Helm › Helm Live University › Track 3 › Lesson 3.4
Lesson 3.4Lightning, Shield, the long Anchor, Capture and Tap Out are not for sale at any price. They go to up to four viewers on the winning side, they are locked to the creator you won them from, and they expire in five days.
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This lesson prepares you to: Explain who receives an earned power up, how the draw is weighted, and why none of them can be bought.
Five power ups cannot be bought at any price. There is no bundle, no discount and no premium tier that unlocks them.
| Power up | Runs for | What it does |
|---|---|---|
| Lightning | 30s | Roughly one gift in three scores 5x |
| Shield | 15s | Your side cannot be anchored, and it clears a Capture |
| Anchor, the long one | 30s | The other side cannot start a new power up |
| Capture | 30s | The other side gains no bonus, or half of one |
| Tap Out | 20s | Opens a tap contest for both rooms |
The reason they are unbuyable is a design decision worth naming. An earned item that can also be bought is not a different door, it is a discount, and the wallet wins again. A viewer with no money at all holds these, and nobody can buy past them.
When a battle ends, up to four viewers on the winning side receive one each. In a squad it is the winning team, not one stream.
That fourth one is the important one. It means backing a winner is worth something even if you are not the biggest spender in the room, and it is the difference between a reward system and a leaderboard. It has a floor of 10 coins, which exists to stop a script entering every draw on the platform for a coin a battle and is low enough that one small gift clears it. The top three have no floor.
Which power up you get is decided by the same reproducible method used everywhere else in battles, derived from the battle and your own account rather than from chance. It is not a flat one in five.
| Power up | Roughly how often |
|---|---|
| Shield | 30% |
| Capture | 25% |
| Anchor, the long one | 20% |
| Tap Out | 15% |
| Lightning | 10% |
Lightning is the rarest on purpose. It is 5x for thirty seconds, which is the biggest single thing a viewer can do to a scoreboard, and an item that strong arriving as often as a defensive Shield would make winning one feel like a coin flip rather than a result.
This is the part people miss, and it changes everything about how you use one.
An earned power up is spendable only in a battle the creator you won it from is fighting in, and only while you are backing their side. Win a Capture supporting one creator and you cannot take it to somebody else's battle, and you cannot aim it at the creator who gave it to you.
That is the whole retention loop, and it is also what the five days really mean: that creator has to go live and get into a battle inside those five days, or it lapses. If you are a creator, that is a reason to run a battle in the week after you win one, and worth saying to your room.
However many copies of the API process the end of a battle, no viewer can be granted the same power up twice for the same battle. The database enforces that rather than the code hoping.
An earned power up expires 5 days after it is won. That is deliberate. An item with no expiry gets hoarded for a moment that never comes, and a viewer who is holding six Lightnings is not using any of them. Five days is long enough to catch your next live and short enough that using it beats saving it.
The rules for what can be used when are short, and there is one exception worth remembering.
That exception exists because a Shield is the answer to being anchored. Letting an anchor block it would make the Shield useless at exactly the moment it is needed, which is a rule that reads fine and plays terribly.
A Shield beats an Anchor outright. While a Shield is up, your side simply is not anchored, whatever anyone else just spent.
These two get confused constantly and they are not the same job.
A Capture also beats a Tap Out win outright. A room that wins the tap contest while under a blocking Capture scores its prize at 1x for the whole thirty seconds, and under a halving one a 5x pays 2.5x. That is the strongest thing Capture does and it is worth knowing before you spend one.
Which of those two jobs a Capture does is decided the moment it lands and never changes afterwards. That matters if you are timing one: a Capture thrown at a side that is already mid Surge halves it rather than stopping it, even if that Surge runs out a second later.
They do not block each other either. A side can be anchored and captured at the same time, and each one only refuses a second helping of itself.
The shelf copy only mentions anchors, so this is worth knowing: while a Shield is up your side is neither anchored nor captured. A Shield raised under a blocking Capture gives you your bonuses straight back for as long as it lasts.
Next: the two that are not multipliers at all: a contest the whole room plays, and a goal.