Arena Guide: All Ranks, Opponents, and Rewards
The complete solo Arena ladder: 7 ranks with 43 opponents, each fielding the exact Pal team shown below. Beat a rank once for its first-clear haul; repeat wins pay the smaller repeat reward. Every Pal links to its stats page so you can plan counters with the type chart.
Jump to: match rules · the ladder · Arena PvP · open-world PvP
Rules every Arena match runs on
The Arena is its own building, sitting alone on an island out past the desert, and it applies the same combat rules whether you are grinding NPC ranks or fighting a real player.
- Three Pals, not five. You bring your party of five to the terminal and pick three for the match: one main and two subs. Only the main Pal can fire its partner skill, so put the Pal whose partner skill you actually want to use in that slot rather than the one with the biggest stat line.
- Two ways to win. Knock out all three of the opposing Pals, or knock out the opposing tamer. A tamer who is bad at staying behind their Pals loses matches they should have won.
- Consumables are dead weight. Healing and stat-boosting items will not fire inside the Arena, and weapons that throw Pal Spheres are blocked as well. There is no potion sustain here — every point of HP you take is permanent for that match.
- Losses do not stick. Anything you spent and any Pal that fainted comes back the moment the match ends, so the only cost of a bad run is time.
- Wins and losses both move RP. Rank Points accumulate toward the next rank and drain when you lose, which is why the ladder below is worth clearing in order rather than throwing yourself at Master early.
The solo ladder
Bronze 1 opponent
Silver 1 opponent
Gold 1 opponent
Platinum 1 opponent
Diamond 10 opponents
Master 10 opponents
Legend 19 opponents
Arena PvP: fighting other players
The same Arena terminal has a PvP tab next to the solo Challenge tab, but it is greyed out in a single-player world — you need a co-op session or a server with someone else in it. One player opens a room, the other joins, both pick their three Pals, and a third player can drop in as a spectator with an overhead camera or a follow-cam locked to either fighter.
Whoever opens the room sets the rules, and the guest can read them before locking in a team. This is the whole switchboard:
| Rule | What flipping it does |
|---|---|
| Level Sync | The lower-level player is pulled up to the higher one for the match, and their Pals scale with them. Turn it off if you want rank to mean gear and levels; leave it on if you want the fight to be about team choice. |
| Player Damage Multiplier | Scales tamer-to-tamer damage. Raise it and gunplay decides the match; drop it and the Pals do. |
| Pal Damage Multiplier | Scales Pal damage independently of the above. |
| Time Limit (Minutes) | Caps the match length so a defensive team cannot stall forever. |
| Ban Alpha Pals | Locks out field-boss variants, which carry inflated stats for their level. |
| Ban Legendary Pals | Locks out the Legendary tier — the usual first switch a host flips to open up the roster. |
| Ban Duplicate Pals | Stops both players fielding the same three Pals, and stops one player stacking the same Pal in all three slots. |
| Ban Human Allies | Blocks recruited human characters from being sent out as your battle unit. |
| Ban Riding | Forces the fight on foot. Worth flipping on, since a mounted tamer is a much harder target. |
| Ban by Element | Blacklists whole types at once, e.g. no Dragon or no Dark for the night. |
| Ban Specific Pals | A per-Pal allow/ban list with Allow All and Ban All shortcuts to build from either direction. |
If your team contains something the host banned, the Arena tells you at the select screen rather than at the door — swap the Pal and re-ready. Bans are per room, so a rule set that suits your group has to be saved and re-applied by whoever hosts next.
Open-world PvP and the settings that enable it
Arena PvP is consensual and refereed. Fighting out in the world is neither, and it is off in every default world — it is a server-side toggle, edited in PalWorldSettings.ini before the server starts. These are the rows that matter and what the game ships them as:
| Setting | Default | Effect |
|---|---|---|
bIsPvP | False | The master switch. Off, the world is co-op only and none of the rows below apply. |
bEnablePlayerToPlayerDamage | False | Lets tamers hurt each other at all. Needed for any open-world fighting. |
bEnableDefenseOtherGuildPlayer | False | Turns your base Pals hostile to intruders from other guilds instead of ignoring them. |
bCanPickupOtherGuildDeathPenaltyDrop | False | Decides whether the winner can actually loot the bag the loser dropped. |
bAdditionalDropItemWhenPlayerKillingInPvPMode | False | Off by default — flip it on to make kills pay a trophy. |
AdditionalDropItemNumWhenPlayerKillingInPvPMode | 1 | How many of that trophy drop per kill. |
BlockRespawnTime | 5.0 | Seconds you are held out before respawning. Raise it to make a wipe cost something. |
GuildRejoinCooldownMinutes | 0 | Minutes before a player can rejoin a guild they left — the anti-spy setting. |
GuildPlayerMaxNum | 20 | Players per guild. Small numbers make matched fights; 20 makes one guild the server. |
BaseCampMaxNumInGuild | 4 | Bases each guild may hold, which is also how many fronts they can defend. |
The kill trophy has a name and an icon: the drop the last two rows control is the Champion's Emblem, a weightless material that stacks to 9,999 and exists for no reason other than to count how many tamers you have put down. It sells for 1 Gold, which is the point — it is a scoreboard, not an income. Note the toggle is separate from the drop itself, so a server can be full PvP and still pay out nothing.
Base raiding runs on the same switch. Once other guilds can be hostile, your defence Pals engage intruders instead of ignoring them, you get a warning the moment someone starts hitting your base, and building is locked for the duration of that raid — you cannot wall up a breach mid-fight, so the layout has to be right before anyone arrives. Read the base raid guide for the layouts that hold, and note that BaseCampMaxNumInGuild is what decides how many of those layouts you have to keep defensible at once.
Battle Tickets from the Arena are spent at the Arena Shop. Related: best combat Pals · team builder.