Game mode

Arena: 3v3 PvP battles

The Arena is Cromon Quest's player-versus-player mode, and every minted fighter is an NFT you own. You pick a team of three Cromons and battle a rival defense team in an automatic, turn-by-turn fight where elemental matchups, stats and crits decide the winner. Each attack costs one Aether, the game's shared energy. Wins raise a persistent rating and move you up a live leaderboard, and matchmaking picks opponents close to your rank. Battles run directly in your browser on Cronos: no download, and your Cromons are never at risk. All you need to start is a wallet and three Cromons, and every new Keeper (that is what Cromon Quest calls a player) receives three starters when they join.

How the Arena works

  1. 1

    Pick your three fighters

    Choose any three free Cromons from your collection (not on your defense team, not busy elsewhere). Types, roles and stats all matter.

  2. 2

    Get matched with a rival team

    Matchmaking finds a defense team near your leaderboard rank, so fights stay fair at every level.

  3. 3

    Watch the battle unfold

    The auto-battle plays out with attacks, crits, dodges and blocks. Type advantage multiplies damage by 1.5.

  4. 4

    Climb the leaderboard

    Wins raise your rating and earn XP, up to 1,500 XP per day. Your rating is persistent: nothing resets it, so every win counts.

The Arena hub of Cromon Quest: a rating of 2137 at rank 9, 2 of 10 Aether, a defense team of three Cromons, the Quick fight button that draws a random opponent within 2 ranks for 1 Aether, and the leaderboard with the top three teams and their Elo.
The hub: your rating and rank, the Aether you have left, the defense team you leave behind, and the board every team on it can be attacked from.

How is damage rolled in an Arena fight?

Every hit starts from the attacker's Attack squared, divided by Attack plus the defender's Defense, jittered by 8% either way so two identical teams never replay the same fight, then multiplied by the type matchup: 1.5 when the attacking element beats the defending one, 0.75 when it loses. A Cromon's HP is 80 plus 4 per point of its HP stat, so the pool runs from 92 to 200 on the on-chain values, before Cromite. Four outcomes sit on top of that base. A critical hit doubles the damage, and its chance is the Critical stat divided by 100, capped at 30%. A block, drawn from the defender's Defense plus Resolve divided by 400 and capped at 20%, lets only 40% of the hit through. A dodge, the defender's Speed divided by 200 and capped at 20%, lets nothing through. And a fumble, never rarer than 2%, deals nothing and recoils a quarter of the intended damage onto the attacker. A fight ends when one side is down or after 30 rounds.

How do matchmaking and the rating work?

Quick fight draws a random opponent within 2 ranks of yours, widening step by step up to 20 when every neighbour is on the 1-hour cooldown, and costs 1 Aether; you can also open the leaderboard and attack any team on it directly. What you fight is a defense team: three Cromons its owner set up in advance on a 3 by 3 formation grid, so nobody has to be online to be challenged, and every Cromon fires its technique from that grid: Sweep is innate, the Dojo ranks it up and teaches the others. Your rating is an Elo-style score: it rises on a win, drops on a loss, and no season ever resets it. Wins grant 9 to 12 XP and losses 2 to 4, up to 1,500 XP a day, and XP is what raises your Keeper level. Defending costs nothing, but a defense team that keeps losing bleeds rating while you sleep, so it deserves as much thought as the attack.

How do I build a team that climbs?

Three things, in this order. First, cover the type chart: each element beats one to three types and loses to one to three others, so a trio of one element shares one weakness and mixing elements removes the matchup that loses before the first roll. Second, feed the stats the outcome rolls actually read: Critical for crits, Defense and Resolve for blocks, Speed for dodges, HP for the pool that has to last 30 rounds. Cromite mined in The Deeps adds up to +10 per stat on top of the on-chain values, and the Fusion Forge turns three duplicates into one permanently stronger fighter. Third, place them: rows do not change who gets hit, they decide which technique a Cromon can fire and whom Guard protects, the ally directly behind it in the same column. The Arena Team Guide below walks through the full chart and the pacing of a ladder run.

Arena at a glance

3v3
team size
x1.5
type advantage
10
elemental types
1
Aether per attack

Arena questions, answered

Is the Arena turn-based or automatic?

Arena fights are auto-battles. You do the strategy up front: pick three Cromons whose types, stats and roles counter your opponent, then watch the battle play out turn by turn with attacks, crits, dodges and blocks.

Can I lose my Cromons in the Arena?

No. A minted Cromon is an NFT in your wallet on the Cronos blockchain and is never at risk, and the three starters cannot be lost either. Losing an Arena battle costs the Aether you spent and some rating, nothing else.

What decides who wins an Arena battle?

Team stats, elemental matchups and a little luck. Strong stats decide most fights. A type advantage multiplies damage by 1.5 and a disadvantage reduces it to 0.75, so the 10-type matchup chart is how you swing the close ones.

Who do I fight in the Arena?

Rival defense teams. Matchmaking pairs you with teams close to your leaderboard rank, so new players are not thrown against endgame rosters.

What does an Arena attack cost?

One Aether, the game's shared energy. Defending costs nothing. Wins also grant XP toward your Keeper level, capped at 1,500 XP per day with a level cap of 50.

Ready to climb the leaderboard?

Free to start: connect your wallet, receive three starter Cromons and fight your first Arena battle today.

Read the FAQ

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