PvP Mode Basics

The PvP mode is currently in development. The mechanics described in this section may differ from the final version after testing.

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.

Squad Formation

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.

Gattomon specialization depending on biomes

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

-

-

Attribute Influence

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

Strength

Determines the strength of the Base Damage on Attack

Attack = Strength * 3

Stamina

Determines the maximum amount of Health

Health = Stamina * 10

Dexterity

Determines the chance to dodge a Skill

Dodge Chance = Dexterity * 0.05

Flight

Determines the chance of critical success of Attacks and Skills

Critical Hit Chance = Flight * 0.05

Swimming

Determines the chance to block an Attack

Block = Swimming * 0.05

Rarity Influence

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.

Final Bonus

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.

Gattomon's arsenal of 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)

Types and Mechanics of Effects

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

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