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==Separate Arenas==
 
==Separate Arenas==
It appears that similar to Arena, that players are placed into separate Champions Arenas, which would be arbitrarily harder or easier (does not depend on your roster threat), despite giving the same rewards.
+
It appears that similar to Arena, players are placed into separate Champions Arenas, which would be arbitrarily harder or easier (does not depend on your roster threat), despite giving the same rewards.
  +
 
==Seasons==
 
==Seasons==
 
Each season lasts 7 days. It uses an orange form of [[Pips]], but each hero only get 1 pip, which is refreshed every 12 hours. [[Energy Tank]]s, rewards from Champions Arena, can refill it - each tank only refills the pip for '''one''' hero, not your whole team.
 
Each season lasts 7 days. It uses an orange form of [[Pips]], but each hero only get 1 pip, which is refreshed every 12 hours. [[Energy Tank]]s, rewards from Champions Arena, can refill it - each tank only refills the pip for '''one''' hero, not your whole team.

Revision as of 16:15, 25 April 2019

Current season Class Shards: Metahuman

Champions Arena is a game mode introduced by Darkseid, intended to be an intense, competitive version of the Arena. Account Level 60 is required to enter.

It is released in update 3.0 in beta, with the first qualifying rounds starting on 27th March, 2019. It is officially released on 10th April, 2019.

Separate Arenas

It appears that similar to Arena, players are placed into separate Champions Arenas, which would be arbitrarily harder or easier (does not depend on your roster threat), despite giving the same rewards.

Seasons

Each season lasts 7 days. It uses an orange form of Pips, but each hero only get 1 pip, which is refreshed every 12 hours. Energy Tanks, rewards from Champions Arena, can refill it - each tank only refills the pip for one hero, not your whole team.

Divisions

All players start in the lowest division (VII), and then their performance determine when they will be promoted or demoted. Each division in one arena has up to 100 players. Higher divisions have better rewards.

Division Division reward Top 10 reward
Division VII: Outsider 250 gems 25-250 gems
Division VI: Apprentice 500 gems 2-20 Class Shards
Division V: Guardian 750 gems and 20 Class Shards 2-20 Class Shards
Division IV: Vanquisher 1000 gems and 40 Class Shards 2-20 Class Shards
Division III: Master 1250 gems and 60 Class Shards 2-20 Class Shards
Division II: Titan 1500 gems, 60 Class Shards, and 20 Prismatic Shards 2-20 Prismatic Shards
Division I: Champion 2000 gems, 60 Class Shards, and 50 Prismatic Shards 4-40 Prismatic Shards

Additionally, the top 1, 2, and 3 players in each division receive 3, 2, and 1 Energy Tanks.

Ranking

When you find opponents, you will be given six options:

Player's rank Number of matches Rating reward
3 higher than you 3 +8
2 higher than you 2 +4
1 higher than you 1* +2
1 lower than you 1 +1
2 lower than you 1 +1
3 lower than you 1 +1

* This match includes a Regeneration modifier. The opponent currently tagged in regenerates a percentage of their maximum health rapidly.

The amount of total rating a player receives during a season determines their rank. Defensive wins do not give rating. If multiple players have the same rating, players who achieved that rating earlier are ranked higher.

The reward is based on the enemy player's rank. Therefore, it is entirely possible for a higher reward match to be easier. Note that the displayed threat is the combined threat in case of multiple teams in the same battle. For example, a 600k threat player in a +8 battle may require you to fight teams of 300k, 200k, and 100k threat, which may be easier than a single 600k threat team.

If you are at the bottom 3 or top 3 of a division, you still get 6 possible matches with same amount of rounds and rewards, shifted accordingly. If you are the bottom in the whole division, you get a 8-point, 3-round match from the player 6 ranks higher than you, 4-point, 2-round match from the player 5 ranks higher, etc. However, if you are #1, you only get 1-point, 1-round matches from all six players beneath you.

Gameplay

In case of multiple matches, the next would begin to load then start immediately after you win a match, with no confirmation, so be alert. There are several things that carry over between rounds of the same battle:

  • Health of your heroes
  • KO'ed heroes on your team will no longer give their passive bonuses in the next round
  • Position of your heroes (e.g. if you tag in your second hero and win the first round, in the second round they would be the first hero)

Because how much rating you receive from a battle - and thus how high you can rank - depends solely on the ranking if the enemy player and not the enemy team difficulty, unlike normal Arena, here the most valuable fight is often not the hardest one. Additionally, since enemy rank is relative to your rank, it may be a superior tactic to hold off using your pips until a short time before the refresh. This gives time for other, weaker players to climb above you, allowing you to beat their weaker teams to gain easy rating.

Trivia

  • During the earliest days of Champions Arena, each season only lasted 1 day. While there was lower gem (except for VII, which is slightly higher) and no shard division rewards, it still was a much faster way to gain gems then the official release. Rank 2 in Master awards 3 Energy Tanks instead of the usual 2 prior to being fixed.
Division Division reward Top 10 reward
Division VII: Outsider 300 gems Power gems
Division VI: Apprentice 400 gems Class shards
Division V: Guardian 500 gems Class shards
Division IV: Vanquisher 600 gems Class shards
Division III: Master 700 gems Class shards
Division II: Titan 800 gems Prismatic shards
Division I: Champion 1000 gems Prismatic shards