Colosseum For Dummies
Colosseum is Dragon Poker's implementation of PVP, and by and large the time sink for players at endgame. Two teams of 5 compete to grind the faces of each other into the ground to achieve victory. Players often drop whatever they are doing to focus on colo and preparing for colo instead of playing the core game.
- 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.
- Every day at 5AM JST during rollover you will recieve 4 colosseum tickets during the colosseum period. You'll also recieve a medal payout if you placed high in your group the previous day as well as at the end of the colosseum period.
- Colosseum runs will always cost 1/4th of your maximum stamina, rounded down, regardless of current level.
- Finishing a colosseum match grants you approximately 5% (rounded up) of your maximum EXP bar.
- 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 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 (using Aces High). 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. 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 awared to the team with the higher amount of BP.
Players are placed into Leagues for Colosseum as a way to rank players of similar ability: Rookie, Knight, Queen, King, Ace, and Joker. Matchmaking places you into rooms of other players in the same league, and you compete against other players in the same league for the chance of promotion (and demotion, if you fare poorly).
When you start out, you will be placed in Rookie League, which does not sort players into pools and only requires three wins across the 'entire' colo session to promote. After you promote into Knight League, the game will sort you randomly into a group of 100 other players in the same league as you.
After completing a match, you will receive a certain amount of Dragon Medals based on your perfomance. The base amount is determined by your current league and whether you won or lost the match. Additionally, you receieve 3 medals for being the top BP earner across both teams, 2 medals for 2-5th place in BP count, and 1 medal otherwise. You may also receive medals based on your overall performance in Colosseum each day and over the whole session. These medals can be redeemed for 'fabulous prizes' in the medal exchange shop.
Your placement in your group is determined by the total number of medals accrued over the course of the colo session. If two players are tied in medal count, total BP accumulated is used as a tiebreaker. At the end of the colo session, the top 30 players in the group promote to the next league while the bottom 30 players demote to the previous one. Payouts from matches as well as cutthroatness increases as you ascend the ladder, naturally. You cannot demote from Rookie and Knight League.
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+ (purchaseable from medal exchange).
- Shuffle 4 also has its uses, and if you aren't somebody running Enhance-W (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 Tsukuyomi.
- ...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.
- 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.
- Enhances, especially +AOE, are especially 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
Come back when you're in Ace/Joker league.
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.