Overview
Honor of Kings: World's battle pass is called 稷下战令 (Jixia Battle Pass) and launched alongside the game's S0 Season on April 10, 2026. It has a free track and two paid tiers (Basic and Deluxe) with per-season purchase pricing. The pass is positioned as the primary stamina-and-currency boost for active daily players, and the Deluxe tier adds an exclusive cosmetic outfit for the featured Resonance character. Pricing and reward structure below are confirmed by current community data battle pass breakdown.
Tier Structure and Pricing
Tier | Price | Purchase Benefit | Daily Benefit |
|---|---|---|---|
Free | No cost | Baseline season rewards | Daily quest currency trickle |
Basic (基础版) | 68 CNY | 1,000 stamina, 5 character draw tickets, 1 Resonance character, 1 exclusive weapon skin | 60 stamina + 50 Jing Po (晶珀) per day while the season is active |
Deluxe (豪华版) | 168 CNY | Everything in the Basic tier plus an exclusive Resonance-character outfit | Same daily benefit as Basic |
The Deluxe tier's exclusive outfit has an estimated in-shop value of roughly 3,980 Jing Po based on the pricing of comparable Mythic-tier outfits on the S0 storefront. The practical value of the Deluxe upgrade is almost entirely the outfit; the daily stamina and Jing Po grants are identical across both paid tiers.
What Counts as a "Character Draw Ticket"
Several Western outlets speculated before launch that battle pass tickets would feed into a Genshin-style gacha system. This is not correct for the S0 launch. The character draw tickets granted by the 68 CNY Basic tier pull from a cosmetic and resource pool, not a rarity-based character gacha. Characters themselves are not gacha-acquired in Honor of Kings: World: they are sold as one-off direct purchases at roughly 398 CNY each, and they can also be earned through story, exploration, and event content. See Gacha and Pity System for the full explanation of why HoKW does not use Genshin-style 80 or 90 pull mechanics.
Interaction with Stamina
The battle pass is the largest single source of bonus stamina in Honor of Kings: World. The one-time 1,000 stamina grant on purchase, plus the daily 60 stamina trickle for the duration of the season, materially increases the number of material dungeon runs a player can do each week. Stamina is the daily currency for Dream Realm dungeonsgear farming runs, and other material-gathering activities. Players who buy the Basic pass on day one will accumulate substantially more endgame gear over the course of the season than free-track players at the same play time.
Season Alignment
The battle pass runs on the same cadence as the game's live-service seasons. The S0 season began April 10, 2026. The exact S0 duration and end date had not been officially announced as of April 12, 2026. Future seasons are expected to run their own battle pass with the same tier structure, but Tencent has not published a formal schedule. See Season 0 (Jixia Chapter) for broader season context and Content Roadmap for the long-term content delivery plan.
What is Not in the Battle Pass
Resonance characters beyond the one bonus character bundled with the Basic tier (characters are sold directly in the shop)
Signature Mythic-tier outfits like 赤星飞烬 (Crimson Star Ablaze), which are priced at roughly 3,980 Jing Po in the standalone cosmetics shop
Talent unlocks, combat upgrades, or any gameplay power items (all combat-balance resources remain free to earn)
PvP rank rewards from Wudao Duel or other competitive modes
Monthly Card (Separate Product)
The monthly card 汐月之礼 (Xi Yue Zhi Li / Evening Moon Gift) at 30 CNY is a separate monetization product from the battle pass and can be purchased simultaneously. Players who buy both get stacked daily stamina and Jing Po rewards. The monthly card does not grant battle pass tier progress and does not unlock the battle pass exclusive outfit. See Monetization for the full S0 storefront.
Verified S0 Battle Pass Structure
Based battle pass breakdown published at launch, the S0 Season Battle Pass (called 云中踏歌来, Jialuo: Song Upon Clouds) has the following confirmed structure:
Parameter | Value |
|---|---|
Basic BP price | 68 CNY |
Deluxe BP price | 168 CNY (+100 CNY upcharge) |
Max BP level | 50 |
Season duration | 40 days |
Weekly XP cap | 10,000 points |
Overflow | XP carries forward if not claimed |
Unlock gate | Character level 6 to access BP menu |
Important Pricing Correction
Earlier drafts of this wiki described rewards at 'BP Lv 68' and 'BP Lv 168'. Those numbers are CNY prices, not BP levels. The BP max level is 50. The 68 and 168 refer to the yuan price of the Basic and Deluxe track purchases respectively.
Confirmed Rewards
Tier | Reward |
|---|---|
Purchase Basic (68 CNY) | Unlocks Jialuo (伽罗) Resonance + Demon-Breaking Arrow (破魔之箭) signature weapon + progression materials |
Lv 50 Basic | Weapon skin 琉璃挽月 (Glazed Moonveil) for Jialuo's bow |
Purchase Deluxe (168 CNY) | Everything in Basic plus the outfit 蜃楼踏歌 (Mirage Stepping Song) for Jialuo, with unique visual FX |
Season progress | Mostly 晶珀 (Jingpo) currency, battle pass materials, and seasonal cosmetics |
Role Within the Monetization Model
Outside of the Heavenly Reward skin system banners, the battle pass is the single most visible paid product in monetization for Honor of Kings: World. Pre-launch previews in April 2026 described the model as cosmetics plus a battle pass, meaning the pass is the main non-skin vehicle that players will repeatedly buy into over the life of a season.
Despite that central position, the pass was explicitly framed as a cosmetic and convenience track. Creators who previewed the closed beta made a point of noting that the battle pass does not tilt combat in favor of the people who buy it. The rewards list is heavy on skins, decorative flourishes, and quality-of-life currency, not stat stick upgrades.
Cosmetic-First Reward Pool
The headline items delivered through the pass sit inside the same cosmetic category as direct shop purchases. Typical paid-track rewards include:
Exclusive outfits: seasonal costumes tied to the pass's theme, unavailable in the regular shop.
Mount and pet skins: decorative variants for traversal companions, again with no effect on movement speed or stats.
Emote and pose unlocks: expression content used during photo mode and multiplayer downtime.
Profile decoration: banners, titles, and chat frames that personalize the player's identity in the social layer.
Cosmetic currency and pull tickets: resources that feed back into cosmetic systems, not combat gear.
Because the pool is cosmetic by design, a player who ignores the pass entirely does not fall behind another player's character sheet. The two versions of the same heroone with every pass reward and one with none, share identical combat statistics.
Same No-Extra-Power Philosophy
The pass follows the same philosophy that controls the rest of the paid layer: no extra stats, no paid-only weapons, no mandatory subscription to keep up with the meta. This is consistent with what pre-launch creators summarized as a clean model where skill matters more than spending, borrowed directly from the Honor of Kings MOBA's identity.
If a numeric advantage in combat exists, it exists for every player who plays the game. The pass can hand out currency that reduces the grind for an upgrade material, but the material itself is reachable through normal play and daily content. The pass compresses time, it does not unlock walls.
Free-to-Play Benefits From the Pass
Even a free account benefits from the pass's free track. Activities that count toward pass progression are the same activities a player is already doing to earn upgrade materials, story progression, and hero shards. Without spending anything, a free player typically walks away with:
A baseline stream of jingpo currency used in the in-game shop.
A portion of cosmetic rewards including some outfits, emotes, and profile items.
Progression-relevant consumables that support character leveling and gear crafting.
Daily login and event bonuses that stack on top of the pass's free track.
Relationship to Skins and Gacha
Players sometimes treat the battle pass and the skin banners as separate worlds, but they run on the same philosophy. The pass hands out cosmetics on a predictable schedule with guaranteed rewards at each tier, while the banners hand out rarer, themed cosmetics through the gacha and pity system. Neither product interferes with the other's value, and neither product gives a combat edge to its buyers.
From the player's point of view, the pass is the predictable cosmetic drip, and the banners are the opt-in cosmetic jackpot. Both are decorative, and both leave the game's skill ceiling exactly where it was before the purchase.