The Arena

The Arena

In Paragon City, a hero’s skill often means the difference between life and death – not just for him, but for the citizens he protects. To hone those skills, the Paragon City Building Commission proudly brings you a forum months in the making: the arena. Here, heroes will face the skill and savvy of their fellow city defenders. Pit your abilities against those of your allies, and see who comes out on top!

  • The arena’s many events are designed to test the mettle of even the toughest heroes. Simple One-on-One combat takes place alongside Team Battles and Free-For-Alls. Battle Royals let several teams duke it out, while epic Super Group Battles put up to 150 heroes to the test.
  • Event coordinators put the power in your hands, by offering a variety of different Ground Rules for your match. No Travel Powers, No Temporary Powers, Time Limits, and Multiple Lives are just a few of the options that make arena combat flexible enough to challenge any hero.
  • In the interest of promoting the arena, the Paragon City Council has reluctantly agreed to permit the wagering of Influence in some tournaments. Small entry fees could turn into big payoffs for heroes who can fight their way to the top.
  • The arena’s chess-style rating system encourages healthy competition among heroes. By playing in rated events, heroes can increase their rating, earning bragging rights throughout the city.
  • Arena visitors and defeated combatants can view the arena floor through the use of remote controlled cameras. Some heroes may be tempted to use such devices as surveillance equipment, which is why the cameras are cheap, disposable, and easily destroyed. Cameras are provided free of charge by arena management.
  • To provide an invigorating challenge to all combatants, arena officials have ruled that certain powers must use different guidelines in the arena than they do on the streets.
    • Stealth and Invisibility make heroes truly invisible to their enemies -- though environmental effects, like water splashes, can still give away their position. These powers also allow heroes to evade their opponents’ targeting reticles by putting distance between themselves and their foe.
    • Brawl has a small chance of knocking off opposing heroes’ toggle powers.
    • After a hero is Held, Terrorized, or otherwise controlled, he gains immunity to that effect for a short period. To compensate for this, Controllers do extra damage to targets that are under such effects.
    • A percentage of Blaster damage is not resistable. Defenders debuffs cannot be resisted. Scrapper Critical Hits cannot be resisted.
    • Many Tanker and Scrapper powers now offer new abilities and resistances, such as the ability to see Stealthed characters at a greater distance than normal.
    • Many other Power Sets have also been seeded with new abilities designed to give heroes an extra edge in the arena.
    • When hit by a power that causes confusion, a hero’s attacks may execute on someone other than his target – including his teammates