Battle Arena

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Battle Arena
Gate-Battle Arena.png
Themes
Gate Icon-Beast.png Gate Icon-Construct.png Gate Icon-Fiend.png Gate Icon-Gremlin.png Gate Icon-Slime.png Gate Icon-Undead.png Icon status fire.png Icon status freeze.png Icon status poison.png Icon status shock.png
Arenas
Gate-Flame Lash Arena.png Flame Lash Arena

Gate-Ice Maul Arena.png Ice Maul Arena

Gate-Iron Edge Arena.png Iron Edge Arena

Gate-Thunder Fist Arena.png Thunder Fist Arena

Gate-Venom Fang Arena.png Venom Fang Arena

Levels

Gate-Beastly Brawl.png Beastly Brawl

Gate-Cadaverous Clash.png Cadaverous Clash

Gate-Fiendish Fray.png Fiendish Fray

Gate-Robo Rampage.png Robo Rampage

Gate-Slimey Showdown.png Slimey Showdown

Gate-Wrench Warfare.png Wrench Warfare

Map of Arena

Similarly to the Clockwork Tunnels, Battle Arenas are areas of the Clockworks characterized by a combination of various monster and elemental status themes, the former of which are determined by the color of the shield displayed in the level icon, while the latter are determined by its background color. The Iron Edge Arena has a neutral status theme.

Information

Welcome to the battle arena! The only rule is that you must fight at least once to move on. Should you claim victory, it will be up to you to decide to fight for even more glory!

Features

Battle Arenas are entire levels similar in function to danger rooms. A battle arena level is divided into three rounds, each with increasing difficulty. The first section must be completed in order to leave the level, however, completing the optional sections give increasing rewards. After each round, there will be 6, 10 or 15 treasure chests, four healing panels with respawning hearts and an assortment of coins and minerals, as well as an exit to the next level.

Each section consists of a small room with a party button in the center. The party will be locked in the room after pressing the button, which also spawns the first two waves of monsters. Defeating one wave of monsters will spawn another one, so it is advised to leave one monster from each wave until the party is ready for the next one. The third and final room has four spike beds, placed at the cardinal directions surrounding the party button.

Arena Waves

Though the exact enemies that appear vary depending on the arena's theme (and a little luck), all arenas have very similar spawn patterns that follow the same rules.

The spawns for each arena bout are divided into two branches of three waves each, and then a final wave at the end. When you step on the party button, some of the initial monsters that appear are part of the first branch, while others are part of the second. Killing all the monsters currently alive from one branch spawns the next wave from that same branch. The final wave only spawns when both branches are exhausted; thus, if you finish one branch faster than the other, you will have fewer monsters to deal with at once.

Keeping track of which monsters belong to which branch can help you control when particular waves spawn, which can make arena fights much easier.

Note: The lists below may not reflect all possibilities. If you see another spawn combination, add it!

Spawn Shorthand

  • Theme Monster: A monster appropriate to the arena's monster and status themes, such as a Retrode in a Robo Rampage or Devilite in a Fiendish Fray
  • Heavy: Lumber or Alpha Wolver (Alpha Wolvers seem to show up mostly in slime and beast arenas)
  • Turret: Gunpuppy, Polyp, or Howlitzer appropriate to the arena's status theme, or (less commonly) a Rocket Puppy. Turrets related to the arena's monster theme (e.g. Polyps in a slime arena) seem to be more likely, but are not guaranteed.
  • Healer: Silkwing or Gremlin Mender.
  • Fighter: Mecha Knights, Gremlin Thwackers, Gremlin Demos, or Gremlin Scorchers (Scorchers only seem to spawn in Flame Lash Arenas). Gremlins types and Mecha Knights do not seem to mix within the same set, but exact types can.

First Bout

Branch One

  1. 4 Theme Monsters (2 top left, 2 top right)
  2. 2 Fighters (left and right)
  3. 4 Fighters (top)

Branch Two

  1. 2 Turrets (left and right, or both top)
  2. 2-4 Theme Monsters and 2 Healers (half left, half right)
  3. 4 Turrets (1 in each corner)

Final Wave

  • 1 Trojan or Lichen Colony (top center)
  • 2 Theme Monsters (flanking Trojan/Lichen)
  • 2 Fighters or 2 more Theme Monsters (also flanking Trojan/Lichen)
  • 2 Healers (behind Trojan/Lichen)

Second Bout

Branch One

  1. 2 Fighters (top and bottom or left and right)
  2. 2 Fighters (bottom)
  3. 6 Theme Enemies (1 top left, 1 top right, 2 bottom left, 2 bottom right)

Branch Two

  1. 2 Fighters (top and bottom or left and right, near the branch one spawns)
  2. 2 Theme Enemies (top corners) and 2 Heavies or 2 more Theme Enemies (bottom corners)
  3. 3 Fighters (top)

Final Wave

  • 3-4 Fighters (top)
  • 2 Healers (behind them)

Third Bout

Branch One

  1. 6 Theme monsters (3 in top left, 3 in bottom right)
  2. 4 Turrets (1 in each corner)
  3. 4 Heavies (center)

Branch Two

  1. 4 Fighters (2 in top left, 2 in bottom right)
  2. 2 Heavies and 2 Healers (1 of each in bottom left, 1 of each in top right)
  3. 8 Turrets (2 on each side of room)

Final Wave

  • 12 Fighters (3 in each corner)
  • 2 Healers (1 in top left, 1 in bottom right)
  • 2 Theme Monsters (1 in top left, 1 in bottom right)

See Also

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