⚔️PvP Guide

What is this mode
PvP is a real-time duel between two players. You pick one attack zone (Head/Body/Legs) and one defense zone (Head/Body/Legs). You win by reducing the opponent’s HP to zero or by having more HP when the round limit ends.
Core rules
Rounds: a fight lasts up to 9 rounds. If both are alive after round 9, the player with more HP wins.
Stake & payouts: each player stakes 30 GH.
The winner gains +15 GH.
The loser loses their 30 GH stake.
15 GH from every fight goes to the daily prize pool.
Daily Leaderboard: at the end of the day, the Top-15 split the daily prize pool; higher rank = bigger share. To qualify, you must play at least 10 qualification matches that day.
Matchmaking: opponents are matched by Power Level (total character power with stats and gear).
Fair play: collusion and boosting are forbidden — such accounts have their ratings reset.
Rating & leaderboard
Elo: after each match you gain or lose rating. How much depends on your opponent’s rating (beating a favorite = gain more; losing to an underdog = lose more).
Daily leaderboard score = Elo × multiplier.
The multiplier increases linearly with the number of matches played today.
Entry threshold — 10 matches, maximum — at 30 matches.
On the leaderboard screen, there’s a progress bar and a tooltip showing your current multiplier.
The idea is simple: play more and beat stronger opponents. Both matter.
Zone charge system
Each attack zone and each defense zone has 3 charges per fight.
When a zone runs out of charges, it becomes unavailable for the rest of the match.
In the battle log, you always see how many defense charges (Head/Body/Legs) your opponent has left.
Your opponent’s attack charges are shown only for the zone of their last attack (e.g., Attack: Body — 2/3). This is to keep a bluffing element and avoid turning the fight into “checkers.”
Critical hit mechanics
The crit damage multiplier depends on how many block charges remain on the defender’s zone at the moment of the hit:
3 charges → ×1.25 of base damage
2 charges → ×1.50 of base damage
1 charge → ×1.75 of base damage
0 charges → ×2.00 of base damage
Zone modifiers
Zone effects apply only if the hit is not blocked or dodged.
Head — higher crit chance. Hitting the Head increases your crit chance by +5%.
Body — higher damage. Multiplies hit damage by ×1.05.
Legs — easier to hit. Reduces the opponent’s dodge chance by −5%.
Basic zone-aware tactics (examples):
Head — save it for a “window” when the opponent has few block charges on that zone: higher crit chance + high crit multiplier.
Body — default, reliable choice for solid damage.
Legs — especially effective versus high-dodge builds.
Examples of effective builds
Furystrike Full set
Crit
+9% Crit
Bullseye and builds without anti-crit
Stoneguard; 2-pc Furystrike + 2-pc Shadowstep + Ghostwalker
Shadowstep Full set
Dodge
+9% Dodge
Furystrike without Warbringer/Ghostwalker
Bullseye; 2-pc Furystrike + 2-pc Shadowstep + Warbringer
Stoneguard Full set
Tank / anti-crit
+10% HP Enemy Crit −5%
Furystrike and crit hybrids
Bullseye
Bullseye Full set
ATK / anti-dodge
+10% ATK Enemy Dodge −5%
Shadowstep and dodge-focused builds
Stoneguard
2-pc Furystrike + 2-pc Shadowstep + Warbringer
Hybrid anti-dodge
+4% Crit +4% Dodge Enemy Dodge −9% Self HP −10%
Shadowstep and dodge builds
Bullseye; HP builds
2-pc Furystrike + 2-pc Shadowstep + Ghostwalker
Hybrid anti-crit
+4% Crit +4% Dodge Enemy Crit −9% Self ATK −10%
Furystrike and crit hybrids
Full Bullseye; Full Stoneguard
2-pc Furystrike + 2-pc Shadowstep + Duskhelm
Hybrid anti-crit & anti-dodge
+4% Crit +4% Dodge Enemy Crit −6% Enemy Dodge −6% Self HP −5% Self ATK −5%
Mixed builds without a clear focus
Bullseye; Stoneguard
These are only the basic archetypes. There are dozens of viable combinations: change your builds, practice reading your opponent, and experiment with zone order and charge management.
The “Effective against” and “Weak agaings” columns in build descriptions are not 100% guarantees. They show higher/lower probability assuming equal skill. The charge system and zone modifiers leave room for tactics and bluffing.
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