ONLINE & SOCIAL

Arena / PvP

Prepare a dedicated PvP defense and challenge online opponents. PvP has its own health scaling, build presets, league thresholds and season rewards, so compare its native rules before applying a PvE build unchanged.

AccessLevel 10
Daily attacks5
Opponent choices3
Reward eligibility10 season fights

Access, attacks and defense

Open Online → PvP at level 10. The client default is 5 daily attacks and 3 opponent choices. The server supplies the current allowance, opponent list and match state; this page does not infer a ticket purchase price or an extra attack cooldown.

Choose a defense formation and inspect the heroes before sending it. Each selected hero must exist on the account, occur once and occupy an available hero slot; only one hero per base class is allowed. The stored defense supports at most eight hero identities, further limited by unlocked slots. An empty defense falls back to the normal party selection in the native snapshot path. Current rank and defense results appear online.

Related references: Classes, Skills, Passive tree and Build planner.

Client defaultValue
Minimum level10
Daily attacks5
Opponent choices3
Current combat rules version5
Formation restrictionOne hero per base class, no duplicate identity

PvP builds and presets

PvP stores its own defense selection, formation presets, class skins, pet and per-hero build presets. Customize a hero’s PvP build first, then assign its passive nodes and active skills. Build validation checks that those choices are legal for that hero; a preset does not grant unavailable classes, skins or skill points.

Keep a formation and its hero builds together when comparing options. A formation preset changes the selected heroes, while the per-hero build preset changes that hero’s passive tree and active skills. The dedicated PvP pet is checked against owned pets. Compare Pets and the Codex alongside the hero’s equipment and passives. Owned visual skins change appearance within the selected class.

PvP combat and health scaling

The PvP engine sets up a symmetric fight, with both parties arriving after 2 seconds. Its health multiplier is chosen from the mean level of all fighters on both sides. The values below are linearly interpolated between level knots; levels outside the range use the nearest endpoint. For example, mean level 35 gives ×0.9 health, while mean level 100 gives ×30. These multipliers affect health, not every offensive stat.

PvP also uses dedicated healing, repeated-control immunity and escalating fury rules. The current native rules version is 5; healing is converted through its version-specific PvP calculation, so a listed PvE heal does not directly predict a PvP heal. Fury’s configured delay is 60 seconds and its step interval is 30 seconds, with a ×2 escalation factor.

The current simulation has a 60-minute technical cap, followed by its remaining-health comparison; older rule versions used a 10-minute timeout. Replays carry their rule version. Compare Game systems for ordinary combat definitions.

Mean fighter levelPvP health multiplier
10×0.4
30×0.4
40×1.4
50×1.7
60×4
75×7
90×11
95×24
100×30

Six leagues and rank thresholds

Bronze, Silver and Gold use point thresholds. Platinum, Diamond and Legend depend on the distribution of eligible players as well as the native 1,300-point floor. Legend occupies the top 1%, Diamond the next 4%, and Platinum the next 10%; the corresponding cumulative cuts are 1%, 5% and 15%.

The server calculates current cuts and positions, so a fixed point value does not guarantee one of the upper leagues. The client ranks players after at least one recorded win or loss; the win-rate leaderboard requires ten fights. Tied points and the current population can affect an individual position. Ranking also contains PvE, House and Clans boards.

LeagueNative floorPopulation rule
Bronze0Remaining players
Silver1,1001,100+ points
Gold1,3001,300+ points
Platinum1,30015% cumulative cut
Diamond1,3005% cumulative cut
Legend1,3001% cumulative cut
Bronze League

Bronze League

0 point floor

Point-based league before the upper-league population cuts.

Silver League

Silver League

1,100 point floor

Point-based league before the upper-league population cuts.

Gold League

Gold League

1,300 point floor

Point-based league before the upper-league population cuts.

Platinum League

Platinum League

15% cumulative cut

Current threshold is calculated from the eligible ranking population.

Diamond League

Diamond League

5% cumulative cut

Current threshold is calculated from the eligible ranking population.

Legend League

Legend League

1% cumulative cut

Current threshold is calculated from the eligible ranking population.

Season rewards

At least 10 fights in the season are required for a reward. The native table pays by position within each league: first, second, third, fourth through tenth, then everyone else in that league. Bronze, Silver and Gold pay gold; Platinum, Diamond and Legend pay crystals.

The Seasons interface shows current and past seasons and an estimate for “if the season ended now”. That estimate can change with later results. The client formats an end-of-month date in UTC from the server’s season key; the active season, final placements and actual reward delivery are server-controlled. The table below is the installed client’s reward schedule, not a claim that any account has earned or received it.

LeagueCurrency1st2nd3rd4th–10thOthers
BronzeGold160,000 Gold120,000 Gold100,000 Gold80,000 Gold60,000 Gold
SilverGold400,000 Gold300,000 Gold240,000 Gold200,000 Gold160,000 Gold
GoldGold1,000,000 Gold750,000 Gold600,000 Gold500,000 Gold400,000 Gold
PlatinumCrystals80 Crystals60 Crystals50 Crystals40 Crystals30 Crystals
DiamondCrystals200 Crystals150 Crystals120 Crystals100 Crystals80 Crystals
LegendCrystals3,000 Crystals2,000 Crystals1,000 Crystals500 Crystals200 Crystals