Arena — 3v3 PvP
The Arena is the competitive 3v3 end of the game. Your job each week comes down to a few decisions: which teams to build for defense, whether to attack the higher- or lower-rated target the app offers you, which of your teams to send, and when to spend your attacks before the daily UTC reset. This page walks through each one with the real numbers.
The Arena relaunched for Season 3 as The Requiem. The top-nav Arena tab stays off — instead, the Requiem is a Journey level: open Journey and pick The Requiem card in the World Picker (the tile where the "?" placeholder used to be). That opens the same 3v3 matchmaking this page describes. You also need Discord linked and at least one full team of three Avatars before you can attack. See Link your accounts and Avatars overview.
Everything you cook, forge, and ascend feeds your Arena teams. The stronger your Avatars, the better your teams defend while you sleep and attack when you play.
Before you can play
| Prerequisite | Where |
|---|---|
| Discord linked | Link your accounts — identity is keyed on Discord, so the Arena won't load without it. |
| At least one full team of 3 Avatars | Forge Avatars on the Roster, then assemble teams there. |
| Reach the Arena | Open Journey, then pick The Requiem card in the World Picker (the top-nav Arena tab is off). |
Build your defensive teams
On the Roster you can field up to 6 defensive teams of 3 Avatars each. These are the teams other players attack when you're offline, and they earn you Activity Score (AS) when they're picked.
- The first 3 team slots are free. Slots 4, 5, and 6 are unlocked permanently — one at a time, in order — for 5 Crests OR 10,000 RSNC each (your choice; the price is the same either way). You buy them on the Roster.
- An Avatar can be on only one team at a time — you can't stack your best fighter across multiple teams.
- More teams means more lineup variety and more surface area for defensive appearances (and defensive AS). Extra teams do not raise how much PvP you can do — your attacks and defenses are capped per day, per player, not per team (see below).
- Swap teams whenever you want to adapt to the meta.
A team of three usually wants a mix of roles — an Anchor to soak, a Striker to close out, and a Mender to keep them standing. See Avatars overview for roles, types, and Attunement.
Matchmaking and MRR
Matchmaking uses MRR, an Elo-style rating. Everyone starts at 1000. When you go to attack, the app shows you an A/B pair of targets:
| Target | Rating | Risk / reward |
|---|---|---|
| A — above you | A team rated higher than yours | Riskier fight, but a win gains more MRR. |
| B — below you | A team rated lower than yours | Safer fight, but a win gains less MRR. |
Each target is shown with the app's projected win/loss MRR change before you commit, so you can see exactly what you stand to gain or lose. Beating a higher-rated team is the fast way up the ladder; farming lower-rated teams is the steady, low-variance way.
The projected deltas already price in the rating gap. If you're confident in your team, attack above for the bigger climb. If you're protecting a rank near a leaderboard cutoff, the safer below target loses you less on an upset.
Training tab — test without stakes
The Training tab lets you attack fixed dummy teams with your real team, to see how a build performs without spending a ranked attack.
The dummies are grouped by world, and each world you've unlocked offers a Standard / Rare / Mythic trio calibrated to that world's power — so you can spar against a fight tuned to where you actually are, not one generic yardstick:
| World section | Tuned to | The three teams |
|---|---|---|
| Cinderfall | the first world's gear band | Standard · Rare · Mythic |
| The Stillair | the next band up | Standard · Rare · Mythic |
| Meridian Deep and beyond | each later world's band | Standard · Rare · Mythic |
Only the worlds you've opened show up, listed easiest-world first, and within each world the three teams climb Standard → Rare → Mythic. Pick the world you're gearing for and the rarity that matches your kit for an honest gut-check.
Training has no AS, no leaderboard, and no caps — it never touches your rating or your weekly limits. Use it to see how a new team, gear loadout, or skill setup performs before you spend a real ranked attack on it.
Daily PvP caps
Ranked Arena throughput is capped per player, per day — not per team — and the counters reset at 00:00 UTC every day:
| Cap | Limit | Type | What it means |
|---|---|---|---|
| Attacks | 15 / day | Hard | Across all your teams combined. At the cap you can't attack again until the next UTC day. |
| Defenses | 15 / day | Hard | How many times your teams can be picked as a defender that day. At the cap your teams drop out of the attack pool until reset. |
Because the caps are per player, buying extra teams gives you more lineup variety, not more PvP volume — whether you run 3 teams or 6, you still get 15 attacks and 15 defenses a day.
A separate per-team weekly appearance count still exists, but only as a soft matchmaking-priority signal (teams that have been seen less get shown to attackers more) — it no longer blocks a team from attacking or from being attacked.
Rewards
- Both attacker and defender earn Activity Score (AS) from a ranked combat — you're rewarded for taking part, not only for winning.
- Arena AS is capped at 5,000 AS per week (the Arena scope specifically).
- Every ranked combat also applies an MRR change to both teams.
- There is no per-combat loot or chests in the Arena — the payoff is AS plus rating, not drops.
- The result is spoiler-guarded: the outcome stays hidden until you watch the replay.
Weekly bracket rewards — The Requiem
As of Season 3 ("The Requiem"), ranked Arena also pays out weekly RSNC, settled every Monday for the week that just closed:
- Players are ranked within their Ascension bracket, and each bracket gets its own pro-rata RSNC pool shared among that bracket's top 50.
- Each bracket's top 2 also receive Rare Material Packs — 3 to 1st place and 1 to 2nd.
- These are weekly rewards on top of your AS, and they don't back-pay earlier weeks.
Arena AS folds into your overall Activity Score, which drives your weekly RSNC. See Activity Score for how AS converts to rewards.
Your weekly decisions
- Which teams to build. Field up to six (the first three free, slots 4–6 bought with Crests or RSNC); an Avatar sits on only one team, so spread your strength for more defensive coverage or concentrate it into one wall.
- Attack above or below. Higher-rated targets pay more MRR on a win but risk more on a loss — read the projected deltas.
- Which team to send. Match your strongest team to the tougher target; save weaker teams for the safer one.
- Spend your attacks each day. Your 15 attacks and 15 defenses reset at 00:00 UTC daily — unused attacks don't roll over, so play them before the reset.
- Train before you rank. Use the Training dummies to validate a team; only spend real attacks once you know it performs.
See also
- Leaderboards — the seasonal Arena ladder, its sorts, and rewards
- Avatars overview — roles, types, and building fighters
- Adventure — The Journey — the PvE side that shares your Avatars
- Activity Score — how AS becomes your weekly RSNC