The PVP arena has arrived and honestly overall it’s not that bad. It’s not terribly good either, but there’s a lot to appreciate about it I think. This post will be entirely dedicated to most things Battle Arena.
There’s still some information in this post that needs verifying, so bare in mind it may get updated in the future.
It’s a point race, essentially. You gain points by grabbing allied, enemy and rainbow emblems. You’ll also earn points for killing enemies and lose points for getting killed.
The breakdown works something like this:
- Allied emblems are 1 point each.
- Enemy emblems are 5 points each
- Rainbow emblems are 10 points each
- The team’s score is the total of each of its member’s individual scores.
- The team with the highest total score is the winner.
- Killing enemies gives you 10% of their individual points.
- Dying (including by suicide) causes you to lose 10% of your points.
- Lava is bad for you. Don’t swim in the lava.
- You’ll only earn Battle Coins for doing Ranked games
- You can only solo queue for ranked.
Your rank is entirely dependent on what your current “Arena Point” score is (ARP). You will only gain Arena Points when you win matches and beyond a certain rank you’ll lose some when you’re defeated. The lowest rank is D5 while the highest is Legend.
Rank ARP requirements:
- D5 – 0 ARP
- D4 – 20 ARP
- D3 – 40 ARP
- D2 – 60 ARP
- D1 – 80 ARP
- C5 – 100 ARP
- C4 – 140 ARP
- C3 – 180 ARP
- C2 – 220 ARP
- C1 – 260 ARP
- B5 – 300 ARP
- B4 – 380 ARP
- B3 – 460 ARP
- B2 – 540 ARP
- B1 – 620 ARP
- A5 – 700 ARP
- A4 – 800 ARP
- A3 – 900 ARP
- A2 – 1000 ARP
- A1 – 1100 ARP
- S5 – 1200 ARP
- S4 – 1360 ARP
- S3 – 1520 ARP
- S2 – 1680 ARP
- S1 – 1840 ARP
- LEGEND – 2000 ARP
Rankpoints lost on defeat:
- D5-D1 : 0pt
- C5 – C1 : -5pt
- B5 – B1 : -6pt
- A5 – A1: -10pt
- S5 – S1: -15pt
- LEGEND: -20pt
So in terms of rank progression, you’ll only progress if you’re exceeding a certain win percentage. For each rank:
- D5-D1: No loss in progress, so any win-rate.
- C5-C1: Greater than 20% win-rate
- B5-B1: Greater than 23% win-rate
- A5-A1: Greater than 33% win-rate.
- S5 – S1: Greater than 42% win-rate.
There are titles for hitting certain ranks that reward Stargems.
- 20 Stargems: Play a ranked match.
- 30 Stargems: Reach C-rank
- 50 Stargems: Reach B-rank
- 100 Stargems: Reach A-rank
- 300 Stargems: Reach S-rank
- 500 Stargems: Reach LEGEND rank.
Your rank points are reset every month. At the end of the month your rank is set to:
- Legend -> S1
- S1-S4 -> S5
- S5 -> A1
- A1 – A4 -> A5
- A5 -> B1
- B1-B4 -> B5
- B5 > C1
- C1 – C4 -> C5
- C5 -> D1
- D1 – D4 -> D5
- D5 -> D5.
- So if you’re B1 at the end of the month, your rank is set to B5.
There are apparently monthly prizes for whatever rank you managed to get. As far as I know there’s no details as to what these prizes are.
This is just gonna be a few things I feel is generally good advice when playing this mode. While you’ll still get Battle Coins for losing (and not much more for winning), it’s a competitive mode so come on. You wanna win. Bare in mind this is largely gut feeling and personal experience, though.
Because it’s a team score, not an individual score, dying is a pretty big deal. Like it costs your team possibly more points than they’ll be able to make back in a reasonable time, so playing overly aggressively is a bad idea. You want to pick your battles carefully. Look for enemy players that are way out of position/too far from allies that can be picked off while being wary not to wander too far from allies yourself!
In particular on the Volcano stage, do not try a jump you don’t think you can make. Dying costs your team points, so every time you fuck up a jump and end up in the lava you put your team at a real disadvantage.
The most valuable spot on the map is the area the Rainbow Emblems spawn. If your team manages to control this spot you’ll be at a major advantage. On the maps pictured nearby it’s on center-left in Tokyo and middle on both Volcano and Forest. As stated though, don’t be reckless and just throw yourself at this area, because you could just end up feeding if you do. If the enemy are guarding this area too well, consider hunting stragglers/respawners but you really want to try to join a group push to re-take the rainbow emblem area because its a very lucrative spot.
The top 3 players on each team are marked on the map and visible by an emblem over their heads. They’re worth more points for your team, so use the fact you can see them at all times to your advantage to set up an ambush. Beware that this cuts both ways, as in when you have an emblem over your head you’ll no longer be able to pull off a sneak attack. Additionally, when you’re in the top 3 your team loses more points when you die.
Spending time farming for weapons is time you’re not spending collecting emblems. However, this mode isn’t terribly well balanced and some attacks are just significantly better than others. It might be worth farming nodes for replacement weapons if the one you have will put you at a significant disadvantage. For example, if the enemy are all camping an area you really want to have some ranged pressure to apply, which a sword won’t allow you to do.
Positioning is relatively important I feel. Like if you have a melee weapon you really don’t want to be out in the open, you want to be around corners and in places where you can get the jump on an unsuspecting enemy. You’ll generally want to try to use cover to your advantage, however you’re less vulnerable if you have a ranged weapon. If you have a teching weapon, charge your tech from behind cover then jump out to fire it, as charging in the open is risky.
If you respawn and the weapon upgrade message happens, you’ll want to get a new weapon quickly unless you have something like Onepoint or Rising Edge.
I feel like prioritizing kills over emblem collection might actually be worth it, because enemy deaths cost their team so heavily. Going for enemy emblems is generally too risky to be worth it, as you’ll be at re-spawn disadvantage and when you die you’ll lose more points than you gained.
Those are my thoughts at least. Hopefully they work for you but I’m promising nothing!
Weapons and Photon Arts
For now there are only three weapon types: Sword (Nova Break, Rising Edge), Assault Rifle (One Point, Piercing Shell) and Rod (Foie, Zonde, Megid). I’ll go over my opinions of each of them.
It’s a kind of short range, slow but fairly hard hitting attack. If you follow up with a step attack fast enough, you’ll kill the enemy player before their ground i-frames kick in. It does have a short wind-up time that leaves you vulnerable, however.
This unique version of Rising Edge has extended range and deals a huge amount of damage; enough to one-shot most enemy players. Its not a terribly wide attack however, so some accuracy is required. It also locks you in place, so if you miss the enemy do not spam the PA button or else you’ll end up missing again. This attack does leave you sort of vulnerable while using it.
Deals consistent, easy to apply damage at long range. Its damage is kind of low, however and while using it you’re either staying still or moving slowly which makes you an easy target. One Point also doesn’t flinch, so combined with its low damage it is possible to run up to someone using One Point and melee them to death.
Deals low damage and inflicts a heavy injury debuff on enemies it hits. It can pierce enemies, however its a pretty small projectile so it’s not going to happen often. The projectile is slow moving however, so it’s hard to hit moving targets with it unless they’re moving directly at or away from you.
Foie is as solid as ever. Fairly quick charge time and hits hard. You can also graze enemies with it, allowing you to hit multiple enemies at once. Beware that you’ll need to lead shots with it if the enemy is far enough away.
Deals moderate damage to an enemy at kinda medium range. Takes a long while to charge but is actually pretty difficult to miss with if the enemy is in range. Charging it up from behind barriers can be an effective way to snipe unsuspecting players. You won’t kill them in one hit, but you’ll weaken them significantly.
Deals good damage in a large explosive area. The projectile travels very slowly however, giving enemies plenty of time to avoid it unless they’re lagging. Works well on enemies in areas where movement is restricted like corridors.
Overall, I feel One Point and Rising Edge are the most effective attacks in the arena however if used right all of the attacks can be pretty effective. It’s just personally I feel like Megid and Zonde are a little too niche and Piercing Shell a bit unreliable. Zonde might see more use if its charge time and range wasn’t so restrictive. Megid just needs a faster projectile.
Battle Coins – Prizes
So after every game you earn a varying amount of battle coins, with bonuses for winning, getting MVP in various stats and for being the underdog in an uneven match. For your trouble, you can get a selection of cosmetic and functional items.
There is no limitation on the items you can buy in this shop. Buy as many as you like!
- 2,800 coins: Sword Camo, Rifle Camo and Rod Camo for
- 2,800 coins: Rappy Make-up
- 1400 coins: 4-slot Vraolet
- 2800 coins: 6-slot Vraolet
- 250 coins: Arena Booster
- 200 coins: Lambda Grinder
- 200 coins: Extreme Pass
- 200 coins: 15000 EXP Ticket.
The Vraolets include Phrase Receptor and Sentence Receptor, allowing you transfer the Special Ability Factors of Gix and other weapon series (such as Astral and Fornis) without having to sacrifice another +35 of those series to do it. I see it as more of a future proofing mechanism so you can still use those affixes long after the Collection Files have disappeared.
Arena boosters are used to unlock Arena potentials on certain weapons. So far the only two series to have Arena Potentials are Revolucio and Aura weapons. As with other Potential unlock items, you’ll need 12 of them to max out your weapon. This means you’ll need 3000 coins for every weapon you wish to unlock the Arena Potential on. Their potentials are as follows:
- Power and passive PP recovery increases depending on how many abilities are on the weapon. It also boosts PP recovered on attack by the number of abilities.
- Numbers are per ability on your item.
- Power : 1.25%
- PP recovered on attack : 2%
- Passive recovery : 2%
- Power : 1.5%
- PP recovered on attack : 2.5%
- Passive recovery : 3%
- Power : 2%
- PP recovered on attack : 3%
- Passive recovery : 4%
A curious potential indeed. It means to get the most out of it you’re going to need to raise the weapon to 8-slot which is going to be tricky. If you do manage it however, you now have a weapon with a 16% power boost with 24% additional PP recovered on attack and +36% passive PP recovery. That’s pretty solid, overall! I mean heck, that’s 12%/18%/24% if you go for a more modest 6-slot.
That said, you do actually want to put decent affixes on your gear, so it’s not wise to just up-slot the weapon for the sake of having a stronger potential.
The Aura Collection File is set to return in the near future.
- Increases power every time you deal a certain amount of damage, take a certain amount of damage and use a certain amount of PP
- 1% increase for every 150,000 damage dealt, 750 damage taken and 250PP used
- 1% increase for every 100,000 damage dealt, 550 damage taken and 175PP used
- 1% increase for every 50,000 damage dealt, 300 damage taken and 100 PP used
- To a maximum power increase of 16%
- Resets on weapon swap
This potential really only suits builds that only use one weapon and can play very aggressively. However, the damage dealt part of the potential should get you to max power fairly quickly so this at least negates some of the reset issues this weapon could have. Overall not completely sold on this one, but 16% damage boost is pretty nice and if you haven’t gotten a 13* yet this wouldn’t be too bad.
Limited Purchase Shop
Most items in this shop are limited to a certain number of purchases per week. There are also items that are only temporarily available in the shop.
- 200 coins: 10 Star Gems (5 per week)
- 200 coins: 5 Star Gems (10 per week)
- 11000 coins: Blue Rapid Suit, Blue Rapid dress, Red Rapid Suit, Red Rapid Dress (1 per week)
- 5500 coins: Winner Dance (1 per week)
- 3300 coins: Rear / Shine Blue (1 per week)
- 3300 coins: Rear / Shine Red (1 per week)
- 2800 coins: +2% Element (1 per week…)
- 1100 coins: Affix success rate boost +40% (1 per week)
- 50 coins: +20 Mining Stamina Drink (10 per week)
- 50 coins: +20 Fishing Stamina Drink (10 per week)
- 50 coins: Advance Capsule d, e and f (50 per week)
Rapid Suits, the Lobby Action and the Shine units are available until the 20th of September because… I have no idea why honestly.
So yeah, probably the most interesting items there are the units and the Stargems. It doesn’t take that long to earn 1000 Battle Coins so an extra 50 gems per week isn’t too shabby (or 3000 to get the rest for a total of 100 Stargems per week).
The two units have very different stats. The blue unit gives HP and PP while the red unit gives stronger attack and defense stats. Here are the known numbers:
- Rear / Shine Red –
- +80 all attack
- +80 DEX
- +3% strike/shoot/tech resist
- +10% fire resist.
- 337/330/334 S-R-T-def at +10.
- Rear /Shine Blue –
- 150 HP
- 5 PP
- +3% strike/shoot/tech resist
- +10% ice resist
- 323/319/322 S-R-T-def at +10
Not completely sold on either of these units, honestly. The lack of HP and PP on the red unit kinda hurts it and the complete lack of attack on the other makes it fairly lackluster too. However, these are 12* units still and they’re significantly easier to obtain than other 12*s for now. They might be worth getting if you really need the additional Ring slot.
It’s surprisingly fun. I thought it would honestly be a lot more frustrating than it is but the mode works well enough that it feels good to strike enemies down through careful positioning and mind games. Of course you can also get killed because someone ran up to you with Rising Edge.
My main beef with it is how it handles latency, as my connection is bad enough that some attacks are outright impossible for me to use. For example, me using Megid is almost pointless as the enemy can easily dodge it, while I can’t dodge enemy megid because even if I jump behind cover the server will still register the hit. I’m often getting killed without any damage numbers at that, which feels so bizarre. However, this is the kind of thing I did expect going into an action-based PVP game hosted in Japan. For those having a similarly lag filled experience, I advise sticking to Assault Rifles, Foie and Zonde if you can as these seem to be the most lag-friendly weapons.
Will this mode last? I think it might, though I suspect it’ll be a lot less active once people have gotten the cosmetics and units they wanted to get. Beyond the weekly Stargems and possibly Receptor gear though I don’t think there’s enough reward for it to be really active longterm.
That said, the game uses a cross-block matchmaking server to create games and it seems like they might be hosted on a different server. This will help its longevity somewhat. My only beef with this system is why isn’t something like this present for the entire game at large? Removing dependency on parking in blocks for content would alleviate so many issues the game has it’s kinda unreal. Aside technical issues, I suspect the main thing holding them back is the existence of Premium block space, as losing that incentive might not be worth it to them…
Anyway that’ll do for one post. There’s a few more non Battle-Arena things I want to go over but I think I’ll do those in separate posts.
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