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'''Arena''' features its own announcer, which can be listened to [[Announcer/Arena|here]]. |
'''Arena''' features its own announcer, which can be listened to [[Announcer/Arena|here]]. |
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<u>{{sbc|Run Info:}}</u> {{as|'''Arena has returned on patch [[V25.13]]'''|hsp}}, at the start of [[Spirit Blossom Beyond]] Act 2. It will remain available for 12 months (ending on June 2026). More information can be found in the [https://www.leagueoflegends.com/en-us/news/game-updates/the-return-of-arena/ related dev blog]. |
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<u>{{sbc|Run Info:}}</u> {{as|'''Arena is currently unavailable.'''|lethality}} |
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== History == |
== History == |
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** {{sbc|Anvil Voucher:}} {{cid|Anvil Voucher|consume}} |
** {{sbc|Anvil Voucher:}} {{cid|Anvil Voucher|consume}} |
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;[[File:Arena Bravery square.png|20px|link=|An icon for the Bravery option in Arena's champion select.]] <span class="inline-audio" data-vol="0.40"> |
;[[File:Arena Bravery square.png|20px|link=|An icon for the Bravery option in Arena's champion select.]] <span class="inline-audio" data-vol="0.40">[[File:Arena Bravery Select SFX.ogg]]</span> Bravery |
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* Select a fully random champion without revealing it until the game has started. |
* Select a fully random champion without revealing it until the game has started. |
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* Locking in Bravery awards +50 ''Fame'' and a {{ii|Bravery Voucher}}. |
* Locking in Bravery awards +50 ''Fame'' and a {{ii|Bravery Voucher}}. |
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* On the ''Koi Pond'' map, the initial size of the ring is increased by 16% and it is more likely to close in on the southeast island. |
* On the ''Koi Pond'' map, the initial size of the ring is increased by 16% and it is more likely to close in on the southeast island. |
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=== [[File:Hex-gate icon.png|20px|link=]] Hex-gates === |
=== [[File:Hex-gate icon.png|20px|link=]] {{Anchor|Hex-gates}}Gates === |
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[[File:Arena hex-gate.png|200px|thumb|Hex-gate (in Magma Chamber)]] |
[[File:Arena hex-gate.png|200px|thumb|Hex-gate (in Magma Chamber)]] |
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One pair of |
One pair of [[warp gate]]s will spawn at the edges of the battlefield. Their exact location is randomly determined out of a number of them. Hex-gates are always located on diametrically opposite sides (or edges for the pair that is guaranteed to spawn naturally) of the map. All gates can be traveled either way and are active from the beginning of [[#Combat Phase|Combat]]. |
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Upon using a gate (default: {{RMB}} MB2 / right-click), its travel will start <u>instantly</u>, and the travel time to the other side is {{fd|1.75}} seconds. Upon a champion using a gate, both ends incur a 12-second cooldown for '''all''' champions, reduced to 8 seconds on the ''Koi Pond'' battlefield specifically. |
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Hex-gates are active from the beginning of [[#Combat Phase|Combat]], and their cooldown starts elapsing upon use. A pair of hex-gates incurs a 12-second cooldown after being used, reduced to 8 seconds on the ''Koi Pond'' battlefield. |
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{{clr}} |
{{clr}} |
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== Combat Phase == |
== Combat Phase == |
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Once the Shop Phase ends, players enter the [[File:Arena Combat phase.png|25px|link=]] '''Combat Phase''', being transported to a random battlefield out of six to fight against their matched team. The first champion [[kill]] awards {{g|250}} to both members, regardless of [[assist]], but the second kill does not normally yield any extra reward to either player. A kill bounty may also be earned after the round has been lost by a secondary effect before the next Shop Phase starts, although without affecting the already-determined result of the round. All {{sti|xp|experience}} rewards from kills and assists are reduced to 0. |
Once the Shop Phase ends, players enter the [[File:Arena Combat phase.png|25px|link=]] '''Combat Phase''', being transported to a random battlefield out of six to fight against their matched team. The first champion [[kill]] awards {{g|250}} to both members, regardless of [[assist]], but the second kill does not normally yield any extra reward to either player. A kill bounty may also be earned after the round has been lost by a secondary effect before the next Shop Phase starts, although without affecting the already-determined result of the round. All {{sti|xp|experience}} rewards from kills and assists are reduced to 0. All [[champion summoned units]] are removed from all battlefields when a Combat Phase ends. |
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The ''Combat Phase'' ends when both players on a single team die. The team that has at least 1 teammate alive is crowned the round winner, while the other team [[#Elimination|loses an amount]] of ''Team Health''. If the ''Combat Phase'' does not end within 30 seconds, the [[File:Arena Ring of Fire icon.png|20px|link=#The Ring of Fire|Icon representing the Ring of Fire in Arena]] ''[[#Ring of Fire|Ring of Fire]]'' will begin closing in toward an area of the battlefield (determined randomly from a number of possible locations). Players caught outside the Ring of Fire, in the fire storm, are rapidly damaged and [[debuff]]ed. Once the Ring has closed entirely, if the round is not over within 15 seconds then it will automatically end in a tie and ''Team Health'' will be deducted from both teams. If the remaining players of both teams die in the exact same game frame, both teams will lose ''Team Health'';<ref>Youtube — Hextech Lab (26 March 2025) [https://www.youtube.com/watch?v=w3-iytVDsLQhttps://www.youtube.com/watch?v=w3-iytVDsLQ Can both Teams lose in Arena?] (Demonstrating both teams losing)</ref> however the damage triggered specifically via the on-death effects of [[File:Clown College augment.png|20px|link=Arena/Augments|An icon for the Arena augment Clown College]] [[Arena/Augments|Clown College]] and [[File:Dive Bomber augment.png|20px|link=Arena/Augments|An icon for the Arena augment Dive Bomber]] [[Arena/Augments|Dive Bomber]] is special-cased to never award victory if they cause the last enemy standing to die. Lastly, killing enemies while in {{tip|zombie state}} effects (e.g. {{cai|Death Defied|Karthus}}, {{cai|Glory in Death|Sion}}) after dying cannot change the round outcome if both the user and their ally have been slain, regardless of whether all enemies die or are slain during their zombie state. |
The ''Combat Phase'' ends when both players on a single team die. The team that has at least 1 teammate alive is crowned the round winner, while the other team [[#Elimination|loses an amount]] of ''Team Health''. If the ''Combat Phase'' does not end within 30 seconds, the [[File:Arena Ring of Fire icon.png|20px|link=#The Ring of Fire|Icon representing the Ring of Fire in Arena]] ''[[#Ring of Fire|Ring of Fire]]'' will begin closing in toward an area of the battlefield (determined randomly from a number of possible locations). Players caught outside the Ring of Fire, in the fire storm, are rapidly damaged and [[debuff]]ed. Once the Ring has closed entirely, if the round is not over within 15 seconds then it will automatically end in a tie and ''Team Health'' will be deducted from both teams. If the remaining players of both teams die in the exact same game frame, both teams will lose ''Team Health'';<ref>Youtube — Hextech Lab (26 March 2025) [https://www.youtube.com/watch?v=w3-iytVDsLQhttps://www.youtube.com/watch?v=w3-iytVDsLQ Can both Teams lose in Arena?] (Demonstrating both teams losing)</ref> however the damage triggered specifically via the on-death effects of [[File:Clown College augment.png|20px|link=Arena/Augments|An icon for the Arena augment Clown College]] [[Arena/Augments|Clown College]] and [[File:Dive Bomber augment.png|20px|link=Arena/Augments|An icon for the Arena augment Dive Bomber]] [[Arena/Augments|Dive Bomber]] is special-cased to never award victory if they cause the last enemy standing to die. Lastly, killing enemies while in {{tip|zombie state}} effects (e.g. {{cai|Death Defied|Karthus}}, {{cai|Glory in Death|Sion}}) after dying cannot change the round outcome if both the user and their ally have been slain, regardless of whether all enemies die or are slain during their zombie state. |
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On the minimap, along with terrain, there are icons |
On the minimap, along with terrain, there are icons showing the location of downed teammates, [[File:Power Flowers unit icon.png|20px|link=#Power Flowers|An icon illustrating the Power Flower plant]] [[#Power Flowers|Power Flowers]] (shows as a "leaf" 10 seconds before spawning and fills 3 seconds before spawning), [[File:Blast ConeSquare.png|20px|link=#Blast Cones|An icon illustrating the Blast Cone plant]] [[#Blast Cones|Blast Cones]] (shows as a square dot 10 seconds before spawning and fills when they have grown), [[File:Hex-gate icon.png|20px|link=#Hex-gates|An icon representing Hex-gate portals]] [[#Hex-gates|Hex-gates']] location and availability (will be greyed out if charging), and the fire storm's edge. |
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After the round result has been determined, players can spectate other battlefields via a pop-up menu, which also displays the team matchups and each battle's status. The {{sbc|Spectate}} button unlocks the camera and pans it to the selected teams' battlefield; the camera will be bounded by each battlefield's edges when spectating, as during combat. Clicking on {{sbc|Return}} focuses the camera back to the player's own battlefield. |
After the round result has been determined, players can spectate other battlefields via a pop-up menu, which also displays the team matchups and each battle's status. The {{sbc|Spectate}} button unlocks the camera and pans it to the selected teams' battlefield; the camera will be bounded by each battlefield's edges when spectating, as during combat. Clicking on {{sbc|Return}} focuses the camera back to the player's own battlefield. |
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|data-sort-value="1"| First |
|data-sort-value="1"| First |
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|data-sort-value="Trundle" style="text-align:center;"| {{sbc|{{ci|Trundle|circle=true|border=false|size=48}}<br>Makeshift |
|data-sort-value="Trundle" style="text-align:center;"| {{sbc|{{ci|Trundle|circle=true|border=false|size=48}}<br>Makeshift Weapon}} |
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|Disables direct Legendary-tier item purchases in the Shop. |
|Disables direct Legendary-tier item purchases in the Shop. |
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Latest revision as of 01:06, 1 July 2025
- "Arena" redirects here. For other uses/games, see Arena (disambiguation).

Arena is a recurring, team-deathmatch Featured Game Mode in League of Legends organized in a tournament format. Players battle against each other in eight teams of two (2v2v2v2v2v2v2v2) and power up with unique Augments until only one team is left standing. Contenders fight for glory in
The Grand Reckoning and on six different battlefields which vary in size, density, and theme.[1][2][3]
Players can progress Champion Mastery and earn Battle Pass XP from Arena games via Missions exclusive and not exclusive to the mode. The maximum party size allowed is 8 players for a matchmade game and an even number of players are always required to form duos. Players cannot queue in a party of 9–15 members, but a party of 16 players can form a private/non-matchmade lobby that will not grant any progression rewards.
Arena features its own announcer, which can be listened to here.
Run Info: Arena has returned on patch V25.13, at the start of Spirit Blossom Beyond Act 2. It will remain available for 12 months (ending on June 2026). More information can be found in the related dev blog.
History[edit | edit source]
Previous content[edit | edit source]
For a compilation of old features in Arena, see the archive at Arena/Old content.
Arena v1[edit | edit source]
A new "2v2v2v2 deathmatch" game mode was teased during the update video and blog article on February 16th, 2023.[4][5] Another update in late April of the same year teased the mode again.[6]
Arena's name and gameplay were officially revealed on June 26th, 2023, being one of the main experiences available during that year's fighting-tournament-themed Soul Fighter event across all of Riot's live-service titles.[7][8] The details were presented in a blog article by Riot Maxw3ll shortly afrer.[2] The mode went live for the first time alongside patch V13.14 and featured a set of Soul Fighter NPCs (Cameos) that participated in the battle alongside the contestants. Arena was live from July 20th (1:00 PM PST) to August 28th, 2023 (11:59 PM PST).
Maxw3ll and Cadmus also authored an FAQ alongside its launch that included community questions about Arena's design and schedule.[9] It additionally shed some light on player speculation around Riot's plans to sustain Arena as a permanent queue: the response was provisional, but the designers expressed their desire to improve the mode if it were to return, one that would be able to sustain a satisfactory and consistent player base. The discussion around this topic would continue throughout the eventual later re-runs.[10][11]
The mode would return on December 7th, 2023 during V13.24 as part of the Tales of Borealis 2023 event and lasted until the end of Season 2023 on January 8th, 2024. The update implemented new mechanics such as teammate revivals, 60 augments, new champion Cameos based on the event, on top of a massive number of balance changes. A week into the patch cycle, a group of 5 "Curse" augments that granted infinitely-stacking stat bonuses proved to be exceptionally overpowered and would have to be indefinitely removed due to their poor gameplay quality, although the designers had stated that they were willing to support them a couple days before.[12][13] These "Curse" augments would be reworked and return at a later run.
Arena v2[edit | edit source]
V14.9 marked the third launch of the mode on May 1st, 2024 as part of the Neon Strata 2024 event and this time it would remain available for four entire months until September 24th, 2024 in order to gauge player retention. Riot would also state that they want to continue iterating on Arena toward its "healthiest version" possible.[11] The lobby size was expanded to eight teams of 2 players from four teams,[14] anvils, Prismatic items and the Koi Pond battlefield were added, and various quality-of-life updates were made. With this launch, a more cohesive theme for Arena's environment and effects was also established, where various textures, effects and map backdrops would be created that fit the key event's palette each time. A smaller content drop on V14.15 added 12 new items and 13 new augments, and also included adjustments to Koi Pond due to player complaints.[15]
On July 24th, 2024, Riot Games published a retrospective news article on their produced game modes for all of their titles, expressing their particular satisfaction with Arena's development.[16] Riot Cadmus stated: "Before we released Arena in 2023, […] players told us loud and clear that they were missing modes. During that time we saw the need […] to create experiences with unique hooks and rule sets that don't exist in League today. That's led us to investing in Arena." The article is a testament to Riot's continued investment in and iteration of the mode but also the positive sentiment around it among players.
Queue permanence dismissed & Arena v3[edit | edit source]
In a regular Dev update on September 23rd, 2024, Riot Cadmus brought closure to community requests for Arena to become a permanent addition to League of Legends, responding with a definitive 'no' while citing the observed rapid decline in player count over the latter half of the preceding, long-term run.[17] However he also reassured players that Arena is still being developed and announced its relaunch in early 2025.
Arena returned in Act 2 of the Welcome to Noxus Season. Players travel from the Rings of Wrath to the Noxian Fleshing Arena in The Grand Reckoning. Cameos that disrupt combat have been replaced with "Guests of Honor", special game-wide rules that warp the tournament's progression, and a new battlefield has been introduced called the Reckoner Arena. 22 new augments (plus three Easter eggs) have been added and now have rarity tiers similarly to augments. The Koi Pond battlefield now also features an open ring along the outer edge, which is meant to greatly reduce the prominent gameplay issues since its addition. Outside of the main game, ranked progression has been replaced by a linear, more casual leveling system called "Fame". Two "random champion" buttons have been added in champion select that grant small rewards to players who try different champions and contribute to the game-to-game variety; a moderate pain point since the mode's release.[18]
During this run, Riot Games' For the Win platform hosted the Stand for Noxus challenge for the EMEA region (EUW, EUNE, MENA, TR, RU shards), granting players the opportunity to earn exclusive in-game rewards. It started on March 10th, 2025 at 12:00 UTC and ended on April 7th, 2025 at 04:00 UTC, and featured three stages of leaderboard competition, the last one presenting special achievements from various personalities that competitors would have to best.[19]
Though Arena was originally planned to last until the end of Welcome to Noxus season (end of V25.08 cycle),[18] it was extended to last for V25.09 as well due to popular demand. It was eventually disabled again on May 14th, 2025.[20]
Fame system[edit | edit source]


By participating in Arena, players can earn Fame points and progress through 9 levels for their Arena "Journey". The current progress and reward for leveling up is visible in a tab at the top left. An infinite amount of Fame can be accumulated and will be visible to all players in the lobby after reaching level 9.
Players start their journey at level 0. Earn Fame points by playing:
- +10 per round played. Increases by 20% for every player in the pre-made party.
- +100 if at least 3 rounds in a row have been won at any point, once per game.
- +30 when choosing "Bravery".
- +10 when choosing a "Crowd Favorite".
Earn additional Fame points completing a line of campaign missions for each champion:
- +50 when playing the champion for the first time.
- +150 when winning with the champion for the first time.
- +200 when achieving 1st place with the champion for the first time.
- The missions do not need to be completed in separate games. Players can complete multiple missions for a champion's campaign in one game.
- These campaigns are tracked in the expanded Journey menu, shown by clicking on the "Journey" tab.
Leveling up awards Arena-specific content and upgrades the player's Arena crest in the lobby and grants them a medallion which is showcased in their Journey menu.
-
Wood Medallion (Fame levels 1 & 2)
-
Bronze Medallion (Fame levels 3 & 4)
-
Silver Medallion (Fame levels 5 & 6)
-
Gold Medallion (Fame levels 7 & 8)
-
Gladiator Medallion (Fame level 9)
Champion select[edit | edit source]
Drafting[edit | edit source]
Arena's draft type is a 16-blind-ban blind pick in series.
- Pick Intent Phase [10s]: Preparatory grace period at the start. Team mates may select and show their pick intent.
- Ban Phase [25s]: All players ban one champion simultaneously, for a total of two bans per team. Locked selections are revealed at the end of the phase and immediately.
- Pick Phase [2 turns of 35s]: The first row, then the second row of players pick their champion blind, for a total of two turns. Locked selections are revealed at the end of each turn. The champions picked must be unique between phases, but a champion can be picked more than once in a given phase.
- Finalization Phase [10s]: Preparatory grace period before the game begins.
- Each ban and pick turn ends prematurely when all selections have been locked.
Free champion rotation[edit | edit source]
A static pool of champions are always available in Arena:
Champion randomizer[edit | edit source]
During champion select, the player can choose champions from two new types of selections, "Crowd Favorites" and "Bravery", being awarded small in-game bonuses and extra Fame for doing so.
Crowd Favorites
- Up-to five champions per champion select are randomly designated "Crowd Favorites". The number is proportional to the player's available champions. They will always be listed at the top of the champion list for convenience. Crowd Favorites are unique per player.
- Locking in a Crowd Favorite awards +10 Fame and an
- Anvil Voucher: You have selected a Crowd Favorite champion and are awarded this free Voucher. Consume it during a Shop Phase to remove the item from your inventory and open a free (any tier).
.
Bravery
- Select a fully random champion without revealing it until the game has started.
- Locking in Bravery awards +50 Fame and a
- Bravery Voucher: You have been awarded this free Voucher for your Bravery in champion select. Consume it during a Shop Phase to remove the item from your inventory, open a free (any tier) and gain 2 .
.
Please note:
- The "Random" button does not have the same function as Bravery, since the champion is revealed before the player can lock it. Selecting "Random" will not grant any bonuses.
- Currently, the champion's skin cannot be selected when choosing Bravery (defaulting to the last one chosen in the queue).
Loadout[edit | edit source]
- Champion drawer
- Champions are filtered by primary class in the champion drawer. Lane-role selection and favorite options are unavailable.
- Runes
- Runes are entirely disabled. Some Keystone runes are accessible through Augments but may have small differences from their default (
Summoner's Rift) versions.
- Summoner spells
- summoner spell slots, while the second slot defaults to the spell. Selecting either of them simply swaps their slots.
Flee: Grants 40% bonus movement speed for 2 seconds, increased by an additional 20% for each enemy champion you are facing away from.
permanently occupies one of the - Flee can be exchanged with unique spells granted by various effects, including Augments.
- Flash does not have a traditional cooldown. After being used in a round, it will only be available in the round after the next. Some Augments can also alter Flash or its slot.
- Trinket
- The trinket slot is permanently occupied by .
HUD[edit | edit source]

The Arena HUD features special elements such as:
- An entirely new scoreboard layout that includes team names and logos at the top, champions alongside their skin art, items, and augments in the middle, and a round track at the bottom that displays round outcomes for each team.
- A Game tab at the top of the screen that includes a countdown for each round phase, tracks maps, matchups and their outcome and shows the Team Health loss per defeat. During the Combat Phase, the countdown tracks the
Ring of Fire phases and the alive status of each champion instead.
- A Teams tab on the right side of the screen, which includes information on Team Health, Team Logos, champions, and the current Guest of Honor as a button at the top that can be hovered to view the currently active rules. This tab is only visible during the Shop Phase.
- At the start of a new Shop Phase, the health indicator will either show a check mark or a cross mark, indicating the last Combat Phase's winners and losers, respectively; the champions that died in that same phase will also be greyed-out. The kill feed of all teams will also pop up here during this time.
- An Augments tab that replaces the runes tab on the player HUD at the bottom. It displays the player's current augments, which can be hovered with the cursor to show their tooltips.
The round's matchup is visible at all times on the Teams tab. While the scoreboard is open, all teams' champions and their matchups will be shown on the Teams tab. Each team's card can be hovered to simply reveal its champions or clicked to view their details on the enemy side of the scoreboard. The scoreboard resets back to the team's current matchup upon locking the camera back (default Y) and upon entering the Combat Phase.
Battlefields & environment features[edit | edit source]
There are six battlefields in Arena where Combat between teams takes place. Each one features a unique theme and terrain layout, and many different elements that players can interact with to affect the progression of the round.
- Ancestral Woods
- Desert Oasis
- Frostbite Thicket
- Koi Pond
- Magma Chamber
- Reckoner Arena
-
Ancestral Woods -
Desert Oasis -
Frostbite Thicket -
Koi Pond -
Magma Chamber -
Reckoner Arena
The Ring of Fire[edit | edit source]

A damaging area of effect starts closing in from the edge of the battlefield toward the center of a location on the map, 30 seconds after combat starts.
- The ring moves in 5 second intervals; it will close in over 5 seconds then stop for the same duration, repeatedly until it reaches the center of the location.
- Units caught outside of the ring gain 1 stack of the Fire Storm debuff upon entering the fire storm and every second thereafter.
- Fire Storm: This unit is dealt
true damage equal to 6% – ∞% (based on seconds) of their maximum health and is inflicted with 0% – ∞% (based on seconds)
Grievous Wounds and
shielding reduction.
- Fire Storm stacks reset to 0 once the unit moves back inside the ring.
- The burn damage will not reset nor be dealt if the target is
invulnerable or at a
minimum health threshold.
- The burn damage can be mitigated by
shields.
- The burn damage is applied even to
untargetable units.
- Fire Storm: This unit is dealt
Champions gain 1 permanent stack of the Ring of Char debuff after 2 consecutive seconds under the Fire Storm's effect and for each consecutive second thereafter.
- Ring of Char: For each stack, the next time this unit is damaged by the Ring of Fire, Fire Storm will automatically begin its effects as if this amount of seconds have have already passed. Fire Storm stacks may only reset to a number equal to the Ring of Char stacks, and not the regular 0.
- Champions lose 1 stack of Ring of Char when their team ends a round, regardless of win or defeat, before the Ring of Fire has fully closed.
- On the Koi Pond map, the initial size of the ring is increased by 16% and it is more likely to close in on the southeast island.
Gates[edit | edit source]

One pair of warp gates will spawn at the edges of the battlefield. Their exact location is randomly determined out of a number of them. Hex-gates are always located on diametrically opposite sides (or edges for the pair that is guaranteed to spawn naturally) of the map. All gates can be traveled either way and are active from the beginning of Combat.
Upon using a gate (default: MB2 / right-click), its travel will start instantly, and the travel time to the other side is 1.75 seconds. Upon a champion using a gate, both ends incur a 12-second cooldown for all champions, reduced to 8 seconds on the Koi Pond battlefield specifically.
Power Flowers[edit | edit source]

A new, unique plant type spawns 15 seconds after the Combat Phase begins. Power Flowers respawn 25 seconds after being destroyed and have 3 health.
Attacking a Power Flower heals the attacker equal to 6% of their maximum health, grants them a
shield equal to 7.8% of their maximum health, restores
15% of their maximum mana or
3.5% of their maximum energy, as well as refunds 20% of the
total cooldown of each of their champion abilities (excludes innate/passive abilities). These effects are increased if or the
Fruits of Your Labor augment are equipped.
- The shield may stack with subsequent hits to the plant, lasts until being destroyed, and linearly decays in strength over 10 seconds while it holds, refreshing upon receiving its effects again.
Power Flowers have unique spawn locations around each battlefield and each map may feature a different number of them.
- There is 1 Power Flower in the middle of the Ancestral Woods map.
- There are 2 Power Flowers on the Magma Chamber map. The plants are located near the top and the middle of the map.
- There are 3 Power Flowers on the Desert Oasis, Frostbite Thicket, Koi Pond, and Reckoner Arena maps.
Blast Cones[edit | edit source]

All
activate 5 seconds after combat begins and respawn 20 seconds after being destroyed.Attacking a Blast Cone destroys it, causing an explosion that knock away all nearby units.
A number of Blast Cones exist in each battlefield, scattered around the map, except for Koi Pond which features none. In Ancient Woods, Blast Cones have two different spawn patterns.
Unique terrain types[edit | edit source]

There are two new terrain types unique to Arena: Deep Water and Pillar rubble.
- Both behave like impassable terrain, but they uniquely do not block champions' line of
sight.
- Deep Water specifically also counts as a River element for element gathering.
Bloom Bridge[edit | edit source]
On the Koi Pond battlefield specifically, there exists a water lily in the middle of the map known as the Bloom Bridge, functioning as the cross section between the three open rings in the map. Champions can move over this lily to traverse between the open spaces. Once a champion has moved over the lily however, it will start a radial countdown for 5.4 seconds and deactivate when the time is up, becoming a closed bud and causing the center of the map to become impassable to units. If units are on top of the lily when it closes up, they are knocked away to the nearest open space. The lily will bloom open again after 6.6 seconds of being closed.
-
Bloom Bridge open -
Bloom Bridge closing -
Bloom Bridge closed
Unsteady pillars[edit | edit source]
On the Reckoner Arena battlefield specifically, there are 5 stationary pillars throughout the map. They will form over the first 4 seconds of the Combat Phase, becoming targetable afterwards. Pillars can be targeted and destroyed through enough damage or upon displacing an enemy onto them. All damage caused by the pillar is attributed to the champion who destroyed it. This includes falling onto
Power Flowers, which completely destroys the plant and attributes all of its remaining hit points' effects to the champion who destroyed it.
Upon being destroyed, pillars drop over 0.75 seconds in the opposite direction of the one who destroyed the pillar, dealing true damage equal to 30% of the target's maximum health to all enemies hit and knocking them aside over 0.66 seconds. If the fall was caused by a champion being
displaced onto the pillar, they are additionally
knocked down and
grounded for 1 second upon collision with the pillar. Pillars' drop can also trigger other pillars and plants.
After a pillar has fallen, it becomes regular impassable terrain, but it will not obstruct sight. While the pillar is falling, a warning indicator for its area of effect is visible. A pillar's health bar is hidden while it is at full health.
-
Erect pillar -
Fallen pillar (rubble)
Round structure[edit | edit source]
A round consists of a Shop Phase and a Combat Phase, alternating in this order, with an additional Vote Phase before the Shop Phase of rounds 2 and 8.
Players select their Augments and buy items during the Shop Phase. Then in the Combat Phase, teams battle against each other in a random round-robin bracket, losing Team Health with every loss until one team is crowned victorious. A team cannot be matched against the same team until they have played against all other teams—however the order may change as teams are eliminated. A team's next matchup can be viewed during the Shop Phase in the HUD. In a Vote Phase, players vote for a Guest of Honor to change the current game's rules for all teams.
At the start and end of each phase, champions will fully reset their state: refreshing the cooldowns of all their effects, restoring all health and resource, and removing any lingering buffs or debuffs. During the Shop Phase and Vote Phase, all champions are invulnerable to the champions of other teams and are considered "allied", preventing teams from applying negative effects (e.g. damage) to other teams in any way until the Combat Phase has begun.
All champions begin the game at level 3 and gain 2 / 1 (based on round number) level(s) per round. The level cap is increased to 41 and each level is functionally
1000 apart (gaining experience from sources other than the full round level has no or negligible effect). Only , the
Wisdom of Ages augment and the Timeless can alter the progression denoted by the table below.
Round | Champion level |
---|---|
1 | 3 |
2 | 5 |
3 | 7 |
4 | 9 |
5 | 11 |
6 | 12 |
7 | 13 |
8 | 14 |
9 | 15 |
10 | 16 |
11 | 17 |
12+ | 18 |
Elimination[edit | edit source]
Every team starts with a maximum of 100 Team Health and receives a certain amount of damage upon losing the Combat Phase. When a team drops to 0 Team Health, they are eliminated. Eliminating a team grants a free .
Every four rounds after the first (rounds 5, 9, 13, 17) the damage per defeat increases. A random team will earn a bye from the current round's Combat Phase if there is an uneven number of teams alive. Juices purchased before or during a bye round remain active for the next Combat Phase.
Placement is determined upon the round ending based on remaining Team Health after each round's deduction. Placing 1st, 2nd, 3rd, or 4th in the game is considered a "victory". Placing 5th, 6th, 7th, or 8th in the game is considered a "defeat". Players are notified of their placement via an announcement banner, under which they can choose to exit the game safely or spectate the other teams as long as desired. Fame rewards are distributed upon a team receiving their placement, but other rewards are only calculated and distributed after the final team is left standing and the entire game has been completed.
If two teams have the same Team Health after their elimination round's deduction, the tiebreaker is time alive, i.e. teams eliminated earlier are placed lower than teams who have lasted longer in their elimination round.
Round | Damage for defeat |
---|---|
1–4 | 15 |
5–8 | 20 |
9–12 | 30 |
13–16 | 35 |
17 | 100 |
Surrendering rules[edit | edit source]
A surrender vote can only be started during the Shop Phase of round 4 onward and lasts for a maximum of 60 seconds or until both players have issued their vote. Both players must agree to the vote for it to pass.
If a player on the team has disconnected or been detected AFK, surrendering may be available at even earlier rounds. The remaining player may start a surrender vote for it to always pass.
Once the surrender passes, the team's Team Health is set to -99, eliminating them from the match. Their matchup earns a bye round if there are more than two teams alive, or fights the remaining team otherwise.
Shop Phase[edit | edit source]

The Shop Phase begins at the start of the game and after each consecutive round. It takes place at the shop platform (also "starting platform" or "spawn platform") and lasts for 45 seconds. Every team has their own spawning location which is separated radially in equal slices and can move freely on the platform. Players are granted access to the shop only while on the shop platform and during the Shop Phase.
While waiting for combat to begin, a Target Dummy is provided to each team. The Target Dummy has 1250 – 5000 (based on round) health and 10 – 160 (based on round) armor and magic resistance. It is not a valid target for effects that grant permanent stacks or gold.
At the start of the Shop Phase, and depending on the round, players are given various bonuses for reaching the round, such as selecting an Augment or gaining a certain amount of gold. The Shop Phase's duration is reduced to 6 seconds once all champions have used their bonus and/or made their selections.
Selection screens & rerolling[edit | edit source]

Players will go through a number of different "selection screens" per game. Some of them are guaranteed rewards for reaching certain rounds (as listed above). Selection screens present a semi-random assortment of three options of the same type and prompt players to choose one of them. Semi-random means that the game will try to grant options that may be favorable for the champion or the current build, and will always exclude invalid options for the champion being played, but the options are otherwise random.
There are four sources of selection screens: Augments selections (only as a round reward), and the three Anvil items purchased from the shop: , Legendary class-type Item and Anvils.
While on a selection screen for an Augment, Legendary class-type Anvil or Prismatic Item Anvil, the player can click on the button under a slot in order to swap out one of the three options in the selection for a different semi-random one, spending 1 reroll in the process. Rerolls are shared among the three slots in a selection screen and among all selection screens. Players start with 4 rerolls by default and can earn more through various means. The number of available rerolls is tracked by a buff on the status bar which is only visible during the Shop Phase. Stat Bonus selections cannot be rerolled, however.
Selections cannot be undone. Once an option is chosen, it cannot be rolled again; rerolled or skipped options may potentially appear multiple times throughout the game if not yet chosen. The augments' or items' icons can be hovered to view more detailed descriptions for them or pinged to show to the ally that the option is available.
The large card button at the bottom hides or re-shows the selection screen. If the selection screen was provided by the round (instead of being purchased), the player cannot execute shop purchases until a selection has been made. If no selection is made by the end of the Shop Phase, one of the three options is selected randomly by the game.
Augments[edit | edit source]
Augments are permanent enhancements to champions beyond items. They provide very powerful stats and/or unique effects to play around. Players can have up to six Augments—in the case that the player would somehow gain any further augments beyond six, the excess ones are discarded.
Four of the Augment slots are always filled from the selection screens granted on the Shop Phase of rounds 1, 5, 8 and 11. The other two slots may be filled by a select few Guest of Honor effects or special Augments.
There are 3 quality tiers, or rarities of Augments (from lowest to highest): Silver, Gold, and Prismatic. Silver Augments are the least potent, Gold Augments are moderately powerful, and Prismatic Augments are the rarest and grant extraordinary effects. Rerolling an Augment option will always grant another of the same tier.
While the assortment of given Augments may be unique from one player to another, everyone is given the same rarity of Augments in the four selection rounds. Additionally, each Augment from these selection rounds strictly cannot appear more than four times on four different champions across the entire game.
List of Augments[edit | edit source]
Augment Exceptions[edit | edit source]
Certain champions cannot receive augments with a specific stat or trait.
By default, all champions can only receive one augment that replaces the Banner of Command,
Blade Waltz,
Castle,
Clown College,
Defensive Maneuvers,
Die Another Day,
Feel the Burn,
Frozen Foundations,
Now You See Me,
Oathsworn,
Orbital Laser,
Snowball Fight!,
Vanish,
Warmup Routine and
We'll Be Right Back augments.
Click the Show button below to see which champions are excluded from receiving specific augments.
Items[edit | edit source]

The shop features the following item categories: Starter Items, Anvils, Tier 2 Boots, Juices, Legendary Items, and Prismatic Items.
Starter Items and Tier 2 Boots each cost 500. Starter items are strongly recommended as a purchase at the beginning of the game, and have been modified to grant plenty of stats that can be useful even later into the game, though not as many as Legendary and Prismatic items. Starter items have a 50% resale value while Boots have a 70% resale value.
Anvils are consumable items that can be purchased to open a selection screen of varying categories of options. There are three different types of Anvils: (costing
750) grant simple stat bonuses; Legendary class-type Anvils (each costing
2000) grant Legendary-tier items; and (costing
4000) grant Prismatic-tier items.
The options presented in a rerolled, unlike other selection screens. There are 3 quality tiers, or rarities of Shards (from lowest to highest): Silver, Gold, and Prismatic. All Shards in a selection screen will have the same rarity, but the rarity is entirely random. Silver shards are the most common and least potent; they grant a random stat bonus within a range of values. Gold shards are improved versions of Silver shards that also always grant an exact amount of stats. Prismatic shards are the rarest and grant unique stat types that Silver and Gold shards do not. The number of Stat Shards obtained is tracked via a buff on the champion's status bar (has the same icon as the Stat Bonus Anvil) and can be hovered to view the exact bonuses gained from them.
Anvil selection are called Stat Shards (or simply Shards) and cannot beAll players receive a free
selection on round 3, and two free guaranteed Prismatic-tier , one on round 7 and the other on round 10. Selected items from Prismatic and Legendary Item Anvils beyond the inventory limit will be placed in an "inventory queue": there is a notification in chat upon an item entering this queue and at the start of subsequent rounds' shop phase while at least one item exists in the queue; the player can choose to sell an item and free a slot for the oldest selected item in the queue, automatically transferring it to their inventory. Additionally, while in a selection screen for a purchased Anvil of any type, the player can buy further Anvils to queue all selection screens in the order that the Anvils are purchased (this avoids having to repeatedly open the shop).Juices are special combat boosts that grant unique stat buffs for the next round only, and they each cost 500. Multiple different Juices can be purchased and carried, up to one of each, and multiple different ones can be active for the same round. Juices have a 100% resale value (
500). They are automatically consumed at the start of the round.
Legendary Items cost 2500 each and must be purchased whole; there are no recipe components from which they build out of. They have a 50% resale value (
1250).
Prismatic items provide more powerful effects and have higher stats compared to Legendary items. They can only be acquired through the ; one is provided for free on round 3. Prismatic items can be sold at the shop for
2000.
List of Arena items[edit | edit source]
Almost all items are shared with the typical items that currently exist in other modes, but there also exist new and returning ones.
- Starter items
- Anvils
- Juices
- Prismatic items
- Arena-exclusive Legendary Items
- *
- *
Combat Phase[edit | edit source]
Once the Shop Phase ends, players enter the Combat Phase, being transported to a random battlefield out of six to fight against their matched team. The first champion kill awards
250 to both members, regardless of assist, but the second kill does not normally yield any extra reward to either player. A kill bounty may also be earned after the round has been lost by a secondary effect before the next Shop Phase starts, although without affecting the already-determined result of the round. All
experience rewards from kills and assists are reduced to 0. All champion summoned units are removed from all battlefields when a Combat Phase ends.
The Combat Phase ends when both players on a single team die. The team that has at least 1 teammate alive is crowned the round winner, while the other team loses an amount of Team Health. If the Combat Phase does not end within 30 seconds, the Ring of Fire will begin closing in toward an area of the battlefield (determined randomly from a number of possible locations). Players caught outside the Ring of Fire, in the fire storm, are rapidly damaged and debuffed. Once the Ring has closed entirely, if the round is not over within 15 seconds then it will automatically end in a tie and Team Health will be deducted from both teams. If the remaining players of both teams die in the exact same game frame, both teams will lose Team Health;[21] however the damage triggered specifically via the on-death effects of
Clown College and
Dive Bomber is special-cased to never award victory if they cause the last enemy standing to die. Lastly, killing enemies while in
zombie state effects (e.g. , ) after dying cannot change the round outcome if both the user and their ally have been slain, regardless of whether all enemies die or are slain during their zombie state.
On the minimap, along with terrain, there are icons showing the location of downed teammates, Power Flowers (shows as a "leaf" 10 seconds before spawning and fills 3 seconds before spawning),
Blast Cones (shows as a square dot 10 seconds before spawning and fills when they have grown),
Hex-gates' location and availability (will be greyed out if charging), and the fire storm's edge.
After the round result has been determined, players can spectate other battlefields via a pop-up menu, which also displays the team matchups and each battle's status. The Spectate button unlocks the camera and pans it to the selected teams' battlefield; the camera will be bounded by each battlefield's edges when spectating, as during combat. Clicking on Return focuses the camera back to the player's own battlefield.
-
The minimap of Desert Oasis displaying various elements.
-
Spectate menu. The window can be moved via click-and-drag but cannot be resized.
Revival[edit | edit source]

When a champion on either team takes fatal damage for the first time in the combat phase, they enter a downed state where they are essentially dead but can be revived. After 12 – 8 (based on round number) seconds of being downed, their ally can stand in the marked zone around the location of their death for 3 seconds (reduced based on the reviving ally's
heal and shield power and
missing health, down to a minimum of 1.5 seconds) in order to revive them at the zone's center or the nearest open space if terrain does not permit. Champions are revived with 225 – 1500 (based on level) current health and gain
untargetability and
invulnerability for 0.75 seconds, during which they can move but are unable to perform any other action. They will also gain 30% damage reduction, 75% bonus movement speed and 50%
tenacity for 0.75 seconds which then decay over the following 2.25 seconds. Revive zones are not visible in Fog of War.
The amount of time required to revive is cumulative; leaving the downed area will not reset the timer. Champions can perform a revival while untargetable but not during a
resurrection effect or enemy-sourced
stasis. All
resurrection and
zombie state effects as well as and the
Serve Beyond Death augment will take precedence over the transition into the downed state.
Revival may only occur once for each team per round. A team is declared defeated either when one member is placed in a downed state and the other is taken down before they revive their teammate, or when both members are taken down after one of them has already been revived.
Vote Phase[edit | edit source]


At the start of rounds 2 and 8, before the Shop Phase, all teams are teleported to the Reckoner Arena for a Vote Phase that lasts 25 seconds. Players start at the center of the field, outside of which there are three champion NPCs called Guests of Honor who are waiting for players to choose them and invite them into the tournament. Each Guest is standing in their own marked section. Guests of Honor apply a unique and permanent rule or modifier to the entire lobby. Each Guest can only appear in a specific Vote Phase (except Riven) and only once per game. The ones that appear in each Vote Phase are otherwise random.
Players can select a Guest by clicking on their card on the left side of the screen or by moving inside their respective section; the current selection will be subsequently highlighted. The player's location at the end of the Vote phase confirms which Guest they cast their vote for. If there are less than 10 seconds remaining, champions blink to a random location on the selected Guest's section upon clicking on their card, avoiding the travel time. The cards can additionally be hovered to read the rules that each Guest applies.
At the end of the Vote Phase, the host will shine a spotlight on one random player on the field who has cast a vote over 5 seconds. Their selection will then become the Guest of Honor to be featured in the game. As such, players who have not voted for any Guest and Guests who have not been voted for are not considered. Multiple players voting for the same Guest naturally increases the chance of that Guest being featured, but the selection is ultimately random.
Players will then teleport back to the Shop Platform, with the Guest entering the map through a portal and standing on the tall podium, visible to all players until the game ends. Players may read the rules of the featured Guests via a button at the top of the Teams tab on the right side of the screen.
The following table lists the currently available Guests of Honor (15 total) along with the Vote Phase that they may appear in and the rules they apply.
Vote Phase | Name | Rule(s) |
---|---|---|
First | Unbreakable |
The first time a team would be eliminated, their Team Health is set to 1 instead. |
First | Noxian Sacrifice |
Each player makes a pledge to the Ambessa Guest, choosing a false augment of any tier that transforms into a random, real one a certain number of rounds later but also potentially incurring a ![]()
|
First | Blood Frenzy |
Permanently increases damage per round defeat by 5. Whenever a team is at risk of elimination in the current round but win the round, increase their Team Health by 15. On bye rounds, if the Team Health deduction for the current round would be sufficient to eliminate that team, they automatically gain this bonus. |
First | Serpentine Grace |
Boots items can no longer be purchased and any purchased ones automatically resell in the shop. Immediately gain ![]() |
First | Noxian Might |
Every team's Team Health is set to 50 upon Darius Guest's selection. When a team is eliminated from the lobby, all alive teams increase their Team Health by 5 and each player gains ![]() |
First | Risky Show |
Awards a free | to teams that enter a streak of 3 consecutive rounds won and for every 3 consecutive rounds won thereafter. Additionally, the chances of Gold and Prismatic selections significantly and permanently increase.
Second | Feast or Famine |
12 health and receives modified damage from all sources with a minimum of 1 per non-zero damage instance. The trapped champion tries to escape, causing the cocoon to automatically lose 1 health every 1.5 seconds, down to with a minimum of 1 health (cannot revive alone). Cocoons do not take damage from the ![]() | wraps downed teammates in a which must be broken to revive them. She will drop to the ground to create the cocoon which becomes targetable approximately 2 seconds after the champion's death, has
First | Assassin's Dance |
All players gain an | , which grants 5 extra rerolls when consumed.
First | FOR NOXUS!! |
After the round winner is determined, you can disrupt other active battlefields while spectating them. Temporarily gain the | summoner spell for the remainder of the round, which replaces your slot.
Second | Noxian Guile |
20 seconds after the start of the Combat Phase and every 25 seconds thereafter, all players become ![]() |
Second | Hextech Influence |
Creates two additional pairs of ![]() |
Second | Die Alone |
When combat ensues, one player from each team is randomly chosen to enter the | version of the battlefield for 7 seconds.
First | Reforge |
Reduces the cost of ![]() ![]() | by
Any | Noxus Rebellion |
Riven can uniquely appear in either or both Vote phases and will not change any rules. |
Second | Lord of Death |
Slain champions are no longer able to be revived by their ally. |
Second | Wild Rush |
The team that strikes their opponent first is awarded two random Juices, increased to four when on a streak of 3 or more consecutive rounds won. Players who have all Juices active earn ![]() |
Second | COWARDS!!!!!! |
The ![]() |
First | Noxian Vision |
A Raven may occasionally fly into the battlefield, landing after 1 second at a random location. Up to 12 Ravens can appear in total per Combat Phase and are always visible in the Fog of War. Champions can move on top of them to collect them, gaining a Raven stack for their team, up to a maximum of 25. When the round winner has been determined, automatically pick up any Ravens arriving into or standing on the battlefield. On bye rounds, earn 8 stacks for free. The next round in which augment selection takes place will always offer a specific tier based on the team's stacks, instead of a randomly-determined tier:
Clones cannot pick up Ravens. |
Second | Contract Complete |
One contestant per team enters a "contract" with the Talon Guest, permanently gaining 20% increased damage but also always dispensing ![]() |
First | Makeshift Weapon |
Disables direct Legendary-tier item purchases in the Shop. |
First | Final Stand |
Whenever a team's Team Health is reduced to below 60, they gain a free | ; consuming it during a Shop phase opens a Gold-tier selection. The first time that a team is at risk of elimination in the current round, they gain a free ; consuming it during a Shop phase opens a Prismatic-tier selection.
First | Universal Donor |
All players gain the same, random augment. |
Mode-Specific Changes[edit | edit source]
Global stat changes[edit | edit source]
The following stat modifications apply to all champions in Arena entirely (compared to Summoner's Rift).
- The
attack speed cap is increased to 10.0.note
- All champions gain the Arena Stat Adjustments buff:
Base critical strike damage is increased to 190% from 175%.
- Every 1% critical strike chance in excess of 100% grants 0.6 bonus Attack Damage or 1 Ability Power (Adaptive).
- Gain up to
45 bonus movement speed, 15%
tenacity and
slow resist, and
12.5 bonus mana regeneration or
100% bonus energy regeneration, based on your and your ally's combined missing health.
Melee champions gain:
Ranged champions gain:
melee champion regardless of form.
is considered a ranged champions regardless of form.
, and are considered
Combo Breaker[edit | edit source]
If a champion has been immobilized for 5 out of the last 7 seconds, they will be
cleansed of all
crowd control and become
immune to them for 3 seconds.
List of mode overrides[edit | edit source]
The following changes apply to champions, items and runes in Arena, compared to Classic Summoner's Rift 5v5. All Trinket, Basic, and Epic items have been disabled. Starter items from Summoner's Rift as well as Consumable items from all other modes have been disabled.
This table extracts the data from Module:ChampionData/data and Template:Map_changes/data/ar.
Patch History[edit | edit source]
Trivia[edit | edit source]
- Arena Announcer voice actor credits:
- Ringcaller (2025–) by Kate Kennedy.
- Battlecaster (2023–2024) by Brian Kimmet.[22]
- Arena's codename in development was Cherry, due to cherries being depicted in pairs of 2.[23]
- The Arcane Sweeper in this mode comes from a modified version of the removed .
- Arena was based on a pitch to revitalize Magma Chamber.[24]
- hotkey can be used to play the champion's Recall animation. is disabled in Arena but the respective
- A recurring joke among Rioters is the repetition of "2v2v2…" as an alternative name to use when referring to Arena.[6][25][11]
- The "Bravery" option was most likely inspired by a community challenge called "Ultimate Bravery", which is essentially playing a fully random champion with a fully randomized build (items and their order, runes, summoner spells). Riot Cadmus hinted at this connection in a comment on Reddit.[26]
- Three items, one of which was V13.24, but were later scrapped:
- Cost:
3000.
- Stats: 60% attack speed, 600 health.
- Unique Passive - Encroaching Frost: Basic attacks on-hit
slow the target by (
7% /
5%) for 1.5 seconds, stacking up to (
5 /
7) times for a total of 35%.
- Cost:
Lightning Braid
Sin Eater
- Cost:
3000.
- Stats: 300 health, 45 armor, 45 magic resistance.
- Unique Passive - The Feast: If a nearby allied champion would become affected by an
immobilizing effect, they resist the crowd control debuff to instead cause you to become
stunned for the same duration as that immobilize (20 second cooldown).
- Cost:
returning, were going to be added for the second launch of Arena in - Players can see all dimensions (e.g.
stealthed champions while spectating other battlefields.
) and - Upon being eliminated (or getting first place), pop-up text will appear informing the players of their final placement in the game.
- Finishing 1st or 2nd place will display the Victory screen at the end of the game. Finishing 1st will additionally teleport the players to the top of the shop in the Starting Platform as a ceremony; the victors can still use emotes and expressions during this time.
- Finishing lower will display the Defeat screen instead.
- Note that these screens do not equal the actual victory and defeat conditions and are purely visual.
- Before 2025, the Arena shopkeeper was a Choncc. The
Ring of Fire's damage is also credited to it in the Death Recap.
- The champion's respawn animation plays upon entering the Shop Phase.
- skin is re-used for his Guest of Honor appearance in the Welcome to Noxus Act 2 run of the mode. cancelled
- skin which was first released in the PBE before being changed by developers is re-used for his Guest of Honor appearance in the Welcome to Noxus Act 2 run of the mode. pre-rework
- A Loading Screen flavor tip mentions that
The Grand Reckoning—the 2025 Welcome to Noxus theme for Arena—was hosted by after successful battle against and his tribe (as seen during the season's cinematic).
Media[edit | edit source]
- Related Videos
- Music score
References
- ↑ Riot Support — League of Legends - Arena Game Mode
- ↑ Jump up to: 2.0 2.1 League of Legends — Riot Maxw3ll (26 June 2023) /dev: Arena
- ↑ Reddit — Riot Cadmus (27 June 2023) PBE Bugs and Feedback Thread: Arena
- ↑ Youtube — League of Legends (16 February 2023) Champions, Lore, Modes & More | /dev diary - League of Legends
- ↑ League of Legends — Riot Sakaar, Maxw3ll, Cadmus (16 February 2023) /dev: State of Modes 2023
- ↑ Youtube — League of Legends (26 June 2023) Soul Fighter | Official Event Teaser - Riot Games
- ↑ Riot Games (26 June 2023): The Tournament Begins: Soul Fighter 2023
- ↑ League of Legends — Riot Maxw3ll, Cadmus, Stashu (28 July 2023) /modes: Arena FAQ
- ↑ League of Legends — Riot Maxw3ll (6 November 2023) Arena Returns
- ↑ Jump up to: 11.0 11.1 11.2 League of Legends — Riot Cadmus (15 April 2024) /dev: Arena Round Three
- ↑ X — Riot Phroxzon (11 December 2024) "This type of curse high rolling we think fits within the Arena strategy above"
- ↑ X — Riot Phroxzon (13 December 2024) "We're disabling Curse augments over the holiday break. (…) They're a bit too good on certain champions, while having amongst the lowest average placements. (…) The exact current mechanics incentivize stalling out won fights to maximize stacks, which isn't gameplay we like too much."
- ↑ Reddit — Riot Meddler (3 April 2024) "8 teams of 2 has indeed been testing really well and we're pretty optimistic it'll be a solid update for Arena overall."
- ↑ League of Legends — Riot Cadmus (23 September 2024) /dev: Looking Forward for Arena and Swarm
- ↑ Riot Games — (24 July 2024) Swarm, Arena, and the Value of Game Modes
- ↑ Youtube — League of Legends (23 September 2024) Matchmaking, Seasons in 2025 & More | Dev Update - League of Legends (0:38)
- ↑ Jump up to: 18.0 18.1 League of Legends — Riot Cadmus (7 February 2025) /dev: Arena - the Grand Reckoning
- ↑ League of Legends (10 March 2025) — EMEA Arena Challenge - Stand For Noxus
- ↑ Arena has been going great, so we've decided to extend it by an additional patch.
- ↑ Youtube — Hextech Lab (26 March 2025) Can both Teams lose in Arena? (Demonstrating both teams losing)
- ↑ Arena Battlecaster VA
- ↑ Arena Codename
- ↑ Mikouz on Arena Pitch
- ↑ Youtube — League of Legends (5 January 2024) Season 2024 Look Ahead: Champions, Modes, Arcane & More | Dev Video - League of Legends (11:00)
- ↑ Reddit — Riot Cadmus (7 February 2025) u/Riot_Cadmus responds with ":D" to "Please tell me the Bravery mode name is inspired by Ultimate Bravery ;-;" under "Arena Release Date + Tons of News" (posted 7 February 2025 by u/TheRezyn)