PvP Arena
Monster Battle Arena
Last updated
Monster Battle Arena
Last updated
PvP Arena is a competitive monster battle game where players form teams of monsters to compete in battles. Each team consists of 3-5 monsters, carefully selected based on their unique stats, runes, elements, and bodies to maximize team effectiveness. This is a fully on-chain PvP game where players compete against each other using transactions and NFTs. Matches will always be fair and transparent, as everything is conducted and stored on-chain.
Team Formation: Players select 3-5 monsters. Each monster must have a different rune and element.
Team Stats: "The team's power is determined by the sum of all its monsters' stats, including Health Points (HP), Attack (ATK), and Speed (SPD). Each monster contributes to the overall strength of the team, making careful selection critical for victory. Team CRIT Chance: A similar formula to the average Critical Rate (CRIT) of all monsters, however, monsters with higher crit rates will contribute more to increasing the entire team's crit rate.
Team Combat Power: In this mode, your team's CP will be calculated based on the total CP of the monsters you select. This CP will determine which arena tier your team can participate in.
All teams participating in the Battle Arena will have a special shield that reduces 90% of the damage from the opponent's regular attacks. This is intended to ensure the battle lasts for multiple rounds.
Team combo and element influence the team's base stats.
Team combos are determined by the combination of Runes and Elements of the monsters in the team.
Combos provide buffs to the team's stats as follows:
Team combos will boost your team's CP, but they won't affect arena tier selection since arena tiers are based solely on the base CP of the monsters you bring in. Therefore, having a stronger combo within the same arena tier will give you a significant advantage.
The team element is determined by the most common element among your monsters. If there’s a tie, one element is chosen randomly.
In battle, team elements influence stats based on the opponent's element:
Element Counter Cycle: Earth > Water > Fire > Wind > Earth.
Based on the monster types (bodies) in the team, the team can bring up to 2 active skills into battle. Each skill requires at least 2 specific monsters in team to active it. Adding different monsters of that skill will raise that skill level At the start of the battle, the team has a mana bar with a maximum of 7 mana (starting with 3 mana, gaining 1 mana per turn).
Skills consume mana, and can only be used when there is enough mana.
Trainers select the Arena tier before inputting their team, with different CP caps and entry fees as a balance for their team. (5% developer included)
The higher the tier your team wins, the higher the reward you can earn. (The reward is not counted in your balance)
With each loss, ¼ of the balance is deducted. If the balance is depleted, the player is eliminated from the tier and must deposit new funds to re-enter.
Trainers can participate in all three arena tiers simultaneously but can only have one team per arena tier. Monsters used in one team cannot be reused in another team at the same time.
The combat power (CP) cap does not include combo bonuses.
Players can retreat at any time and receive a refund for unused balance.
After entry, players can initiate matchmaking to find opponents. (If another player is searching for a match at the same time, a battle will be created)
Only players in the same Arena tier can match with each other.
The winner of a match receives 80% of ¼ of the opponent's balance.
The loser loses ¼ of the balance.
Winning increases your win streak in each Arena Tier, which boosts rewards. Achieve higher win streaks to increase the rewards from each victory
Losing a match does not reset the win streak if there is remaining balance. The win streak resets only when balance is depleted.
Streak Rewards:
First wins: 80% reward
3 win steak: 82% reward
5 win steak: 89% reward
7 win steak: 100% reward
The remaining funds from the losing team after paying the winning team are added to a shared Lucky Pool.
When the Lucky Pool reaches 100 DPET, a Lucky Match is triggered.
The next match in all tiers after the pool is full will be designated as the Lucky Match.
The winner of the Lucky Match receives 100 DPET from the Lucky Pool in addition to regular match winnings.
Each battle lasts up to 30 turns, with each turn covering 10 blocks.
During each turn, each team will attack once. Teams can also choose to use their active skills or initiate a Monster Squad.
Since this is fully on-chain, when you confirm a transaction to perform a skill or initiate a Monster Squad, the skill will be executed 2 turn after the confirmation.
Both teams perform actions based on their turn order.
Monster Squad
Skill
Effect Skill
Normal Attack
If both teams' actions have the same priority, the team with higher Speed (SPD) attacks first. If SPD is tied, the order is randomized. Normal attacks deal damage calculated as: ATK × 10% (according to the special shield). The battle ends when one team's HP drops to zero. If both teams are still standing after 30 turns, the team with more HP wins. If HP is tied, the team with lower SPD wins.
At the start of each battle, the environment is randomly assigned to one of the four elements: Earth, Water, Wind, or Fire. Teams with monsters that match the environment's element get a 10% CRIT boost.
On the 10th turn, 5 random monsters (may duplicates) are appear for selection.
Each Trainers select 2 of these monsters to combine with 3 monsters from their team, forming a poker combo with activate special skill.
Each time you use the "Monster Squad," it will cost an amount of DPET equal to 2% of the entry fee for the tier. You can skip this feature by pressing the button at the bottom right corner of the screen, and you can enable it again whenever you want.
Once a monster is selected by one trainer, it cannot be chosen by the other.
The Monster Squad selection lasts until the end of the battle until you use it.
The game includes a feature that allows players to watch all ongoing or past battles. These matches are stored directly on-chain and will never be deleted.
A tournament mode will be introduced in the future, featuring unique rules for each event to ensure fairness. Top players in these tournaments will earn substantial rewards.
Team Element | CRIT Bonus (%) |
---|---|
Tier 1 | Tier 2 | Tier 3 |
---|---|---|
Combo
HP Increase (%)
ATK Increase (%)
Royal Flush
75%
25%
Straight Flush
75%
22%
Four of a Kind
70%
20%
Full House
70%
15%
Flush
65%
12%
Straight
65%
10%
Three of a Kind
60%
5%
Two Pair
60%
7%
Pair
50%
3%
None
0%
0%
Counter
"+5%"
Countered
"-5%"
Neutral
Nothing
CP Cap: 0-30,000
CP Cap: 0-50,000
No CP Cap
Entry Fee: 21
Entry Fee: 105
Entry Fee: 525
Combo
Deals X damage to the opponent
Restore X% of maximum HP
Increase CRIT chance by an additional X%
Royal Flush
5000
Straight Flush
50%
Four of a kind
30%
Full house
25%
Flush
800
Straight
15%
Three of a kind
5%
Two pair
10%
Pair
200
None