PvP Mode Basics
The PvP mode is currently in development. The mechanics described in this section may differ from the final version after testing.
Last updated
The PvP mode is currently in development. The mechanics described in this section may differ from the final version after testing.
Last updated
In PvP mode, players will compete in 3v3 Gattomon battles. To secure victory, you will need to effectively use your Gattomons' abilities, effect cards, and strategic thinking.
You can form a squad using Gattomons from your District. Each squad consists of three Gattomons.
Standard squad setup:
Tank – Takes the frontline position, absorbing enemy attacks first unless the target is changed using artifacts or personalities
Free Agent – A versatile fighter who can deal heavy damage to enemies, weaken them, or support the team while the Tank holds the line
Damage Dealer – A fragile but powerful attacker capable of delivering devastating blows in a short time while being protected by the Tank and Free Agent
However, you can also build your own battle strategy, considering the strengths and weaknesses of each Gattomon to maximize efficiency in battles.
Important: No more than one pet with a Powerful class may be placed in a squad. More information about pets in the Bestiary.
Biome
Specialization
Fines
Mountain
Stamina and Shields
-30% Strength
Desert
Fast and great damage
-30% Stamina
Forest
Poisons and Negative Effects
-30% Flight
Sea
Healing and Resurrection
-30% Strength
Plain
Reinforcement of oneself and allies
-30% Swimming skills
Ice
Stupor and Stun
-30% Dexterity
Garden
Appeal
-15% Strength and Stamina
Echo
-
-
Please note that these mechanics may change before the final release. Currently, we plan to implement two core rulesregarding attribute effects:
All rounding is always done downward (values are rounded down)
Critical success doubles the effect of an action
Attribute
Effect
Formula
Determines the strength of the Base Damage on Attack
Attack = Strength * 3
Determines the maximum amount of Health
Health = Stamina * 10
Determines the chance to dodge a Skill
Dodge Chance = Dexterity * 0.05
Determines the chance of critical success of Attacks and Skills
Critical Hit Chance = Flight * 0.05
Determines the chance to block an Attack
Block = Swimming * 0.05
The rarity of a Gattomon should provide bonuses in battles. These bonuses will be assigned randomly at the moment of the Gattomon's hatching.
Rarity
Effect Strength
Stamina
Strength
Critical Hit Chance
Dodge Chance
Block
Ordinary
-
-
-
-
-
-
Rare
+2%
+2%
+1%
+1%
+1%
+1%
Mythical
+4%
+4%
+3%
+2%
+2%
+2%
Legendary
+6%
+6%
+5%
+3%
+3%
+3%
Bonuses are not inherited through breeding, so each time you get a unique Gattomon with new possibilities.
This determines the highest rarity of battle cards a Gattomon can obtain. For example, Ordinary Gattomons are limited to B-class cards, while Legendary and Mythical Gattomons have a chance to receive S-class cards.
Two Biome Cards (chosen from a pool of five possible cards for the specific biome)
Two Species Cards (these cards are fixed and unique to the Gattomon’s species)
Two Basic Set Cards (selected from a general pool of 30 cards, with five available for each class)
Type of effect
Name
Description
Base
Attack
A standard attack that depends on the Gattomon’s Strength attribute and/or external modifiers
Base
Skill
Any combat card that applies a unique effect during battle
Base
Shield
Grants additional durability points to a Gattomon, which disappear at the start of their next turn
Base
Block
A probability-based effect that allows the Gattomon to block the next incoming attack
Base
Dodge
A probability-based effect that enables the Gattomon to evade the next incoming skill-based action
Base
Crit
Increases the probability of the next attack or skill triggering a doubled effect
Neutral
Remain
Allows a card to remain in the player's hand even after the turn ends
Neutral
Burned
The card moves to a special discard pile and becomes unavailable for the remainder of the match
Neutral
Initiation
Triggers an additional effect only if the card is played first in a turn
Neutral
Combo
Activates an additional effect only if the card is played after another card in a turn
Neutral
Loner
Grants a special effect only if the Gattomon is the last remaining member of its team on the battlefield
Neutral
Provocation
Forces enemies to target this Gattomon, overriding any other target selection effects, including Marks.
Positive (Normal)
Rage
Increases outgoing damage by 10%
Positive (Normal)
Stamina
Increases the amount of Shield points gained by 10%
Positive (Normal)
Сleansing
Removes all negative effects
Positive (Normal)
Vampirism
Converts a portion of dealt damage into HP
Positive (Normal)
Energy vampirism
Converts a portion of dealt damage into Shield
Positive (Normal)
Recovery
Restores HP to the user of the ability
Positive (Normal)
Healing
Restores HP to a selected target
Positive (Normal)
Resurrection
After receiving lethal damage, returns to the game with a certain amount of health
Positive (Normal)
Infinity
Cannot receive lethal damage
Negative (Normal)
Mark
Makes the target a priority and increases incoming damage to it by 10%
Negative (Normal)
Stupor
Disables additional effects of Abilities
Negative (Normal)
Fragility
Receives 25% less Shield from all sources
Negative (Normal)
Weakness
Deals 25% less damage
Negative (Normal)
Poison
Each stack of Poison deals 4 damage to the Gattomon at the start of its turn until the end of the match
Negative (Normal)
Stun
Skips 1 turn
Strength
Stamina
Dexterity
Flight
Swimming