Before You Start: The “Don’t Be That Squad” Fair-Play Rules


A good challenge should feel fun for your group—and still respectful for anyone else in the match.

  • Use Custom when possible. If you have 5 friends (or enough to fill both teams), Custom is perfect.
  • Use Classic for “light challenges” only. Avoid challenges that force you to troll, AFK, or intentionally feed.
  • Avoid Ranked for challenge rules. Ranked is for winning with your best choices; challenge rules belong in Classic/Custom/Brawl/Arcade/Vs. AI.
  • Agree on the rules before loading in. If you argue mid-match, the challenge becomes annoying fast.
  • Have an “emergency cancel” rule. If the enemy is clearly far stronger or your team is getting stomped, you’re allowed to drop the challenge and just play normally.

If you follow those, your challenges stay fun and you avoid becoming the reason someone hates Classic queue.


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Fast Setup Guide: How to Run Challenges the Easy Way


You can run most challenges in three places: Custom, Classic, or Brawl/Arcade.

Custom is best because you can:

  • invite friends easily,
  • fill empty slots with AI if needed,
  • set up 1v1, 2v2, 3v3, or full 5v5 scrims,
  • and pick modes like Classic rules, Brawl rules, or Draft Pick rules (depending on what your client offers).

Classic is okay for challenges that don’t sabotage teammates (like “role swap,” “no chat,” or “objective race with normal gameplay”).

Brawl/Arcade is best for pure fun because games are shorter and randomness is built in.

Pro tip: Make a “Challenge Captain.”

One person in your group reads the rule, confirms it, and keeps the score. Rotating the captain role makes it feel like a weekly show.



How to Score Challenges (So They Don’t Turn Into Arguments)


Challenges stay fun when you track points simply. Here are three easy scoring systems:

System A: First-to-3 Wins

  • Each challenge match is worth 1 point.
  • First team/player to 3 points wins the set.
  • Best for duos and trios who want short sessions.

System B: Points per Objective (macro-friendly)

Great when you want practice + fun.

  • Turtle secured: +1
  • Lord secured: +2
  • First tower: +1
  • Each inhibitor turret: +1
  • Win the match: +2
  • This system rewards smart play without needing perfect teamfights.

System C: “Dare Points” (silly and social)

  • Complete the challenge condition: +2
  • Win the match: +1
  • Bonus for style (your group votes): +1
  • Best for content-style sessions where you want laughs more than clean macro.

Pick one system and stick to it for the whole night.



Challenge Pack 1: Hero Pick and Draft Chaos


These are perfect when your group gets bored of picking mains every game.


Role Roulette (The Classic Friend Challenge)

Rule: Everyone rolls a role (Gold, Mid, Jungle, EXP, Roam) and must pick a hero they can reasonably play in that role.

Why it’s fun: You get weird comps without full trolling.

Best mode: Classic or Custom.

Extra spice: If someone refuses their role, the team loses 1 point.

Fair-play version: “Playable picks only.” No intentionally useless picks (like choosing a hero who can’t farm safely in that lane).


No-Main Challenge (Comfort Ban Night)

Rule: Nobody can play their top 3 most-used heroes.

Why it’s fun: Forces creativity and builds real flexibility.

Best mode: Classic, Custom Draft.

Variant: “No top 3 roles.” If you always play Mid, you must play a different role for the match.


Alphabet Draft

Rule: Your hero’s name must start with a specific letter chosen randomly (A–Z).

Why it’s fun: You get surprise picks without needing random apps.

Best mode: Custom, Classic.

Variant: Letter by role:

  • Gold: letter A–F
  • Mid: G–L
  • Jungle: M–R
  • EXP: S–Z
  • This keeps variety without making it impossible.


Mirror Team (Same Hero on Your Team)

Rule: Your whole team plays the exact same hero (or the same hero type, like “all fighters”).

Why it’s fun: It’s hilarious and teaches timing (because your team power spikes at the same time).

Best mode: Custom.

Difficulty: Medium to high (depends on the hero).

Safer variant: Same hero class only (all mages, all tanks, etc.) instead of identical hero.


Counter-Pick Only Draft (Macro Brain Mode)

Rule: Each player must pick a hero that directly answers the enemy role or composition (anti-dive, anti-heal, wave clear, etc.).

Why it’s fun: It feels like a real “smart draft” scrim.

Best mode: Custom Draft.

Tip: Your captain says the win condition out loud before the match starts (example: “We win by peel + front-to-back,” or “We win by pick-offs into Lord.”).


Lane Swap Draft (Everyone Plays the ‘Wrong’ Lane)

Rule: Gold lane player must play Mid, Mid goes Jungle, Jungle goes EXP, EXP goes Roam, Roam goes Gold.

Why it’s fun: Chaos with real learning—because you feel what other roles deal with.

Best mode: Classic, Custom.

Fair-play version: You can choose a hero you can actually survive with in the swapped role.


Challenge Pack 2: Objective Races (Fun + Real Improvement)

These challenges feel like mini-competitive matches and genuinely improve your ranked habits.

Turtle First, Always

Rule: Your team must attempt the first Turtle every game.

Win condition: If you secure it, you get +2 points (even if you lose the match).

Why it’s fun: Creates early-game purpose and coordinated movement.

Best mode: Classic, Custom.

Important: “Attempt” doesn’t mean “flip and feed.” If the setup is clearly bad, you’re allowed to trade cross-map—but you must still rotate and scout properly.


Lord = Endgame Switch

Rule: You are not allowed to push high ground (inhibitor turrets) until you secure a Lord.

Why it’s fun: Forces disciplined setups and wave management.

Best mode: Custom, Classic.

Variant: “First Lord wins.” The first team to secure Lord gets +3 points; match win adds +2.


Two-Lane Pressure Challenge

Rule: Before any major objective fight (Turtle/Lord), your team must have two lanes pushed past river.

Why it’s fun: Teaches wave prep, which is a Mythic+ macro skill.

Best mode: Custom, Classic.

Captain job: Call “Waves first” 30 seconds before objectives.


No-Flip Objective Rule

Rule: You are not allowed to start Turtle/Lord unless your team has one of these:

  • enemy jungler dead,
  • enemy jungler visibly far away,
  • or your team controls the main entrances (meaning you can actually zone).
  • Why it’s fun: Turns objectives into traps instead of coin flips.
  • Best mode: Custom, Classic.

This is a “Glory-style” habit disguised as a challenge.


Tower Collector

Rule: Kills don’t count for points—only towers do.

Scoring:

  • Outer tower: +1
  • Inner tower: +2
  • Inhibitor: +3
  • Base win: +5
  • Why it’s fun: Instantly stops pointless chasing.
  • Best mode: Classic, Custom.



Challenge Pack 3: Build and Item Restrictions (The “Why Is This Working?” Night)


These are hilarious in Classic/Custom and great for learning item value.


One-Core Item Rush

Rule: Everyone on the team must rush the same first “core item type” (example: everyone starts with a damage item, or everyone starts with a defense item).

Why it’s fun: Changes the entire feel of early fights.

Best mode: Classic, Custom.

Safer version: “Same category only.” Example: first item must be defense, but everyone chooses which defense item fits them.


No Boots Challenge

Rule: No one is allowed to buy boots until minute 8.

Why it’s fun: Rotations feel slow, positioning matters more, and fights are weirdly tense.

Best mode: Custom, Classic.

Fair-play warning: Don’t do this in Ranked. It’s a fun practice challenge, not a serious strategy.


Two-Item Limit (Minimalist Build)

Rule: You may only own two completed items at any time. If you complete a third, you must sell one immediately.

Why it’s fun: Forces hard choices between damage, defense, and utility.

Best mode: Custom.

Variant: “Three-item limit” for a less chaotic version.


All-Defense Teamfight Night

Rule: Your entire team must build mostly defensive items (even your damage roles).

Why it’s fun: Fights last longer, and teamwork matters more than burst.

Best mode: Custom, Classic.

Scoring idea: +1 point every time you win a fight while outnumbered (like 4v5).


Budget Build Challenge

Rule: You can only buy items under a certain gold cost (your group sets the limit).

Why it’s fun: Encourages efficient, early-game items and weird power spikes.

Best mode: Custom.

Variant: “No luxury items.” If an item is considered late-game premium by your group, it’s banned.


Challenge Pack 4: Battle Spell and Emblem Twists

Great when you want gameplay variety without forcing weird heroes.

Spell Swap

Rule: Everyone swaps battle spells with the person to their left in the lobby (Gold gets Roam’s spell, etc.).

Why it’s fun: Forces new positioning and new fight timing.

Best mode: Classic, Custom.

Safer version: No Retribution swaps unless your group wants chaos (because jungle pathing changes drastically).


No Flicker Night

Rule: Flicker is banned for everyone.

Why it’s fun: Positioning becomes more honest, and players learn safer angles.

Best mode: Classic, Custom.

Variant: “One Flicker only.” One player is allowed Flicker; everyone else must adapt.


One Emblem Tree for the Whole Team

Rule: Everyone must use the same emblem tree (example: everyone uses Tank emblem, or everyone uses Assassin emblem).

Why it’s fun: The team’s identity becomes extreme.

Best mode: Custom, Classic.

Fair-play version: Allow role exceptions if someone is brand new and needs basic comfort settings.



Challenge Pack 5: Communication and Leadership Games


These are secretly some of the best “rank practice” challenges, because most teams lose from bad communication.


Silent Match (Pings Only)

Rule: No voice chat, no typing—pings only.

Why it’s fun: You learn to read the map, not the drama.

Best mode: Classic, Custom.

Scoring bonus: +1 if you win without any typed messages.


Shotcaller Rotation

Rule: Each 3 minutes, a different player becomes the shotcaller. Only the shotcaller is allowed to make calls (voice or text).

Why it’s fun: Everyone learns leadership and map awareness.

Best mode: Custom, Classic.

Tip: The shotcaller should focus on only 3 types of calls:

  • “Waves first”
  • “Objective setup”
  • “Reset / don’t chase”


Positive-Only Challenge

Rule: You can’t say anything negative. No blame, no sarcasm, no “why.” Only calls and encouragement.

Why it’s fun: You’ll be shocked how much better your team plays.

Best mode: Any mode.

Bonus: +1 point if nobody complains after a bad fight.


The “Information Dealer”

Rule: One player’s only job is to call enemy locations and missing heroes every 15–20 seconds.

Why it’s fun: Turns your match into a mini pro-game feel.

Best mode: Custom, Classic.

This is especially strong practice for roam/mid/jungle players.



Challenge Pack 6: Mechanics Mini-Games Inside a Real Match


These feel like mini-training drills but still playable.


No Ultimate Until Minute X

Rule: Nobody can press ultimate until minute 5 (or 8 if you want chaos).

Why it’s fun: Forces skill usage and positioning; early fights become super different.

Best mode: Custom, Classic.

Fair-play version: If the enemy uses ult early, you’re still not allowed—stick to the rule.


First Death = Role Swap

Rule: The first person to die must swap roles with another teammate after they respawn (your captain decides who).

Why it’s fun: It’s hilarious and teaches “don’t donate early deaths.”

Best mode: Custom.


Last-Hit King (Lane Edition)

Rule: In the first 5 minutes, your lane partner can’t help you last-hit minions. You must last-hit only.

Why it’s fun: Improves farming and wave control.

Best mode: Custom, Classic.

Scoring: +1 to the player with the highest last-hits at minute 5.


No Recall Challenge (Hard Mode)

Rule: No recalling unless you die.

Why it’s fun: Teaches resource management and “when to back off.”

Best mode: Custom (recommended).

Safer version: “One recall only” per player before minute 8.


Challenge Pack 7: Brawl Mode Challenges (Short, Wild, Perfect for Groups)

Brawl is naturally challenge-friendly because:

  • it’s one lane,
  • matches are shorter,
  • and hero selection is more random.


Two-Hero Decision Challenge

Rule: Whatever two heroes the game offers you, your friend chooses which one you must play.

Why it’s fun: You stop autopicking and start adapting.

Best mode: Brawl.


No Healing Skills Team (If Possible)

Rule: If your random picks include healers/sustain-heavy heroes, you must avoid them and pick the least sustain option.

Why it’s fun: Makes fights spikier and positioning more important.

Best mode: Brawl.


Frontline Tax

Rule: At least two players must pick the tankier option if they have one.

Why it’s fun: Creates an actual frontline in Brawl chaos.

Best mode: Brawl.


Ultimate Trade Game

Rule: Every ultimate must be “traded” for something: either a kill, forcing enemy ult, or turret damage. If you ult and get nothing, -1 point.

Why it’s fun: Stops random ults and improves timing.

Best mode: Brawl, Classic.



Challenge Pack 8: Arcade Mode Challenges (When Available)


Arcade modes rotate, but when they’re live, they’re perfect for wild challenge nights.


Mirror Mode MVP Vote

Mirror Mode often means your whole team ends up on one hero choice. Make it a game:

Rule: Before the match, each player predicts who will perform best on the chosen hero and why (damage, tanking, zoning, etc.).

After match: Vote MVP based on the prediction accuracy, not just KDA.

Why it’s fun: You learn what makes a hero strong beyond kills.


Mayhem “Combo Scientist”

Mayhem buffs heroes and speeds the game up.

Rule: Each player must invent one “signature combo” and call it out before the first fight (example: “I’ll initiate with X, then chain Y”).

Scoring: +1 if your combo works in a real fight.

Why it’s fun: Turns chaos into creativity.


Overdrive “Endless Pressure”

Overdrive exaggerates attributes.

Rule: Your team must always have two lanes pressured (or two paths pressured if the mode map differs).

Why it’s fun: Even in a crazy mode, macro still wins.

Bonus: +1 for ending without giving the enemy a comeback wipe.


Hyper Blend / Special Arcade Modes “Synergy Draft”

Some arcade modes let you do unusual combos.

Rule: Each duo must choose a synergy theme: “stun chain,” “burst + reset,” “peel + carry,” etc.

Why it’s fun: You practice teamwork in a low-stakes environment.



Challenge Pack 9: Custom 1v1 and 2v2 Modes (Best for Rivalries)


Custom matches are the cleanest way to do “competitive fun” with friends.


Mid 1v1: First Tower Wins

Rule: 1v1 mid lane. First to take the first turret wins (kills don’t automatically win).

Why it’s fun: Teaches wave control, trades, and patience.

Extra rule: No jungle camps; only lane and river.


EXP 1v1: Sustain vs All-In

Rule: One player must pick a sustain fighter; the other must pick an all-in burst fighter.

Win condition: First turret or first two kills.

Why it’s fun: You learn matchup dynamics and timing windows.


Jungle 1v1: Farm Race

Rule: Both players jungle only. First to reach a target level (or first to secure Turtle in a controlled setup) wins.

Why it’s fun: Builds pathing and efficiency.


2v2 Gold Lane Duos

Rule: 2v2 in gold lane with two supports banned (your group chooses which).

Win condition: First tower or first 5 kills.

Why it’s fun: Duo synergy matters more than random roaming.


2v2 “Protect the Carry”

Rule: Each duo must include one “carry” and one “protector.”

Scoring: Protector gets bonus points for saving the carry (shielding, peeling, body blocking).

Why it’s fun: Teaches real support value.



Challenge Pack 10: Full Friend Tournaments (Make It a Weekly Tradition)


If you have 6–10 friends, tournaments become the best kind of chaos.


King of the Hill (Fast and Addictive)

  • Two teams play.
  • Winner stays.
  • Losing team swaps 1 player with the bench (or rotates a role).
  • First team to win 3 in a row is champion.

Why it’s fun: Keeps games fresh and prevents one-sided stomps.


Draft Cup (Mini Pro Night)

  • Play Custom Draft.
  • Add simple bans your group agrees on (even if your lobby doesn’t enforce them—honor system works with friends).
  • Each match, one team chooses a win condition out loud:
  • “Pick comp”
  • “Front-to-back”
  • “Split pressure”
  • “Early snowball”
  • Winning team must keep their draft style next game.

Why it’s fun: Feels like a real tournament and improves ranked skills.


Role Lock League

  • Each player chooses one role for the whole night.
  • You must play that role every match.
  • Track stats per role (towers taken, assists, objective presence).

Why it’s fun: Builds mastery while still being playful.


Meme Comp Night (With Safety Rules)

Pick a theme:

  • “All hooks”
  • “All summons”
  • “All shields”
  • “All dive”
  • “All poke”
  • Then add a safety rule:
  • “No feeding for content”
  • “If we’re behind, we must play macro and defend”
  • That keeps it fun without turning it into a grief session.


Challenge Ideas That Improve Ranked Without Feeling Like Training

If you want fun that also makes you better, these are the highest-return challenges:

  • Silent match (pings only): improves map reading and reduces tilt.
  • Tower collector scoring: teaches conversion and stops chasing.
  • Two-lane pressure rule: teaches wave prep before objectives.
  • No-flip objectives: teaches zoning and setup discipline.
  • Shotcaller rotation: makes everyone understand tempo, not just mechanics.

If your group does these once a week, you’ll feel ranked become easier because you’re building habits that win games even with random teammates.


Rewards and “Forfeit” Ideas That Stay Fun (And Safe)

Avoid punishments that are unsafe, humiliating, or expensive. Keep it playful.

Good reward ideas:

  • winner chooses the next challenge
  • winner chooses the next team name or lobby title
  • winner picks the “theme comp” next match
  • winner gets to assign roles for the next game

Good forfeits:

  • loser must play a “new hero” next match (but still playable)
  • loser must be the shotcaller next game
  • loser must play a match with pings only
  • loser must do a silly in-game emote moment at start (without trolling)

Keep it light. The goal is fun + improvement, not stress.



Practical Rules


  • Use Custom for the wild challenges; use Classic/Brawl/Arcade for lighter rules.
  • Agree on the rule in one sentence before the match starts.
  • Never let a challenge become an excuse to feed or ruin games for strangers.
  • Track points simply (first-to-3, objective points, or dare points).
  • If your team is getting stomped, you’re allowed to cancel the challenge and play normally.
  • Pick challenges that match your group size: duos = 2v2/shotcaller games; full squads = draft and objective races.
  • Rotate “Challenge Captain” so everyone gets to lead.
  • Make your challenges create better habits: waves, objectives, conversion, and safe resets.



BoostRoom


If you love playing with friends but also want to rank up faster, BoostRoom helps turn your “fun games” into real improvement without killing the vibe. Instead of random practice, you get structured coaching that makes your team play smarter together:

  • Role-based improvement plans (so everyone knows what to do every 2 minutes)
  • Objective setup routines (Turtle/Lord timing, bush control, zoning)
  • Wave and rotation discipline (so you stop arriving late and stop losing towers for free)
  • Communication systems that reduce chaos (simple calls, better pings, cleaner resets)
  • Team conversion habits (kills → towers → jungle control → objectives)

Your friend challenges become even better when you understand the macro behind them—because then you’re not just messing around, you’re building a squad that wins.



FAQ


What’s the best challenge for a duo?

Shotcaller rotation (one calls, one follows), 2v2 gold lane duos, and Silent Match (pings only) are the best for duos.


What’s the best challenge for a full 5-stack?

Tower Collector scoring, Turtle First Always, and Draft Cup (custom draft with win-condition calls) are top-tier.


Should we do challenge games in Ranked?

No. Ranked should be your best effort. Challenges belong in Custom, Classic, Brawl, or Arcade.


What if our challenge makes the match impossible to win?

That’s normal sometimes. Use the “emergency cancel” rule: if it’s a stomp, drop the challenge and just play to finish the match respectfully.


How do we keep challenges fair if skill levels are different?

Use handicaps that don’t ruin gameplay: stronger players take harder roles (roam), ban their comfort heroes, or give extra points to newer players for objectives and survival.


What’s a challenge that helps us stop throwing leads?

Tower Collector scoring and Lord = Endgame Switch. They teach conversion and clean endings.


We don’t have 10 players—can we still do tournaments?

Yes. Run King of the Hill with rotating teammates, or do 2v2 and 3v3 custom formats with AI fillers if needed.


What’s the funniest low-effort challenge?

Two-Hero Decision Challenge in Brawl (your friend chooses your pick). It’s fast, random, and always chaotic.


How do we avoid arguments about rules mid-match?

Keep the rule to one sentence, and have the Challenge Captain repeat it once in loading screen. If something is unclear, default to the fairest interpretation.

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