges a player with a stronger current position and receives no direction discount. A downward attack against a lower-ranked player receives a 10% discount.
| Attack direction | Direction factor |
|---|---|
| Attacker is below the target and attacks upward | 1.00 |
| Attacker is above the target and attacks downward | 0.90 |
Silver Explosion Target Base
The target’s current position in Silver determines the starting price before distance and direction factors are applied.
| Target position in Silver | Target Base |
|---|---|
| #1 | 15 TCK |
| #2 | 12 TCK |
| #3 | 10 TCK |
| #4–5 | 8 TCK |
| #6–7 | 6 TCK |
| #8+ | 5 TCK |
Silver Explosion Examples
When Silver #3 attacks Silver #1, the target base is 15 TCK, the rank-distance factor is 0.90, and the upward-direction factor is 1.00. The final price is 14 TCK after rounding.
When Silver #1 attacks Silver #2 downward, the target base is 12 TCK, the rank-distance factor is 1.00, and the downward-direction factor is 0.90. The final price is 11 TCK after rounding.
| Scenario | Final price |
|---|---|
| #2 attacks #1 | 15 TCK |
| #3 attacks #1 | 14 TCK |
| #5 attacks #1 | 12 TCK |
| #10 attacks #1 | 11 TCK |
| #3 attacks #2 | 12 TCK |
| #5 attacks #4 | 8 TCK |
| #7 attacks #6 | 6 TCK |
| #8 attacks #7 | 6 TCK |
| #12 attacks #11 | 5 TCK |
| #1 attacks #2 downward | 11 TCK |
Gold Explosion Target Base
Gold uses significantly higher base prices because removing a player from the main contest league has a larger competitive effect.
| Target position in Gold | Target Base |
|---|---|
| #1 | 60 TCK |
| #2 | 45 TCK |
| #3 | 35 TCK |
| #4 | 28 TCK |
| #5–6 | 22 TCK |
| #7–9 | 16 TCK |
| #10–12 | 10 TCK |
| #13+ | 6 TCK |
Gold Explosion Examples
When Gold #10 attacks the leader, the target base is 60 TCK, the rank-distance factor is 0.75, and the upward-direction factor is 1.00. The final price is 45 TCK. At 8 Stars per Ticket that represents 360 Stars; at 10 Stars it represents 450 Stars.
When Gold #1 attacks Gold #2 downward, the target base is 45 TCK, the rank-distance factor is 1.00, and the downward-direction factor is 0.90. The final price is 41 TCK after rounding.
When Gold #12 attacks Gold #15 downward, the target base is 6 TCK, and both the rank-distance and downward-direction factors are 0.90. The final price is 5 TCK after rounding.
| Scenario | Final price |
|---|---|
| #2 attacks #1 | 60 TCK |
| #3 attacks #1 | 54 TCK |
| #5 attacks #1 | 48 TCK |
| #10 attacks #1 | 45 TCK |
| #3 attacks #2 | 45 TCK |
| #5 attacks #4 | 28 TCK |
| #7 attacks #6 | 22 TCK |
| #8 attacks #7 | 16 TCK |
| #10 attacks #9 | 16 TCK |
| #12 attacks #11 | 10 TCK |
| #13 attacks #12 | 10 TCK |
| #1 attacks #2 downward | 41 TCK |
| #12 attacks #15 downward | 5 TCK |
Promotion Uses the Potential Rank
A player moved down by Explosion does not automatically recover the old position, and SignalHash does not need to store that position.
Instead, the system counts how many players in the destination league are currently ranked above the moving player. The potential rank is the next position after those players.
The normal leaderboard tie-breaker is applied when contest points are equal. This calculation is used for returns from Silver to Gold, returns from Bronze to Silver, and normal voluntary Promotion.
Base Promotion Price
Promotion uses the destination league’s Target Base table and a 75% coefficient.
The system takes the base price for the player’s potential destination rank, applies the 75% Promotion coefficient, rounds to whole TCK, and then enforces the destination league minimum.
The minimum is 5 TCK for Promotion into Silver and 10 TCK for Promotion into Gold.
The price does not depend on the attacker’s earlier Explosion cost, the old distance between players, or the direction of the previous attack. Only the returning or moving player’s current potential rank matters.
Base Promotion Prices Into Silver
Potential Silver #1 costs 11 TCK after applying the 75% coefficient and rounding. Potential #3 costs 8 TCK. Potential #8 would fall below the floor, so the 5 TCK minimum applies.
| Potential Silver position | Base Promotion price |
|---|---|
| #1 | 11 TCK |
| #2 | 9 TCK |
| #3 | 8 TCK |
| #4–5 | 6 TCK |
| #6–7 | 5 TCK |
| #8+ | 5 TCK |
Base Promotion Prices Into Gold
Potential Gold #1 costs 45 TCK. Potential #2 calculates to 33.75 and rounds to 34 TCK. Potential #5 calculates to 16.5 and rounds upward to 17 TCK. Potential #13 is raised to the 10 TCK minimum.
| Potential Gold position | Base Promotion price |
|---|---|
| #1 | 45 TCK |
| #2 | 34 TCK |
| #3 | 26 TCK |
| #4 | 21 TCK |
| #5–6 | 17 TCK |
| #7–9 | 12 TCK |
| #10–12 | 10 TCK |
| #13+ | 10 TCK |
League Promotion Becomes Time-Based
An early mover spends almost the entire round under the stronger rules and competition of the destination league. A late mover can build most points under lower-league conditions and bring them into a stronger leaderboard near the end.
Normal Promotion therefore becomes more expensive as the round advances. Its final price is the rounded Base Promotion Cost after applying the multiplier for the current time window.
Promotion Time Multipliers
| Time from round start | Surcharge | Time multiplier |
|---|---|---|
| First 24 hours | 0% | 1.00 |
| 24–48 hours | +20% | 1.20 |
| 48–72 hours | +40% | 1.40 |
| 72–96 hours | +70% | 1.70 |
| 96–120 hours | +110% | 2.10 |
| 120–144 hours | +160% | 2.60 |
| Final 24 hours | +220% | 3.20 |
Time-Based Promotion Examples
A 10 TCK Base Promotion Cost grows from 10 TCK during the first day to 32 TCK during the final 24 hours.
The interface shows both the current price and the next price window before confirmation, so players can see the direct cost of postponing Promotion.
| Promotion time | 10 TCK base | 20 TCK base |
|---|---|---|
| First 24 hours | 10 TCK | 20 TCK |
| 24–48 hours | 12 TCK | 24 TCK |
| 48–72 hours | 14 TCK | 28 TCK |
| 72–96 hours | 17 TCK | 34 TCK |
| 96–120 hours | 21 TCK | 42 TCK |
| 120–144 hours | 26 TCK | 52 TCK |
| Final 24 hours | 32 TCK | 64 TCK |
Protected Returns After Explosion
The time multiplier prices voluntary late movement. It does not make recovery from Explosion progressively more expensive.
Every Explosion received grants the affected player one protected return Promotion into a league lost through Explosion. One received Explosion grants one protected return, two grant two, and three grant three.
A protected return costs only the current Base Promotion Cost. Potential rank, the 75% coefficient, and the destination minimum still apply; only the time multiplier is removed.
One protected return is consumed after each successful return. When none remain, normal time-based Promotion pricing applies again.
Example With Two Explosions
A player hit by Explosion twice has two protected returns. For the next two Promotions back into lost leagues, SignalHash calculates the current potential rank and normal Base Promotion Cost, skips the time multiplier, and consumes one protected return after each successful move.
A third voluntary Promotion uses the normal multiplier for the current stage of the round.
Full Scenario: Gold Number 10 Attacks the Leader
Gold #10 uses Explosion against Gold #1. The target base is 60 TCK, the rank-distance factor is 0.75, and the upward-direction factor is 1.00. The attack costs 45 TCK and moves the leader into Silver.
If the former leader still has enough points for potential Gold #1, the current Base Promotion Cost is 45 TCK after applying the 75% coefficient. The protected return removes the time multiplier.
The attacker spends 45 TCK and the returning player spends 45 TCK, removing a total of 90 TCK from the contest economy.
The Former Leader Can Wait
The player does not need to return immediately. As other Gold players earn points, the former leader’s potential position can fall and reduce the Base Promotion Cost.
Waiting creates a strategic tradeoff: return now at a higher price and keep fighting near the lead, or wait for a cheaper return while losing Gold position and time.
The old rank is never restored automatically. The returning player receives the position supported by the current score.
| Potential Gold position | Protected return price |
|---|---|
| #1 | 45 TCK |
| #3 | 26 TCK |
| #5 | 17 TCK |
| #10 | 10 TCK |
Scenario: Gold Number 13 Attacks Gold Number 12
Gold #13 attacks upward against adjacent Gold #12. The target base is 10 TCK, and both the adjacent-rank and upward-direction factors are 1.00. The Explosion costs 10 TCK.
If the target’s potential return position remains Gold #12, applying the 75% coefficient would place the price below the Gold floor. The Gold minimum therefore sets the Base Promotion Cost to 10 TCK.
Explosion and protected return therefore remove a combined 20 TCK.
Prices Are Recalculated Before Confirmation
Leaderboards continue changing after a player opens an action. The target, attacker, or potential Promotion rank may move; a new time window can begin; and the available protected-return count can change.
Before confirming Explosion, SignalHash checks current attacker and target ranks, target league, distance, direction, Target Base, action availability, status restrictions, and final price.
Before confirming Promotion, SignalHash checks the current and destination leagues, potential rank, destination Target Base, 75% coefficient, league minimum, time multiplier, protected returns, and final price.
If eligibility or price changes before payment, the old amount is not charged. The player must review and confirm the updated price.
Final Pricing Rules
Explosion starts from the target’s base price, adjusts it for rank distance and attack direction, and rounds the result to whole TCK. Prize pool size and the Meteorite/Rain repeated-attack price increase are excluded.
The potential rank is the next position after all destination-league players who are currently above the moving player.
Base Promotion Cost uses the base price at that potential rank, applies the 75% coefficient, rounds to whole TCK, and enforces the destination minimum.
Normal Promotion adds the multiplier for the current time window. A protected return skips that time surcharge once for each Explosion received.
A More Strategic League System
Explosion costs more when it removes a stronger competitor. Promotion costs more when a player waits until late in the round before entering a stronger league. Protected returns keep recovery from Explosion fair.
Every price uses the live leaderboard, appears before payment, and is recalculated before confirmation.
Attack strategically. Move early. Return on your terms.
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