Colosseum 2(.0): Electric Boogaloo
Starting with the Version 2.1.1 update Asobism decided to change exactly how Colosseum works, adding in a new fame system for class progression and allowing everyone to fight each other to their hearts content. While a portion of the old colo page is outdated it's still applicable to Dragon Ace SEA players and can be accessed here Colosseum_For_Dummies
- New ELO-style Fame system: Lord your ELO number over your friends!
- Medal payouts changed: Have fun saving up for SGW and those new Colosseum SS cards!
- Enhance cards nerfed; but they'll still wreck you anyways.
- Colosseum starts every other week and runs for one week.
- Colosseum runs for two hours four times a day starting at 7AM, 12PM, 5PM, and 9PM JST during the Colosseum period.
- Players gain 4 Tickets to enter Colosseum for free every day that Colosseum runs.
- Players are free to enter Colosseum as long as you have the Tickets/Stamina to do so.
- Colosseum runs will always cost 1/4th of your maximum Stamina once you run out of Tickets, rounded down, regardless of current level.
- Finishing a Colosseum match grants you approximately 5% (rounded up) of your maximum EXP bar. (This becomes pretty important once you reach high levels as it gives you lots of EXP.)
- It is important to run Colosseum even if you feel as though you're going to lose every match because it is the primary source of income for Dragon Medals (which are a necessary currency for progression).
After entering the queue and matchmaking forms the teams of five players, you will be transported to the Colosseum arena and given 5000 BP, with your opponents' level, name, and Ace Card displayed where enemies in PVE would normally spawn. The victor is determined after five turns of both teams simultaneously building their hands and pitting them against each other.
Attack priority is determined by which hand places higher on the Hand Tier List. Should both hands have the same strength, the game then checks for which hand has the highest card value (Aces can go High/Low depending on the hand made). Should these also tie, the strongest card from each team's hands are selected and compared using, in descending order:
- EXP Level
- Skill Level
- ...Random chance
The winning hand then attacks like it would in PVE. As individual players attack, they gain Battle Points (BP) based on the amount of damage dealt to the opposing team with their card or link, including overkill should it KO an opponent. (If all members are KO'd, KO'd members will still take damage while the attacking players receive extra BP.) Additionally, a KOed player loses half of her BP to the players who dealt the killing blow. KOed players revive with full HP at the end of the turn.
Once per match, players can also Bet BP, much like Gold in PVE. The amount of BP thrown in per tap of the button starts at 100 and increases by an additional 100 per turn, for a maximum of 5000 bettable BP by the final turn. If bets are made, the players on the team with the winning hand receive twice their bet while the ones on the losing team lose the BP thrown into the pot.
After five turns have passed, victory is awarded to the team with the higher amount of BP.
Fame & Placement
When you start out in new Colo, you will start off in the Rookie Class with 0 Fame. Once you enter a Colosseum match you will be placed with 9 other players with relatively similar Fame scores, and any empty spots in your match will be filled in with CPUs.
Every victory or defeat will reward you fame in relation to two variables:
- Your current fame in relation to the enemy team: If yours is higher you'll receive less fame for a win and more for a loss. If yours is lower you'll receive more fame for a win and less for a loss.
- Your BP ranking at the end of the match:
|BP Rank||Fame||BP Rank||Fame|
- It should be noted you will never gain or lose more than 58 fame in a single match.
Progression is also somewhat different in Colosseum 2.0, the old leagues are gone and have been replaced by classes of the same title going from Rookie class all the way up to Joker class. Placement in these new classes is tied to certain fame breakpoints:
Medal payouts have received a significant overhaul from Colosseum 1.0, arguably for the worse. Instead of receiving the same payout for each of your matches you will only get the full amount of Dragon Medals for your first two wins of the day. You can still enter Colosseum after your first two wins, however, your Dragon Medal payout will be significantly reduced; this is offset by having additional medal payouts at the end of the week based on how many wins you acquired. The number of Dragon Medals you acquire from your daily matches are tied directly to your current class rank.
(First two wins)
(After two wins)
End of week medal payout:
|# of wins||Medals|
While it shares many similarities with the core game, Colosseum also introduces new quirks to look out for:
- Please make sure you set up your Colosseum deck/SP skills 'before' you start your first match.
- The bread and butter SP skills for Colosseum are Skill Guarantee and Shuffle 3+ (purchasable from the Medal Shop).
- Shuffle 4 also has its uses, and if you aren't somebody running SGW (the 4000 cost skill in the medal exchange), it is worth slotting.
- Skill power, priority, enhances, and super fusions matter much more in PVP than it does in PVE. Don't be that guy who skill guarantees a SL1 Hydra and steals link priority away from a SL7 Tsukiyomi.
- ...but playing to the hand matters even more than unconstructive Super Fusions. When you start encountering whales who can casually throw out nuclear warheads without a second thought, attacking first becomes the priority of hand formation in 98% of situations in Colosseum.
- Full House is the baseline hand you should aim for, with Straight as a reluctant backup plan.
- Aggressively shuffle if your drawn cards have a difficult time supporting the team's hand in progress, even if you hold a powerful off-hand card.
- It should be noted that with a recent change to Skill Guarantee, Super Fusions are far less of an occurrence then they use to be. That said, some can still be rather nasty to run into.
- If you are one of the first three people to play in a turn you should always hold your card (literally, keep your finger on it) until the timer runs out. Rushing out your card before the enemy gives them a full opportunity to respond.
- If you aren't using some sort of hand-tracker for your party, pay attention to what the rest of your team is playing. Remember that the card they played will not be in their hand at the start of the next turn, so don't continually throw out face cardinals every turn and hope the rest of your team can keep up.
- Enhance Cards, especially AOE, while nerfed in Colosseum 2.0 are still vital in Colosseum. Run these cards at a higher density than you would in PVE.
- Having your Ace available for turn 5 is essential. If you are in a position during turn 4 where you have drawn your Ace and shuffle does not immediately threaten the success of your hand beating the enemy team's, attempt to shuffle it away so you can potentially draw it on the final turn.
- Only bet BP in two circumstances:
- It is the final turn and your team is behind by a large margin
- It is turn 4 or 5 and your current hand in progress has a high probability of beating what the other team has shown
Advanced Strategy & Other Tips
- Abuse Buffs/Debuffs: Buffing and Debuffing early on can net you a huge advantage. Cards like Spica (w/Mirror) can quickly flash Buff the Party. Likewise, Debuff cards like Makura-gaeshi, Pisces, and Girim can wreak havoc and potentially turn the tide in your favor.
- The featured Status Effect for the week has a higher chance to be applied than normal, so if it's a useful one (say like Blind or Paralysis), definitely run a decent amount of cards with said Status.
- Seal: Seal can be immensely useful as it'll completely shut down any Enhance Cards in play. As such, it's a viable strategy to often try and Seal the enemy team to prevent them from using their Enhance Cards at all.
- Blindness: Blind can be really nasty if it's applied early on, as it can cripple teams who can't keep track of their cards.
- Paralysis: Likewise, Paralysis can be quite crippling as well as the enemy's card options will be less varied.
- Sleep: Sleep can be quite nasty as well, completely keeping you from playing any cards. However, some timing is required with it as you don't want to wake the enemy!
- Sleep Scam: Ever wonder why many Whales have Succubus and Incubus as their Ace cards? Their Super Fusion can inflict Sleep to all targets, potentially shutting down your team completely! (You'll often see it on Turn 4/5 for this very reason.)
This portion revolves around the SP skill "Skill Guarantee Double" (SGW), which takes 100 SP to activate.
You may have noticed that the most practical SP skills take either 10 SP (Skill Activate 50%, Shuffle 2+, Mega Shout) or 30 SP (Skill Guarantee, Shuffle 3+). You may have also noticed that the most commonly completed hands earn you either 10 SP (One Pair, Two Pair, and Three Card) or 30 SP (Straight and Full House). See the pattern? In order to stay topped off so you can fire off SGW, you have to balance the SP cost of using these skills with the probability that the hand formed will fill you back to full SP. If the hand in progress is looking dicey and your dealt hand has nothing that can contribute to it, well, you may want to consider using a weaker Shuffle to keep the option of SGW open.
Of course, your teammates might call you an asshole for underperforming for the small chance of being a "hero" with SGW. And they are entirely justified in doing so: games are totally still winnable if you use regular SG and Shuffle 3+ throughout the match, after all. Choosing to aggressively spend SP for turn-by-turn victories or waiting to blow out the opponent in one giant SGW is something your own conscience has to decide.