The Gladiator Arena
Zenko's PvP is Gladiator — a real-time squad brawl. You walk your trainer avatar around the arena for positioning while your squad auto-fights, both sides at once, until one side is wiped or the clock runs out. It is played in two brackets: 5v5 (the flagship whale bracket) and 3v3.
Every fight is a deterministic simulation stepped at 10 ticks per second: the client records your moves and the server re-runs the identical fight from those inputs to decide the result, so no one can fake a win. Matchmaking pairs you with an opponent of the same squad size and a similar rating (a recorded ghost of their squad when no one is live).
1. Only Elder-stage creatures can enter PvP — Baby / Juvenile / Adult cannot battle. 2. A squad is exactly 5 creatures (or 3 in the 3v3 bracket): put one in the front slot to soak and draw fire, the rest in the back. 3. A rated win spends a season ticket to count toward the ladder — you get 10 free per bracket per day (reset 14:00 UTC); playing itself is always free.
Rewards are pure prestige and Gems — no $ZOLANA is ever emitted for PvP. Each bracket runs its own weekly season: the top 10 split a fixed 200-Gem pool and the 5v5 #1 is crowned Champion.
Earlier builds ran an asynchronous, turn-based 3v3 ladder (a charge-gauge "CTB" engine with a defense team that fought while you were offline). That mode has been retired and fully replaced by real-time Gladiator. Turn order, Action-Value gauges and set-and-forget defense teams no longer exist — you actively play every match.
The clock
A match runs at 10 ticks / second with a hard 120-second (2-minute) cap. To make positioning matter, every creature's battle HP is pooled ×3 its effective Health. The first 2 seconds are an anti-cleave grace — nobody can die while both squads move into position.
Skills fire on a cooldown
There is no charge gauge and no turn order. Whenever a creature is in range and its skill is off cooldown, it casts its element signature automatically; otherwise it auto-attacks on an Agility-based cadence.
- 8-second skill cooldown for every signature — except the dedicated healer (Flora), which casts on a longer ×1.4 cadence (~11.2 s) so heal-stacks can't out-heal everything.
- Auto-attacks tick faster the higher a creature's Agility; Haste shortens that interval and Slow lengthens it.
- Equipped relic actives (creature and trainer) also auto-cast on their own cooldowns — party buffs, armor breaks and burst nukes fire without any input.
Targeting — the front line
A creature in your front slot is the default target for enemies (a persistent "attract"), so your back line is protected without needing a taunt up. A tank's Bulwark cast adds a short hard taunt on top. Only Void's Umbral Reave dives past the front line to the squishy back — unless a taunt is active, which peels even it.
Damage & mitigation
Every hit runs base Attack through the skill multiplier, the element wheel and a soft Defense curve:
dealt = round( raw × 140 / (140 + effDef) ) (min 1)
- Defense never zeroes a hit — the 140 constant just softens it, so fights resolve by knockout, not stalemate.
- variance = ±8% (0.92 – 1.08) on every hit, so numbers wobble a little.
- critMult — base crit chance is 8% (raised by the Precision relic); a crit deals ×(1 + 0.5 + Ferocity), i.e. +50% plus your rolled Crit Damage.
- Ignis' execute pierces 20% of Defense, Void's reave 15%; the Piercing relic (Armor Pierce) stacks more on top.
Anti-stall: enrage & heal-decay
A pure fortress team used to survive to the timeout and win on HP%. Two symmetric ramps prevent that:
- Enrage — from ~25 s onward all damage ramps from ×1 up to ×2.5 by the 120 s cap (
timeMult). Both sides ramp, so it forces a resolution without favoring attacker or defender. - Heal-decay — every heal (support casts and lifesteal) loses power over the same window, falling toward 50% by the cap — regardless of any anti-heal relic. The Sunder effect and relic stack on top of this baseline.
Ending a battle
- Wipe — one side is fully knocked out (the winner).
- Timeout — at 120 s the side with the higher average remaining HP% wins; the attacker (challenger) loses ties.
The Witch Trial is a limited event boss fought as a real-time, in-world battle — you walk your trainer around the arena dodging her telegraphs while your squad auto-fights. It shares the same combat core as Gladiator (see the Witch Trial page for the full event rules), so you can plan a squad and do the math yourself.
Damage you deal to the Witch
Each hit uses the core formula — but the element wheel does NOT apply against the Witch (she has no element / matchup weakness), so it simplifies to:
× variance (0.92 – 1.08, ±8%) × crit (8% base + Precision relic → ×1.5 + Ferocity)
Because Witch DEF is 120, ≈54% of your raw damage lands (140 / (140+120)). The fight reads your real effective stats — the same ATK/DEF/HP/AGI (from rarity, stage, variant, level and relic %-boosts) PvP uses — and your combat-relic battle stats apply too: Crit Chance & Crit Damage raise your crits, Lifesteal heals you off damage dealt, and Ward starts each creature with a shield.
Creature skills are the element signatures — the same seven as Gladiator (Terra shields, Ignis / Void / Aqua strike, Aero chips + slows, Flora heals, Lux hastes). The skillMult is 1.0 for a basic attack; the damage-dealing signatures land bigger multipliers:
| Action | skillMult | Effect |
|---|---|---|
| Basic attack | 1.0× | Every AGI-timed swing / bolt. |
| Ignis · Cinder Lance | up to ~2.2×+ | Execute — hits harder the lower the Witch's HP. |
| Void · Umbral Reave | 1.8× | Big single strike (Sunder is moot vs a non-healing boss). |
| Aqua · Tidal Siphon | 1.5× | Strike + self-lifesteal to sustain the run. |
| Aero · Headwind | 1.2× | Chip + slows the Witch's next maneuver. |
| Terra / Flora / Lux | — | Shield the squad / heal + regen / team haste instead of damage. |
Worked example
A creature with ATK 250 lands a 2.2× skill on the Witch:
dealt = round( 880 × 140 / 260 ) = 474 → on a crit ×1.5 ≈ 711
Its basic attacks (skillMult 1.0) each deal round(250 × 1.6 × 140/260) = 215. Add up every creature's basics + skills over a run and that's your banked damage.
Surviving the Witch
Your creatures' battle HP is multiplied ×6 in the trial (the fight lasts minutes — a healthy creature always eats ≥3 telegraphed hits before going down). The Witch's damage is %-of-max-HP chip (basics ~10%, skills ≤35%), so a bigger HP pool is pure survivability; your damage OUT is unchanged. Downed creatures don't perma-die — only the Elders you sacrificed to enter are gone.
The Witch is now a windowed leaderboard event: every player fights the same fixed-HP Witch (default ≈1,000,000 HP) so results are comparable. Each run has a 6-minute cap and ranks two boards — Most Damage (a kill banks the full pool; a timeout banks whatever you chipped) and Fastest Clear. You get 2 banked runs per UTC day (genuine disconnects are refunded, not burned). See the Witch Trial page for full event rules.
Every creature casts exactly one skill, fixed by its element — seven elements, seven signatures. Every creature of an element casts the same signature regardless of its stats; rarity moves exactly one number per skill (a Mythical's shield / execute / heal is stronger than a Common's). This is the single skill system shared by Gladiator, the Witch fights, and the raid bosses.
The old four combat archetypes (Nuke / Tank / Control / Support) no longer drive combat. Each signature still shows a role badge on the HUD for readability, but the sim casts on the element signature, not the archetype. Note Lux carries a SUPPORT badge yet is purely offensive (team haste).
The seven signatures
Ranges below run Common → Mythical (rarity scales the one number). All are cast automatically on the 8-second cooldown when in range.
| Element | Signature | Badge | What it does |
|---|---|---|---|
| Terra | Bulwark Stance | TANK | Shields the front anchor for 12%–26% of its max HP and taunts it (~4 s) so it draws fire. |
| Ignis | Cinder Lance | NUKE | Execute nuke — power = 1.5–1.8 + (1.3–2.9 × target's missing HP), so it hits far harder the lower the target drops. Pierces 20% Defense. |
| Void | Umbral Reave | NUKE | Dives the back line — the only skill that bypasses the front line — hits the lowest-HP back-liner (1.8×, 15% pierce) and applies Sunder, cutting the victim's healing 25%–50% (~5 s). An active taunt still peels it. |
| Aero | Headwind | CONTROL | Chip hit (1.2×) + Slow, lengthening the target's attack interval 20%–50% (~6 s). AGI-resisted. |
| Aqua | Tidal Siphon | NUKE | Draining strike (1.5×) + a self-lifesteal buff of 35%–70% for its cooldown window (total lifesteal capped with the Siphon relic). |
| Flora | Bloomsong | SUPPORT | Heals the most-hurt ally 7%–12% of max HP + a 6-second heal-over-time (~0.8%–1.5%/s). The dedicated healer — casts on the longer ×1.4 cadence. |
| Lux | Dawnsong | SUPPORT | Team attack-speed Haste ×1.12–×1.45 for ~6 s. Purely offensive — an anti-stall tempo buff. |
Between skill casts, creatures auto-attack the front / nearest enemy for 100% ATK on an Agility-timed cadence. Status effects (Sunder / Slow / Haste / Bloom HoT / Siphon) last ~5–6 s — under the 8 s cooldown, so there's always an off-window.
On top of the element signature, an equipped active-skill relic auto-casts on its own cooldown, and each side's trainer active fires from that side's avatar — party buffs (Attack / Crit Damage / Agility), armor breaks, and flat burst nukes. A creature with the marquee species overrides even keeps its element's cast branch under a unique name (e.g. Pyrolith's Molten Aegis).
Every hit is multiplied by the element wheel. The bonus is deliberately modest so a good matchup is a real edge, never a hard counter:
| Matchup | Damage × |
|---|---|
| Attacker beats defender (advantaged) | 1.2× (+20%) |
| Attacker weak to defender (disadvantaged) | 0.8× (−20%) |
| Neutral / off-wheel | 1.0× |
The wheel
Five elements form a ring; Lux and Void counter each other in a mutual pair:
Lux ⇄ Void (mutual advantage)
| Element | Beats (1.2× vs) | Weak to (0.8× from) |
|---|---|---|
| Ignis | Flora | Aero |
| Flora | Aqua | Ignis |
| Aqua | Terra | Flora |
| Terra | Aero | Aqua |
| Aero | Ignis | Terra |
| Lux | Void | Void |
| Void | Lux | Lux |
Aero and Lux/Void have no on-wheel weakness beyond the ring shown; every element both beats one and is beaten by one, so no element is strictly dominant.
Every creature has an Effective Power score. It rolls base stats into one number and scales it by every progression axis. Your team's total Power decides who you're matched against.
Effective Power (per creature)
Power = round( base × RarityMult × StageMult × VariantMult × LevelMult × (1 + relicPower) )
Each multiplier is a real lever you control:
Level multiplier
Combat level is a separate axis from stage. +6% power per level, capped at Lv 100:
Stage multiplier
Only Elder creatures fight, but the stat multiplier still applies at its top value:
| Stage | Battle stat × | Can battle? |
|---|---|---|
| Baby | 0.50× | No |
| Juvenile | 0.75× | No |
| Adult | 1.00× | No |
| Elder | 1.50× | Yes |
Combat-relic gear boost
A creature equips 3 combat relics. There are 13 combat stats; each relic's bonuses sum across the 3 slots then hit a per-stat cap, so gear is a real build axis (≈35–45% of end-game power) but never pay-to-win. The four power stats fold straight into Effective Power; the rest are battle stats the engine reads directly:
| Combat stat | What it does in battle | Summed cap |
|---|---|---|
| Attack % | Scales base Attack (power stat) | +90% |
| Defense % | Scales base Defense (power stat) | +90% |
| Max HP % | Scales base Health (power stat) | +100% |
| Agility % | Scales base Agility → acts sooner (power stat) | +75% |
| Power % | Flat boost to the whole power score | +60% |
| Crit Chance | Chance to land a crit (base 8%) | +45% |
| Crit Damage | Bonus damage on a crit (base crit = +50%) | +150% |
| Lifesteal (Siphon) | Heal a % of damage you deal | +45% |
| Ward | Starting shield = % of max HP | +75% |
| Armor Pierce (Piercing) | Ignore a % of the enemy's Defense — melts tanks (stacks on a skill's pierce) | +60% |
| Anti-Heal (Sunder) | Cut enemy healing — skills and lifesteal — to break stall teams | +50% |
| Cooldown (Haste) | Fire your signature more often (lower cooldown) | +35% |
| Luck (Fortune) | More raid Gold & bulk-material drops — economy, not battle (party's summed Fortune caps at +50% per raid) | +75% |
A crit deals base +50% plus your rolled Crit Damage; Lifesteal heals off damage dealt; Ward becomes a shield buffer at battle start that soaks the opening burst. The three battle-lane counters — Piercing, Sunder, Haste — are the answers to tanks, healers and slow cooldowns. See the Relics page for the full catalog.
Party Power (the roster number)
Your squad / party number is the plain sum of each creature's Effective Power (times any account-wide trainer-relic boost). It's what gates dungeons and raids and shows on your cards:
Gladiator matchmaking does not pair by power — it pairs same-bracket opponents with a similar rating (ELO), so a bigger number is an in-fight advantage, not a way to dodge tough opponents.
Two of the multipliers in the Power formula come from a creature's rarity and its shiny variant. These are the exact live values (mirrored from the Creatures codex):
| Rarity | Battle × |
|---|---|
| COMMON | 1.0× |
| UNCOMMON | 1.2× |
| RARE | 1.5× |
| EPIC | 2.0× |
| LEGENDARY | 2.8× |
| MYTHICAL | 5.6× |
Variant battle bonus
| Variant | Battle × |
|---|---|
| Normal | 1.00× |
| Shiny | 1.15× |
| Golden | 1.35× |
| Shadow | 1.50× |
| Rainbow | 2.00× |
The number on your card IS your combat stat
Your creature card and the inspector show each creature's true combat stat — the exact ATK / DEF / HP / AGI the battle engine actually feeds in — not the raw base number. Each stat is the base rolled through the very same multipliers as Power:
That's why a Mythical's card reads so much higher than its base: it carries the ×5.6 rarity multiplier (×2.8 Legendary) on top of stage, variant and level — so a low-base Mythical still out-hits a high-base Legendary in the arena. In fact a normal Mythical (×5.6) equals a Rainbow Legendary (2.8 × 2.0 = 5.6), and a Rainbow Mythical (5.6 × 2.0 = 11.2) towers over everything. Combat relics are situational gear, so their %-boosts surface through Effective Power rather than being baked into this per-stat baseline.
Because every multiplier is multiplicative, a Rainbow Mythical Elder at Lv 100 is enormously stronger than a Common — but the element wheel, archetype riders, and the √-compressed matchmaking mean a well-built lower-rarity team still has real counterplay. PvP rewards team-building skill, not just the biggest number.
Three numbers per match
Every rated match moves up to three separate numbers — kept distinct on purpose:
- MMR (rating) — a hidden ELO used only for matchmaking (starts at 1000, K-factor 32). It never resets, so games stay fair.
- Season points — your visible weekly rank in a bracket. A rated win spends one season ticket to add points; this number soft-resets to 0 every week.
- All-time points — a permanent career total (5v5 + 3v3 combined) that drives the rank shown on your character. Never resets.
Tickets
Playing matches is always free. What's gated is how many wins can bank toward the season:
- 10 free season tickets per bracket per day, refilled at 14:00 UTC — there is no hourly trickle.
- A rated win spends 1 ticket. Out of tickets, a win still moves your MMR but not your season points.
- Recharge +10 tickets for 5,000 $ZOLANA (repeatable, unlimited/day) — the only $ZOLANA sink in PvP. No $ZOLANA is ever emitted for PvP.
What a win is worth (all-time)
- Win —
10 + |ELO swing|, so beating a higher-rated opponent pays more; stomping a much weaker one still pays the base 10. - 3v3 wins are worth half of a 5v5 win (5v5 is the flagship bracket).
- Losses, NPC / practice opponents — 0 points. A per-day cap of 500 per bracket bounds farming.
Career rank
Your all-time points earn a permanent named rank shown on your character (distinct from the weekly season number):
| Rank | All-time points |
|---|---|
| Unranked | 0 |
| Novice | 500 |
| Fighter | 2,000 |
| Gladiator | 6,000 |
| Warlord | 15,000 |
| Champion | 35,000 |
| Legend | 75,000 |
| Ascendant | 150,000 |
Weekly settlement
Both brackets (3v3 and 5v5) run their own weekly season and settle separately. At each settlement:
- That bracket's top 10 split a fixed 200-Gem pool (tiered, not a percentage share).
- The 5v5 #1 is crowned season Champion — the town champion aura + leaderboard crown.
- Season points wipe to 0 for a fresh ladder; MMR and all-time points carry over untouched.
| Rank | Gem reward |
|---|---|
| 1st (Champion) | 60 |
| 2nd | 40 |
| 3rd | 25 |
| 4th | 18 |
| 5th | 14 |
| 6th | 11 |
| 7th | 10 |
| 8th | 8 |
| 9th | 7 |
| 10th | 7 |
Pool per bracket = 60 + 40 + 25 + 18 + 14 + 11 + 10 + 8 + 7 + 7 = 200 Gems — and both brackets pay it, so a full week hands out 400 Gems total. Gems are the scarce currency; the ladder is one of the game's few Gem faucets.
The reigning 5v5 season Champion is unmistakable in town: their creatures wear a fire battle aura and a crown, and a crown mark sits beside their name on their profile card.
Your creatures auto-fight, so squad composition, formation and your positioning are the game. A few principles that fall straight out of the engine above:
- Put a Terra (or a tanky body) in front. The front slot draws enemy fire by default, and Bulwark Stance shields + taunts on top — buying your back line time to work.
- Protect against the dive. Only Void's Umbral Reave reaches your back line; an active taunt peels it, so a front tank protects your squishy carries against it too.
- Cover the wheel. Mixing elements means at least one creature usually has the 1.2× edge, and you're never fully countered.
- Beat the clock, not the timeout. Enrage + heal-decay punish pure fortress comps — bring enough damage (Ignis executes, Void dives) to close before the ×2.5 ramp turns into a coin-flip on HP%.
- Gear to counter, not just to scale. Crit Chance + Crit Damage on a carry, Ward + Max HP on a tank; then reach for the counters — Piercing vs tank walls, Sunder vs healer stacks, Haste to cast your signature more often.
- Play the avatar. You steer your trainer around the arena in real time — kiting your squad toward a focus target or away from a losing scrum is a real lever.
You actively play every match. Bank your 10 daily wins per bracket toward the season, chase your permanent career rank with all-time points, and check each weekly settlement for your Gems.