# PvP Guide

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## **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**

| Build                                               | Specialization                | Active bonuses                                                                                                                                                                                         | Effective against                             | Weak against                                                                                            |
| --------------------------------------------------- | ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------- | ------------------------------------------------------------------------------------------------------- |
| **Furystrike Full set**                             | Crit                          | **+9% Crit**                                                                                                                                                                                           | **Bullseye** and builds without anti-crit     | <p><strong>Stoneguard</strong>;<br><strong>2-pc Furystrike + 2-pc Shadowstep + Ghostwalker</strong></p> |
| **Shadowstep Full set**                             | Dodge                         | **+9% Dodge**                                                                                                                                                                                          | **Furystrike** without Warbringer/Ghostwalker | <p><strong>Bullseye</strong>;<br><strong>2-pc Furystrike + 2-pc Shadowstep + Warbringer</strong></p>    |
| **Stoneguard Full set**                             | Tank / anti-crit              | <p><strong>+10% HP</strong><br><strong>Enemy Crit −5%</strong></p>                                                                                                                                     | **Furystrike** and crit hybrids               | **Bullseye**                                                                                            |
| **Bullseye Full set**                               | ATK / anti-dodge              | <p><strong>+10% ATK</strong><br><strong>Enemy Dodge −5%</strong></p>                                                                                                                                   | **Shadowstep** and dodge-focused builds       | **Stoneguard**                                                                                          |
| **2-pc Furystrike + 2-pc Shadowstep + Warbringer**  | Hybrid anti-dodge             | <p><strong>+4% Crit</strong><br><strong>+4% Dodge</strong><br><strong>Enemy Dodge −9%</strong><br><strong>Self HP −10%</strong></p>                                                                    | **Shadowstep** and dodge builds               | <p><strong>Bullseye</strong>;<br>HP builds</p>                                                          |
| **2-pc Furystrike + 2-pc Shadowstep + Ghostwalker** | Hybrid anti-crit              | <p><strong>+4% Crit</strong><br><strong>+4% Dodge</strong><br><strong>Enemy Crit −9%</strong><br><strong>Self ATK −10%</strong></p>                                                                    | **Furystrike** and crit hybrids               | <p><strong>Full Bullseye</strong>;<br>F<strong>ull Stoneguard</strong></p>                              |
| **2-pc Furystrike + 2-pc Shadowstep + Duskhelm**    | Hybrid anti-crit & anti-dodge | <p><strong>+4% Crit</strong><br><strong>+4% Dodge</strong><br><strong>Enemy Crit −6%</strong><br><strong>Enemy Dodge −6%</strong><br><strong>Self HP −5%</strong><br><strong>Self ATK −5%</strong></p> | Mixed builds without a clear focus            | <p><strong>Bullseye</strong>;<br><strong>Stoneguard</strong></p>                                        |

* **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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