PvP in Lunia is not your stage build pointed at a person. The game holds a complete second copy of every character's skill table, with its own cooldowns, MP costs, attack data and tooltips, and that is the copy the arena uses. If your reliable stage opener feels sluggish in a duel, this page is why.
The modes
| Mode | Players | Maps | Air damage |
|---|---|---|---|
| Ladder | 2 (1v1) | 1, City Arena | 0.93 |
| Death Match | up to 8 | 10 | 0.93 |
| Team Tournament | up to 8 | 1 | 0.93 |
| Event PvP | up to 8 | 2, Ground of Storm and Snowfight | 0.93 |
| Battlefield | up to 16 | 2, Henry's Castle and Infinite Battle | 1.5 |
| Battlefield Death Match | up to 16 | 3 | 0.93 |
| Training Arena | up to 5 | 1 | 1.2 |
Death Match rooms default to 4:4 and hold up to 50 spectators.
Air damage is the juggle multiplier described on the combo page. At 0.93 it compounds downward, so in the ladder, death match and battlefield death match maps every extra air hit is worth less than the last. The two battlefield objective maps are the exception: Henry's Castle and Infinite Battle run 1.5, so juggling pays there exactly like it does in a dungeon. Henry's Castle also needs its own licence, from a quest at level 30.
Your skills change at the door
Across the 17 characters there are 2,890 PvP skill entries, each pinned to one rank of one skill. The arena set is not a multiplier laid over the stage set, it is separate data: 3,112 PvP action definitions out of 12,845, and 1,846 PvP projectile definitions out of 7,162.
Comparing the two lists rank by rank:
| Change | Entries |
|---|---|
| Longer cooldown in PvP | 617 |
| Shorter cooldown in PvP | 62 |
| Higher MP cost in PvP | 1,596 |
| Lower MP cost in PvP | 102 |
| Cooldown and MP identical | 916 |
Skills cost more and come back slower. A sample at top rank:
| Skill | Cooldown, stage | Cooldown, PvP | MP, stage | MP, PvP |
|---|---|---|---|---|
| Yuki, Teleport | 7s | 35s | 151 | 151 |
| Tia, Hide | 60s | 120s | 214 | 214 |
| Krieg, Adamantine F. Bolt | 15s | 35s | 177 | 319 |
| Ryan, Sulfur Rain | 25s | 50s | 224 | 448 |
| Sieg, Finishing Blow | 15s | 30s | 171 | 308 |
| Eir, Light of Healing | 12s | 20s | 573 | 573 |
| Dainn, Ice Barrier | 25s | 40s | 103 | 309 |
| Ralph, Storm Ground Punch | 25s | 25s | 105 | 316 |
Arta is the only character whose PvP list is a straight copy: all 73 of her entries carry the stage cooldown and MP cost.
The attack data changes too. Eir's Moon Piece at rank 13 goes from a 10s to a 15s cooldown, 340 MP to 306, fires two fewer projectiles, and each projectile drops from 404 maximum damage to 257. Dainn's Ice Barrier at rank 1 loses a second of duration, loses its freeze effect entirely, and the wall's hit points fall from 10,000 to 10. In a stage that wall is indestructible; the PvP tooltip says it endures three attacks.
The PvP descriptions are not cosmetic rewrites either. Lime's rolling finisher doubles damage on the last hit in a stage and does 1.5 times in PvP, and Tia's rushing punch string gains the line "From second strike, damage will be decreasing" that appears nowhere in the stage text.
Room rules
The room leader sets these, and they show in the room info panel before you join:
| Option | Values |
|---|---|
| Stat limit | Unlimited, Max 1000, Max 500 |
| Team size | 1:1, 2:2, 3:3, 4:4 |
| Set item effect | Enabled or disabled |
| Pet summon | Available or unavailable |
| Rebirth skills | Usable or not |
| Invulnerable 3 seconds after respawn | On or off |
| Random teams | On or off |
| Password | Optional |
The stat limit is the one that reshapes a match. Max 500 caps every stat at 500 and caps attack at 500; Max 1000 does the same at 1000. In a capped room the gap between a fully geared character and a merely competent one largely evaporates.
The ladder
Ladder is the only mode with a rating. You cannot join a ladder room from the room list, you queue for it, and you need stage level 30 and PvP level 10 to queue at all. You get 10 ladder games per day.
Every character starts at 1,500 points. Results are scored with a standard rating formula against your opponent's points, with a maximum swing of 10 per match:
| Opponent's rating | You win | You lose |
|---|---|---|
| 400 above yours | +9 | -1 |
| 200 above yours | +8 | -2 |
| Equal | +5 | -5 |
| 200 below yours | +2 | -8 |
| 400 below yours | +1 | -9 |
A draw scores half a win for both sides, so evenly matched players who draw both move zero.
Your points also drive a displayed rank next to the number in your character info. Below 1,400 you sit at 9; from 1,400 the rank counts down one step per 100 points, so a fresh 1,500 character reads 7 and 2,100 reads 1. Above 2,200 the scale flips and counts up again. The English text uses the same word, "rank", for both halves, so 2,100 and 2,300 display identically. Read the point total, not the rank.
What a match pays
A match has to last 1 minute 30 seconds to pay anything. End it faster and the game says so outright: no experience, no gold, no boxes.
Past that, both sides get paid. Winners take a Victor's Box and losers a Box of the Defeated, on all 16 maps that carry a reward table; Infinite Battle substitutes its own Box for Battle Winners and Box for Battle Losers. Anything that will not fit in your inventory is posted to your mailbox.
You also earn PvP experience on its own track, capped at level 60 and separate from your adventure level, plus a little character experience and a gold prize. Winner and loser amounts both scale with the level gap between the teams, the player count, and your kills and deaths. Farming the same opponents is throttled: play too many games against the same group and experience and rewards get limited. The Training Arena has no reward table at all.
What PvP tracks
112 achievements sit in the PvP families, worth 1,440 points between them:
| Family | Range |
|---|---|
| PvP level | Every 5 levels from 5 to 50 |
| Ladder points | 1,510, 1,550, 1,600, then every 100 up to 3,000 |
| Battlefield final blows | 10 to 1,500, tracked per battlefield map |
| PvP kills | 3, 15, 25, 50, 100, 200 and on to 3,000 |
| 1v1 wins | One per playable character, plus a perfect-win version at 3 kills |
The 1v1 set is the collector's problem: it wants a win against every character in the game, and the "Wanted" tier wants a 3-0. Full list in the achievement browser.