PvP Arena

The Arena is the game's first player-versus-player competitive system, in the "mobile arena" model (Whiteout Survival, RAID, Hero Wars). There is no live battle: the result is calculated on the spot, comparing the two teams, and the stored replay is exactly the fight you watch afterward.

Format & rules

Rule Value
Team size up to 3 pokémon, in your team order (slot 1 = frontline)
Targeting always the first living enemy ("tank in front")
Initiative by Speed each round; ties are broken by a random roll
Round cap 30. If the fight goes past that, the defender wins (keeps matches from dragging on)
Crit chance 8% per hit
Crit multiplier 1.75×
Damage variance ±15%
Basic attack power 18, neutral (no element, never immune), always available
Move with no own stats 50 power / 12s cooldown as default

Each move's damage follows the classic Pokémon damage formula: level, move power, attack and defense all factor in, along with same-type bonus (STAB), type effectiveness, the equipped item's bonus, crit chance and the random variance listed in the table above.

Each side automatically picks whichever available move promises the most damage, weighing power, type effectiveness and STAB. If no move is off cooldown, it falls back to the neutral basic attack.

The Arena uses the same moves as the hunt: an equipped move that still needs a higher level than your pokemon has stays out of the duel. A TM move the species cannot learn on its own works from the moment it is taught, just like in the hunt.

The original game's cooldowns (in seconds, calibrated for the hunt's 300-second rotation) are compressed into rounds for the Arena, capped at 4 rounds of cooldown. Power and cooldown are per move, not per species (the median across all species that learn that move), so an evolved form never inherits weaker numbers than its base form.

Tickets

Rule Value
Free tickets per day 5
Extra attacks the Arena Ticket item (drops from Rare+ chests), up to 3 used per day
Reset timezone America/Sao_Paulo (same as the daily gift)

Attacking costs 1 ticket, win or lose. Swapping your target list costs no ticket, but has its own limit: 3 swaps per day.

Arena attacks cannot be bought with gold: the only way past the 5 free ones is the Arena Ticket item, which drops from Rare or better chests while you hunt (0.8% in Rare, 1.8% in Epic, 3% in Legendary). Using one, via the + button next to your tickets in the Arena, grants +1 attack today, capped at 3 uses per day. The item is rare on purpose and the rule is the same in every league. The NPC won't buy the Ticket, but you can buy and sell the item on the Market between players.

Matchmaking

  • Who's in the pool: only players who opened the Arena, with an active account and a trainer name set (the same social requirement as the rankings).
  • On each search, the game takes the 24 nearest opponents by rating and shows 3 of them: one above, one equal and one below your rating.
  • The Swap opponents button draws a fresh trio, up to 3 times per day. Swaps renew at midnight, together with your tickets. Reloading the screen does not spend a swap: the trio only changes when you swap (or when you attack someone on the list).
  • You cannot attack the same trainer twice on the same day. The filter is one-way: it only blocks people you attacked. Being attacked does not stop you from hitting back, so the Rematch button in your history stays available against whoever came after you. That filter resets at the daily boundary, along with the tickets.

Live defense and defense team

When another player attacks you, your defense is read live at the moment of the attack: you don't need to be online. You accrue a separate win/loss score for defenses, and get a badge alert when you were attacked while away. Opening your history clears that alert.

Holding off an attack also scores points, just less than attacking. The stronger the player who attacked you, the more the defense is worth; holding off someone far weaker than you scores almost nothing. On top of the points, holding still avoids the loss a defeat would take: a good defense team protects what you already have and earns a little on top.

The end-of-season chest still goes only to players who attacked at least once that week.

By default your attack team (the party) defends. But you can build a separate defense team: on the Fight tab, click Change defense and pick up to 3 pokemon from anywhere, party or Box. Order matters (the first one holds the front line), and the opponent list always shows each player's defense team, meaning exactly the trio you will face. To go back to the default, use "Use attack team".

Rating, deltas & leagues

Rating starts at 1000 and never drops below it: this floor protects the defender (offline losses never push you below your league floor).

Situation Rating change
Attacker wins (target of equal or higher rating) +10 to +12
Attacker wins (weaker target) decays down to a +5 floor as the gap grows
Attacker loses 0 (attacking is riskless: the cost is the ticket)
Defeated defender −(what the attacker gained, minus 2), at least −3
Defender holds off the attack +0 to +4: the stronger the attacker, the more it scores; against someone far weaker, +0

Leagues. Your league is just your point total: cross the minimum and you move up right away; drop below it and you move down right away.

League Points to enter Point range
🥉 Bronze 1000 1000 to 1149
🥈 Silver 1150 1150 to 1349
🥇 Gold 1350 1350 to 1599
💎 Diamond 1600 1600 to 1899
👑 Legend 1900 1900 or more

Since everyone starts at 1000, the entry league is Bronze until you pass 1150. From 1000, that is about 15 won attacks that the scoreboard does not take back.

Weekly season

The Arena runs in one-week seasons that roll over every Monday at midnight (America/Sao_Paulo). At the rollover three things happen, in this order:

  1. The final ranking is snapshotted (you can still look up the closed season afterwards).
  2. Everyone who finished in the prize zone gets their placement reward.
  3. Everyone goes through the squash: rating compresses toward your league's floor, keeping half of the advantage you had inside it. Wins and losses reset.

The squash keeps your league but tightens the race again. Whoever was high stays high; what melts is the cushion. The global floor of 1000 is never crossed downward. In practice: closing the week at 1120 points in Bronze means starting the next one at 1060.

Prize zone: the top 10 of the ranking at season close, among players who attacked at least once that week. An idle account earns nothing and takes no slot: if someone at the top didn't play, the slot passes to the next player who did. It is a placement prize, not a league promotion.

Final placement Reward
1st 1 Champion chest + 2 Arena chests
2nd and 3rd 2 Arena chests
4th to 10th 1 Arena chest

If you land in the zone on consecutive seasons without claiming, the chests stack. No reward is ever lost by not opening the game. When a season closes with a prize for you, a bell notification arrives in game, and the week's champion becomes a global announcement for the whole server.

Arena and Champion are the two best chest rarities in the game, and they never drop from hunting: this is the only place they come from. They give more item types and bigger stacks than Legendary. The Campeão, exclusive to 1st place, also has the best Master Ball odds per chest in the game: 1%, fourteen times the Lendário. The Arena chest gives no Master Ball.

The Arena Token

Every battle pays, and it is the attacker who gets paid:

Attack result Tokens
Win 3
Loss 1

With all 5 daily tickets spent on wins, that is 15 Tokens a day. Defending still pays rating, not Tokens.

The Arena Token is not tradeable: it never reaches the Market or a trade. It is a currency of your own effort, like the token.

The shop

What it sells Price What it does
Inheritance Capsule 120 Moves experience from a pokemon you raised into another
Power Seal (Epic) 60 Sockets into a move and adds damage
Vital Seal (Epic) 60 Sockets into a move and adds health

At 120 Tokens, the Capsule takes about 8 days of perfect arena. The shop pays utility, never luck: no Safira, no Dust and nothing rarity-related.

The season pays at the end of the week

What the season pays only comes at the end: what an attack moves is your rating, and it is your placement at the end of the week that turns into chests.

The 5 free tickets per day are the same for every league. Nobody gets more matches just for already being on top.

See also

v6.9.1
PvP Arena, Wiki · PokéHunt