AFK Arena's ranked PvP comes in three layers. The Arena of Heroes is a single-team ladder that pays diamonds daily and at season end. The Legends' Challenger Tournament is a best-of-three ladder that pays Gladiator Coins by the hour. The Legends' Championship is a cross-server knockout for the top Challenger players.
| Mode | Unlocks after | Format | Season |
|---|---|---|---|
| Arena of Heroes | Stage 2-28 | 1 team, attack and defense | 2 weeks |
| Legends' Challenger Tournament | Stage 9-20 | 3 teams, best of three | 2 weeks |
| Legends' Championship | Top 10 in Challenger Points | 3 to 14 teams, last man standing | 1 week of rounds, then 1 week off |
Arena of Heroes
You set a defense team that other players attack while you're offline, and you attack teams from a list of opponents. Wins raise your ladder points and losses drop them. Every season lasts two weeks, and you have to enter the Arena once each new season before you get ladder points and a rank.
Tickets and free fights
Each challenge costs an Arena Ticket, except for your daily free fights. Everyone gets 2 free fights a day, and VIP adds more on top:
| VIP level | Extra free fights per day |
|---|---|
| 1 to 2 | 1 |
| 3 to 4 | 2 |
| 5 to 6 | 3 |
| 7 to 8 | 4 |
| 9 to 10 | 5 |
| 11 to 12 | 6 |
| 13 and up | 7 |
From Chapter 25 the free fights are handed out as Arena Tickets instead, which you collect by opening the Arena. VIP 6 unlocks Skip Battle for Arena fights. You can also hit back at players who attacked you from your defense log.
Rank rewards
Rewards are all diamonds, paid daily on your current rank and once more at the end of the season on your final rank. Arenas with too few players get merged with a neighbor at the start of a season, and merged arenas pay more.
| Rank | Daily | Season end | Daily (merged arena) | Season end (merged arena) |
|---|---|---|---|---|
| 1 | 80 | 800 | 96 | 960 |
| 2 | 75 | 750 | 90 | 900 |
| 3 | 70 | 700 | 84 | 840 |
| 4 | 68 | 680 | 81 | 810 |
| 5 | 66 | 660 | 78 | 780 |
| 6 | 64 | 640 | 76 | 760 |
| 7 | 62 | 620 | 74 | 740 |
| 8 | 60 | 600 | 72 | 720 |
| 9 | 58 | 580 | 70 | 700 |
| 10 | 56 | 560 | 68 | 680 |
| 11 to 20 | 54 | 540 | 66 | 660 |
| 21 to 30 | 52 | 520 | 63 | 630 |
| 31 to 40 | 50 | 500 | 60 | 600 |
| 41 to 60 | 48 | 480 | 57 | 570 |
| 61 to 100 | 45 | 450 | 54 | 540 |
| 101 to 150 | 42 | 420 | 51 | 510 |
| 151 to 200 | 40 | 400 | 48 | 480 |
| 201 to 300 | 38 | 380 | 45 | 450 |
| 301 and below | 36 | 360 | 42 | 420 |
The gap between ranks is small. Rank 1 earns 80 diamonds a day against 36 for anyone below 300, so over a full season the top spot earns 616 more diamonds in daily rewards and 440 more at season end than the bottom of the ladder. The free fights are worth using every day, but climbing the last few ranks only pays if you're already close.
Legends' Challenger Tournament
Each match is best of three. You set three defense formations (each needs at least one hero), and the first side to win two battles takes the match. Battles end when one side's heroes are all dead. If the timer runs out first, the attacker loses, so a slow team can't win on attack even when it's ahead. Every challenge costs a Challenger Ticket.
Divisions and Gladiator Coins
The ladder has 7 divisions. Your rank decides your division, and your division decides how many Gladiator Coins you earn per hour. Coins collect in the Challenger Chest at the top of the leaderboard, you can claim them any time, and you can hold at most 500,000. They're spent in the Challenger Store.
| Division | Ranks | Gladiator Coins per hour |
|---|---|---|
| Champion | 1 to 100 | 400 at rank 1, down to 301 at rank 100 |
| Diamond | 101 to 280 | 292 to 300 |
| Platinum | 281 to 730 | 283 to 291 |
| Gold | 731 to 1,630 | 274 to 282 |
| Silver | 1,631 to 5,230 | 265 to 273 |
| Bronze | 5,231 to 12,430 | 256 to 264 |
| Novice | 12,431 and below | 180 |
Diamond, Platinum, Gold, Silver and Bronze are each split into nine tiers, and each tier pays 1 coin per hour more than the one below it. Getting out of Novice is the big jump: going from 180 to 256 coins per hour is worth more than every Bronze to Diamond step combined.
Challenger Points
Champion players (ranks 1 to 100) also earn Challenger Points every hour, and the rate falls off steeply below the top 30:
| Rank | Challenger Points per hour |
|---|---|
| 1 | 600 |
| 10 | 555 |
| 20 | 505 |
| 30 | 450 |
| 40 | 350 |
| 50 | 200 |
| 60 | 150 |
| 70 | 100 |
| 80 | 80 |
| 90 | 60 |
| 100 | 40 |
Points reset to 0 at the end of each two-week season. The 10 players with the most points who also own 5 Mythic+ heroes qualify for the Legends' Championship, and players who have been inactive for a long time are skipped.
Because points accumulate every hour, qualifying comes down to how long you hold a high rank, and the final standing matters much less. Rank 1 earns 15 times what rank 100 earns, and a top-20 spot held all season beats a late climb to rank 1 in the last few days.
Legends' Championship
The Championship is a cross-server tournament for the Challenger qualifiers. Only Ascended heroes can enter, and every hero is put on equal terms:
- Hero level is set to 240.
- Gear becomes unenhanced Mythic T1 with Faction Bonuses. Heroes already wearing Mythic T3 or better keep their gear's Hero Bonuses.
- Hero Union bonuses are maxed.
- Signature Items, exclusive furniture, the Elder Tree and Eternal Engravings still count.
- Artifacts are disabled.
Format
Matches are last man standing. Your first team fights their first team, and the survivors carry their remaining health into the next battle against the opponent's next team. A team that wins and carries on picks up a stack of Exhaustion, which lowers the damage it deals and raises the damage it takes, and every further battle adds another stack. If the timer runs out, the side with more heroes standing wins. If that's tied, the side with the higher percentage of remaining health wins, and the losing side's survivors count as dead.
The number of teams depends on the region and grows as more tournaments are played there. Regions start at 3, 4 or 5 teams and gain one more every 12 tournaments or so, up to a cap of 14. Some regions sit at 7 teams for longer before the climb resumes. At 14 teams that's 70 Ascended heroes, so the Championship tests roster depth as much as any one team.
The group stage comes first. Players tied on points in a group are separated by overall Combat Rating, and group stage formations lock 3 hours before the start. After that the Championship plays one round a day for a week, with formations locking 1 hour before each battle, then takes a week off before the next tournament. Once formations lock you can tap either player's avatar to see both lineups.
Rewards
| Round reached | Avatar frame | Medal | Guild Fortune Chest (Gladiator Coins) |
|---|---|---|---|
| Round of 64 | Ro64 Frame | Legends' Honor (Legendary) | - |
| Round of 32 | - | - | 450,000 |
| Round of 16 | - | - | 600,000 |
| Quarter final | Quarter Finalist Frame | Legends' Honor (Mythic) | 750,000 |
| Semi final | Semi Finalist Frame | - | 888,000 |
| Final | - | - | 1,000,000 |
| Champion | Champion frame (the design changes between tournament series) | Legends' Honor (Ascended) | 1,300,000 |
Medals arrive by mail as you advance and stay valid for 15 days from when results are calculated, so equip them quickly. The Fortune Chest goes to your guild, where its pool of Gladiator Coins is split across up to 70 claims, and it lasts 21 days.
