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Epic Seven The Call of Chaos Guide: Sentinels, Fate and Why Kills Don't Win

By Sir Ayup 29 August 2026, 20:00 WIB
Epic Seven Epic Seven The Call of Chaos Guide: Sentinels, Fat news image

The Call of Chaos is not a mode you grind. You get two entries a week.

That single fact should govern how you approach it. Two [Tickets of Chaos] recharge per week, and you can hold a maximum of three. Across the Fall 2026 season — 27 August after maintenance to 8 October, 02:59 UTC — that's roughly a dozen Challenges unless you buy more with Leifs.

And the second thing to understand: killing the enemy team does not win the match. You win by destroying the opponent's Sentinel. Kills are a means to that, and a temporary one.

The core rule: damage is temporary, Guard Gauge is permanent

Each side has a Sentinel fixed in the back row. No Hero can be placed there, and the team that destroys the opposing Sentinel first wins.

The Sentinel can't be attacked down directly. It has enormous durability, so you have to strip its Guard Gauge first.

Only two things reduce it, each by 1:

  • Defeating an opponent's Hero
  • Your Sentinel attacking their Sentinel

Every point of Guard Gauge you remove also lowers that Sentinel's Defense, Penetration Resistance and Speed. The match snowballs by design — the further ahead you are, the softer the target gets.

Now the part that changes everything: as long as the Sentinel stands, dead Heroes automatically revive after a set number of turns. They return with full Health, +100% Combat Readiness, skill cooldowns reduced by 1 turn, and all injuries cleared.

So a kill buys you one Guard Gauge tick and hands the opponent a fully-healed Hero with an immediate turn. Damage you deal to Heroes evaporates. Guard Gauge does not.

The strategic consequence: stop measuring the match in kills. A three-kill lead means nothing if it cost you tempo; a one-Guard-Gauge lead is banked permanently. Play for the gauge, not the scoreboard.

One more asymmetry worth knowing: Sentinels are immune to all harmful effects — but beneficial effects, passive skills and Imprint Releases from allies don't apply to them either. You cannot shield, heal or buff your own Sentinel. There is no defensive play available. It is purely a race.

Fate: the roguelike layer

Fates appear at intervals during battle, with up to four Selection Phases per match.

Each phase offers three Fates, and you pick one. A [Refresh] is available if you don't like the options.

Three grades: Rare, Heroic and Epic. At least one Epic-grade Fate appears per battle. The Fates offered to each player won't be identical, but the grades on offer will be the same for both sides — so nobody gets a rarity advantage, only a selection one.

Every Fate you take also grants [Blessing of Fate], which raises Attack, max Health, Critical Hit Chance and Critical Hit Damage for your whole team.

That stacking matters more than any individual Fate. Because the Blessing applies on every selection regardless of what you picked, taking all four phases is strictly better than skipping one — and it means matches get more explosive the longer they run. Both teams are compounding.

You can review your acquired Fates and Blessings mid-battle from the tab on the right of the screen — the same tab shows revive cooldowns on your dead Heroes.

You don't need to own the Heroes

This is the most accessible PvP mode Epic Seven has shipped.

25 designated Season Heroes are available, and the pool will be updated in future seasons.

You can register either a Hero you own or a Supported Hero — and Supported is the default. Owned Heroes only qualify if they're awakened to 5★ or higher. You can change your registered Season Heroes at any time from the Hero Registration page.

Supported Heroes can't have their Imprint Concentration or Release changed — that's only available on your own copies. That's the one advantage ownership buys.

No ban phase, either. Three Heroes are selected automatically and presented to you; if you want different ones, use [Refresh]. Once both sides lock in, both teams are revealed, you adjust placement and Devotion Skills, and the battle starts immediately.

Read that as the design statement it is. A mode with no bans, supported Heroes by default, and a fixed pool of 25 is deliberately trying to decouple PvP performance from account depth.

Challenge structure and the number that matters

A Challenge costs 1 Ticket of Chaos and ends at either 7 wins or 3 losses.

  • You're granted 3 Essences per Challenge; each loss removes one.
  • 7 wins = [Success]. Running out of Essence first = [Completed].
  • All battles are Single Round.
  • Matchmaking prioritises opponents with a similar number of wins in their current Challenge, so the fights get harder as you climb.

The hinge is five wins, not seven.

Reward chests jump in grade and quantity from 5 victories onward, and Ranking Points scale higher for finishing at 5 or more wins. Both systems reward the same threshold.

With three Essences, you can afford two losses on the way to five. That's the target: bank five, then push seven if the run is going well. Treating every Challenge as a 7-or-nothing attempt wastes tickets you only get two of per week.

Rewards and currency

On completing a Challenge you claim Tier Rewards and Bonus Rewards based on your final stage. Chest contents are probability-based, and Leifs are distributed differentially as Bonus Rewards.

[Crystals of Purification] accrue every time you finish a battle, and buy items from the Supply Shop in the lobby.

Two things to know about them:

  • Beating an opponent who has only 1 Essence left pays bonus Crystals. A small bounty on people about to be eliminated.
  • They're season-locked and reset when the season ends. Spend them.
  • You get nothing if you quit during Hero Selection.

Season ranking

Ranking Points are applied all at once when a Challenge is calculated, based on the wins and losses inside it. The top 100 players and your own rank appear in the Season Ranking menu.

Rank Badge Currency 1 Ruler of Chaos Badge 3 Mana Control Catalyst Selection Chests 2–10 Judge of Fate Badge 2 Mana Control Catalyst Selection Chests 11–100 Guide of Purification Badge 1 Mana Control Catalyst Selection Chest

Rank rewards must be claimed by entering The Call of Chaos during the grace period. Badges go into Edit Profile Card > Badge.

Dates, and what it replaces

Fall 2026 Season: 27 August after maintenance – 8 October, 02:59 UTC. Grace period: 8 October, 03:00 – 15 October, 02:59 UTC.

The mode is integrated across all servers and runs on Korean Standard Time regardless of your server. Don't calculate the deadline from your own server reset.

During the grace period you can enter but cannot start a new Challenge. Season Ranking, Season Records and the Supply Shop stay open. A Challenge still running when the season ends is auto-completed, and calculated when you next log in.

Draft Arena is unavailable while the season is active, returning after the grace period ends. Accordingly, the "Play Draft Arena" mission becomes "Play Draft Arena or The Call of Chaos", and Call of Chaos records now count toward existing Play/Win Arena reputation and missions.

Entry requires Account Rank 40 or higher, via the banner at the bottom left of the Arena entry screen.

Checklist

  1. Spend both tickets every week. They recharge at 2 and cap at 3 — bank a third and you're wasting a recharge.
  2. Play for Guard Gauge, not kills. Every Hero you drop comes back at full Health with a free turn.
  3. Take all four Fate phases. The Blessing stacks regardless of which Fate you choose.
  4. Aim for five wins, then reassess. That's where chest grade and Ranking Points both step up.
  5. Don't quit during Hero Selection — you forfeit the Crystals.
  6. Hunt opponents on their last Essence for bonus Crystals.
  7. Spend every Crystal of Purification before 15 October. They reset.
  8. Enter during the grace period to claim your rank rewards.

The mode gives you very few attempts and almost no gear advantage. What it rewards is understanding the win condition — and most players will spend their first few tickets learning it the hard way.

Our 8th Anniversary guide covers the free skin, the 1,260 free summons and every dated event in the anniversary period.

Build the roster the season expects

Supported Heroes cover the entry cost, but Imprint Concentration on your own copies is the one edge ownership still buys — and imprints, gear and roster depth are the slow half of any Epic Seven account. Browse verified Epic Seven accounts if you'd rather start from a developed box, speed up gear and catalyst farming with Epic Seven hourly services, or push World Arena standings through Epic Seven boosting.

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