Arena PVP
Take the disc you trained into a duel with a real person, wherever they are. First to three, roles swapping every round, nothing on screen but the two of you.
PLAY QUAD CHASEGetting into a duel
PVP lives in the Arena, because you need a trained disc to bring. Open ARENA from the main menu, then press PVP in your disc's den.
- Search pairs you with whoever else is looking right now. There is no ranking and no lobby: who you meet is simply who is there.
- Play a friend opens a private table with a four-character code. Send it, or send the link, and when your friend opens it you are matched with each other directly.
Once matched, you both see a lock-in card: who you drew, how strong their disc is, and what it is carrying. You pick what to take in, then tap READY. Tapping READY again takes it back, because seeing your opponent first is the point of that screen. The duel starts once both of you are locked.
What you bring
A trained disc can own all six bought skills. A duel allows four, plus the one drop you are carrying. So the lock-in card is a decision: which four suit this opponent? Against a fast disc, SECOND DASH and WALL KICK; against one with long lunges, PERFECT DODGE and VAULT. Your disc's four stats (SPEED, STAMINA, AGILITY and NERVE) come with you as they are.
How a duel plays
- First to three points, and the roles swap every round: one of you chases, then the other.
- No orbs. It is the two discs and nothing else.
- Both devices run the real game, each on its own screen at its own size, on one shared arena.
- Rematch plays the same opponent again; Find another goes back to searching.
One skill works differently against a person
A person can't be fooled by a ghost, so DECOY behaves differently in a duel: instead of a phantom to chase, it leaves a solid block that only the chaser runs into. Everything else does the same thing as in the Arena. SMOKE hides you for as long as the cloud lasts, MATADOR stuns a lunge that missed you closely and hit a wall, and PULSE and SWAP shove and trade places.
Tips for your first duels
Play both halves. You will spend half the match chasing. A disc built only to escape is easy to survive against when it is chasing you.
- Watch the other disc's dash. A person dashes when they panic. As the chaser, get close, let them spend it, then lunge.
- Don't run in straight lines. A person reads a straight line as well as the AI does.
- Use your drop on purpose. SMOKE and SWAP are at their best when the other player has just committed to a lunge.
What a duel costs and pays
Nothing either way. A duel pays no coins and doesn't touch the leaderboards, and losing costs you nothing: your disc's power, drops and deepest floor stay exactly as they were. Your wins and losses are kept with your disc. It is played for the win alone.
Connection
The two devices connect straight to each other. A public service only introduces them, and when a direct link isn't possible (two phones on mobile data, for example) a relay passes the match along without storing it. A good connection matters more in a duel than anywhere else in the game, so Wi-Fi beats mobile data if you have the choice.
Report or block a player
Disc names are chosen by players. If an opponent's name is offensive, tap REPORT / BLOCK on the lock-in card or the result card:
- Report name sends the name to us to review, and hides it for you straight away.
- Block player ends the match and means you won't be matched with them again.
The same report and block options are on every name on the leaderboards, under the "…" button.
PLAY QUAD CHASE