← Return to the Arena Gladiator Gauntlet
⚔️
Overview
I

Gladiator Gauntlet is a two-player battle game of psychology, prediction, and combat. Two gladiators enter the arena. Only one leaves.

Each round, both players simultaneously choose one of three moves — Hit, Block, or Dodge. Neither player sees what the other has chosen until both have committed. The outcome of that choice, combined with your weapon, armor, and your weapon's unique special ability, determines how much damage you deal and receive.

There is no round limit. The fight continues until one gladiator's HP reaches zero. You can also fight the CPU in Skirmish mode to practise without a result on your record.

The core loop: Choose your move → Both choices are revealed simultaneously → Damage is calculated and specials trigger → Repeat until one fighter falls.
🛡️
Hit, Block & Dodge
II

Your three moves form a triangle — each one beats one other and loses to one other. This is the heart of every round. Read your opponent, predict their choice, counter it.

⚔️
Hit
Commit to a full attack. High risk, high reward.
✓ Beats Dodge

✗ Loses to Block
🛡️
Block
Brace for impact. Neutralise an incoming strike.
✓ Beats Hit

✗ Loses to Dodge
💨
Dodge
Sidestep and counter. Punish a defensive opponent.
✓ Beats Block

✗ Loses to Hit

Both choices remain hidden until both players have locked in. Picks are then revealed simultaneously and the round resolves. Note: the War Spear's Reach special can alter the RPS outcome — see Weapons for details. The Crossbow's Pin special can prevent you from choosing Dodge next round.

💥
Damage & Outcomes
III

Winning or losing the move matchup determines a damage multiplier applied to both fighters' attacks simultaneously. Neither gladiator is ever fully safe — even the loser deals reduced damage.

Matchup ResultYour DamageOpponent's Damage
You Win — your move counters theirs100% (full)50% (glancing)
You Lose — their move counters yours50% (glancing)100% (full)
Tie — same move chosen50% (both reduced)50% (both reduced)

Beyond the RPS multiplier, final damage is also shaped by: your weapon's base damage range, the 30% weapon matchup modifier, your opponent's armor defense reduction, the round's arena event, and any active weapon specials — bleed ticks, wound penalties, disarm, and crits can all shift a round significantly.

Even a losing round still deals 50% damage. There is no safe move to spam — a string of losses will drain your HP regardless of armor.
🗡️
Weapons & Specials
IV

Your weapon is chosen before the battle begins and cannot be changed mid-fight. Each weapon has a base damage range, a counter matchup against two other weapons, and a unique special ability that triggers automatically — no input required.

⚔️
Greatsword
Massive two-handed blade with devastating raw power. On a winning hit, there is a 30% chance the sheer force causes 4 recoil damage back to the attacker.
15–25 base dmg ⚡ Cleave: 30% recoil on win
🛡️
Mace & Shield
One-handed mace with a heavy shield. Each incoming attack has a 25% chance to be fully deflected — zero damage. The Chain Flail bypasses this entirely.
10–18 base dmg ⚡ Block: 25% full deflect
🗡️
War Spear
Long reach that keeps attackers at distance. If your opponent chose Hit and that would have beaten your move, the spear's reach neutralises their advantage — the round becomes a tie instead.
14–22 base dmg ⚡ Reach: negates incoming Hit win
🔪
Dual Blades
Twin daggers that open wounds on every hit. Each successful strike applies 3 bleed damage that ticks at the start of the opponent's next round. Bleed stacks — multiple hits compound the damage.
11–18 base dmg ⚡ Bleed: +3 dmg next round per hit
🪓
War Axe
A heavy axe that leaves lasting injuries. On a winning hit, the defender permanently loses 8 maximum HP for the rest of the fight — their health ceiling shrinks every time the Axe wins a round.
14–23 base dmg ⚡ Wound: –8 max HP on winning hit
💥
Morningstar
A spiked flail engineered to punch through plate. Every hit ignores 25% of the opponent's armor defense reduction — particularly brutal against Heavy Plate wearers.
13–21 base dmg ⚡ Armor Crush: 25% armor pierce
🏹
Crossbow
Ranged bolts that pin opponents in place. On a winning hit, the bolt pins the opponent — they cannot choose Dodge next round and must pick Hit or Block. The CPU respects this restriction too.
15–24 base dmg ⚡ Pin: no Dodge next round on win
⛓️
Chain Flail
An unpredictable chain that bypasses the Mace & Shield's block entirely. On any hit, there is a 20% chance the chain tangles the opponent's weapon arm — their next outgoing damage is reduced by 30%.
12–22 base dmg ⚡ Disarm: 20% chance, –30% next dmg ⚡ Ignores shields
When your weapon is strong against your opponent's, your base damage range increases by 30%. When it is weak against theirs, it decreases by 30%. Specials trigger regardless of the weapon matchup — a weak-matchup weapon can still apply bleed, pin, or wound.
🔄
Counter Network
V

The eight weapons form a fully symmetric counter wheel — every weapon beats exactly two and loses to exactly two. No single weapon dominates. The structure is circular, so there is always a counter to your counter.

⚔️ Greatsword
▲ Mace & Shield, War Spear
▼ Crossbow, Chain Flail
🛡️ Mace & Shield
▲ War Spear, Dual Blades
▼ Greatsword, Chain Flail
🗡️ War Spear
▲ Dual Blades, War Axe
▼ Greatsword, Mace & Shield
🔪 Dual Blades
▲ War Axe, Morningstar
▼ Mace & Shield, War Spear
🪓 War Axe
▲ Morningstar, Crossbow
▼ War Spear, Dual Blades
💥 Morningstar
▲ Crossbow, Chain Flail
▼ Dual Blades, War Axe
🏹 Crossbow
▲ Chain Flail, Greatsword
▼ War Axe, Morningstar
⛓️ Chain Flail
▲ Greatsword, Mace & Shield
▼ Morningstar, Crossbow
If you know your opponent's weapon before queuing, a counter pick gives a 30% damage advantage on every hit. That advantage is real, but their special ability and armor can offset it — no weapon is a guaranteed win.
🔩
Armor
VI

Armor determines your starting HP, flat damage reduction on every hit received, and a unique combat mechanic. The three armors are meaningfully different — not just stat tiers.

🔩
Heavy Plate
After you choose a move, it is automatically locked in and repeated the following round. Your opponent does not see that you're locked — but a pattern-reader will figure it out quickly.
145 HP 22% damage reduction ★ Locks move for next round
🔗
Chainmail
The baseline gladiator. Full freedom to choose any move each round — no special mechanics. Pure strategy, no gimmicks. Solid defense and the most predictable armor to play against.
120 HP 18% damage reduction
🦺
Leather
You strike twice every round — two separate damage rolls, both affected by the RPS outcome. Devastating when you win the matchup; brutal when you lose. Bleed stacks are doubled with this armor.
85 HP 5% damage reduction ★ Attacks twice per round
Heavy Plate rewards commitment and punishes read-happy opponents, but a savvy player who clocks your pattern will exploit the lock freely. Leather pairs devastatingly with Dual Blades' bleed — two hits means up to 6 bleed per round — but the shallow HP pool means a bad string of rounds can end the fight quickly. Chainmail gives full control every round and the best defense-to-HP trade of the three.
🏛️
Arena Events
VII

At the start of every round, the arena intervenes. A random event is drawn and affects the fight — sometimes helping you, sometimes hindering you, sometimes both. Events cycle through a fixed sequence, so attentive gladiators can anticipate what's coming.

📈
XP & Levels
VIII

Every battle earns XP, which accumulates into gladiator levels. Levels unlock new items in the Armory Shop — most cosmetics require a minimum level before they can be purchased.

OutcomeXP Earned
Win a match+80 XP
Draw+40 XP
Lose a match+20 XP

Your current level and progress bar are visible on the Stats screen. XP required per level scales gradually — early levels come fast, higher levels take more fights to reach. Levels and XP never reset.

Every match earns XP regardless of outcome. There is no penalty for losing — only for not playing.
Gold & Rewards
IX

Gold is earned after every battle, win or lose. It accumulates across sessions and is spent in the Armory Shop. You can never lose gold already earned.

ConditionGold Earned
Win a match⚙ +50
Draw (both reach 0 HP simultaneously)⚙ +20
Lose a match⚙ +10
Each critical hit landed⚙ +5
Win with less than 20% HP remaining⚙ +25 bonus
#1 on the leaderboard (once per calendar day)⚙ +100 stipend
The Last Stand Bonus (+25 gold) rewards fighting from the brink. The Champion's Stipend (+100 gold/day) is granted automatically on login to whoever currently holds the top leaderboard rank.
🏆
Leaderboard
X

The leaderboard ranks all gladiators by total wins, with gold as the tiebreaker. The top three ranks carry exclusive perks unavailable to everyone else.

🥇
Rank 1 — Champion
Earns +100 gold per calendar day on login. A gold crown badge appears next to your name in the arena. Exclusive access to Champion shop items.
★ Daily gold stipend ★ Champion crown badge ★ Exclusive shop items
🥈
Rank 2
Access to Champion-exclusive cosmetics in the shop. Silver prestige styling in the leaderboard.
★ Exclusive shop access
🥉
Rank 3
Access to Champion-exclusive cosmetics in the shop. Bronze prestige styling in the leaderboard.
★ Exclusive shop access

Every leaderboard row is clickable — tap any gladiator to view their full stats page, including win rate, match history, and nemesis record. Your own stats are always accessible from the main menu via the Stats button.

🏪
The Armory Shop
XI

Gold is spent in the Armory Shop, accessible from the main screen. All items are purely cosmetic — they change how you look, not how you fight. Once purchased, items can be equipped or unequipped freely at any time at no cost.

The shop uses a two-column layout: categories on the left, items on the right. Click any category to browse its contents. A gold dot on a category button means you already own at least one item inside it. Items above your current level appear in a locked section at the bottom of each category.

🎨 Name Colors
Tint your gladiator name — gold, blood red, frost blue, shadow grey, emerald, or royal purple. Visible in the leaderboard and during battle.
⚙ 80–120 · Lv. 2+
⚜ Name Symbols
A symbol prefix before your name — ☠ ⚡ 🔥 👑 🐉 ⚜. One active at a time; swap freely between owned symbols.
⚙ 60–150 · Lv. 3+
🖼 Profile Borders
A decorative frame around your name in the leaderboard — iron, gold, or blood. Visible to all players.
⚙ 100–150 · Lv. 4+
💬 Arena Taunts
A short taunt shown to your opponent at the start of each round. Five options available, from terse to contemptuous.
⚙ 80–120 · Lv. 3+
✨ Victory Trails
A shimmer effect on your name in the victory screen — gold, blood, or frost. Shown to both players when the fight ends.
⚙ 200 · Lv. 10+
👆 Cursors
Replace your cursor with an emoji — sword, skull, trident, lightning, blood drop, or crown. Follows your pointer everywhere.
⚙ 100–150 · Lv. 2+
👑 Champion Exclusives
A Champion Border, Champion Gold name color, and Champion Cursor — only purchasable by gladiators ranked in the top 3.
★ Top 3 only⚙ 200–300
✒ Name Change
A consumable that permanently changes your gladiator name. The only way to change your name after the initial setup prompt.
⚙ 50 · Lv. 1
👑
Gladiator's Tips
XII

Raw damage only gets you so far. The arena rewards those who think ahead.

  1. Memorise the counter wheel before you queue. You can see both weapons before the fight starts. A counter pick gives 30% more damage on every hit — that gap is decisive over a full match. Check the Counter Network section and choose accordingly.
  2. Read your opponent's patterns. Most players fall into habits — three Hits in a row, or always Blocking when low on HP. Spot the pattern and counter it before they realise what you've figured out.
  3. Respect the Spear's Reach. Spear users are never fully punished for guessing wrong against Hit — their Reach converts your win into a tie. Fighting a War Spear means Hit is less reliable. Lean on Block and Dodge to bait mistakes.
  4. Crossbow pins force binary decisions. When you're pinned, your opponent knows you're picking Hit or Block — they've cut your options in half. If you're fighting a Crossbow, never string multiple losing rounds together or the pin pressure compounds quickly.
  5. War Axe Wounds snowball hard. Each winning Axe hit permanently lowers your max HP by 8. After three or four wounds the gap becomes difficult to close. Against a War Axe, prioritise ties over losses — half damage beats a full Wound every time.
  6. Dual Blades and Leather is a bleed machine. Leather swings twice, which means up to 6 bleed applied per round. That ticks at the start of the next round on top of regular damage. The combo can poison a fight into a slow death spiral — especially punishing for Heavy Plate wearers who can't burst back.
  7. Heavy Plate locks your move — use it as a weapon. Your opponent knows you're locked in, but not what you picked. If you habitually lock Hit, they'll Block you for free. Deliberately lock Dodge or Block occasionally to make them second-guess even when they know you're committed.
  8. Ties are not neutral when HP is uneven. Both fighters deal 50% damage on a tie. If you're ahead on HP, ties are quietly in your favour — your opponent loses proportionally more. Play into ties deliberately when you have the HP lead.
  9. Know the event cycle. Events repeat in a fixed order. If fire damage is two rounds away, play aggressively now rather than conserving. If Medicus is coming, sometimes sacrificing a round to preserve position is worth banking on the heal.
  10. The Last Stand Bonus is worth chasing. Below 20% HP and still in it? You earn +25 gold if you close it out. Don't concede a near-win just to end the match faster — the gold and the record entry are both worth fighting for.
  11. Morningstar punishes Heavy Plate specifically. Armor Crush ignores 25% of defense, and Heavy Plate's entire value proposition is its damage reduction. A Morningstar user peels that advantage away on every hit. If you're running Heavy Plate and your opponent has a Morningstar, you're effectively wearing lighter armor than you paid for.
  12. Chain Flail's Disarm is invisible until it fires. There's no indicator before the penalty triggers — your opponent simply deals less damage on their next hit without warning. Against a Flail user, never assume you know your next attack's damage precisely, especially in high-stakes finishing rounds.