Combat

The Arena in Llama Legends

The Arena is a roguelike PvE mode. You build a team of five fighters and clear rounds of enemies. Between rounds you spend Glory in the shop to heal, revive, buy equipment, and strengthen the team. A run ends when the team falls, and every round makes the next one harder.

The run loop

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A run follows the same order every time: pick five fighters, fight a round, enter the shop, equip and heal, then start the next round. The shop is where Glory is spent, and Glory does not carry into the next run.

  • Pick a team of five from your collection.
  • Fight one round against AI fighters.
  • Spend Glory in the shop on healing, revival, equipment, and rerolls.
  • Equip gear, repair broken items, and start the next round.
  • Push as far as the team can go before it falls.

Equipment and the Hospital

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Equipment has four slots and three tiers. Higher tiers appear in later rounds. Many items trade one stat for another, so a weapon with high ATK may cost speed. Read the penalty before you equip it.

The Hospital sells one time healing and revival items. They are the difference between losing a fighter for the rest of the run and keeping the team intact. Repair broken gear at zero durability before you equip it again.

Promo abilities and series leaders

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Promo cards can carry Arena abilities: passive stat boosts, combat triggers, economy bonuses, and shop modifiers. Each pack series also has two leader promos that give all cards of that series a 15% boost, either to ATK and DEF or to HP and SPD.

Examples include Giant Slayer, which deals 50% more damage to bosses, Berserker, which scales ATK with lost HP, and Thorns, which reflects 20% of incoming damage. Gift Giver adds one Wool on a win, Merchant gives a 20% shop discount, and Speedrunner adds 20% speed and crit.

Battle speed and the crit cap

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Battle speed runs from 1x to 4x. Higher speeds add more simulation steps, not larger ones, so the action distribution stays the same. When the tab is hidden, excess 4x backlog is dropped instead of skipped ahead, which keeps long background sessions stable.

Critical chance is capped at 60% across the game. Equipment and promo abilities cannot push it higher. Plan around the cap instead of stacking crit past it.

Shop modifiers

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Some promos change the shop itself. Santa grants one free reroll per round. Prometheus deals double damage to bosses. These effects are run wide, not per fighter, and they are the reason a lower rarity promo can outperform a higher rarity card in the right team.

Frequently asked questions

How many fighters are in an Arena team?

Five. You pick them before the run starts and can adjust the team between runs, not during a round.

What is Glory?

Glory is the Arena currency. You earn it during a run and spend it in the between round shop on healing, revival, equipment, and rerolls.

Does Arena progress carry over?

No. Each run starts fresh. Permanent upgrades come from the Forge and from account level systems, not from a single Arena run.

What is the crit cap?

Critical chance is capped at 60% for every fighter in the game.