AUTO PVP

Other Systems › Auto PVP

Asynchronous ranked combat. You attack a snapshot of another player's team — they are not online, they do not need to be, and their side is piloted by their own autoplay settings. Opens at floor 15. 10 attacks a day, matches decided by the server, standings cut every week for pay — there are no seasons, and nothing ever resets your rating. Competitive PvP (live, double-blind, both players present) is unchanged and lives on its own page.

The loop

StepWhat happens
QueueSpends one attack and mints a match: the server picks the defender from every snapshotted account at the Auto PvP rung whose power is inside a window around yours (×1.25, widening to ×1.5 and ×2 when the pool is thin), or a TOWER ECHO house team built for your best floor when nobody is in it (no rating moves either way on an echo); pins the seed, pins both teams, and starts a 20-minute clock.
FightManual or autoplay, exactly like any other battle. The defense is piloted by the defender's own autoplay settings, and Competitive's damage ramp applies.
FinishThe server re-simulates the whole fight from the pinned seed and teams. Agreement settles the match; both ratings move. Cooldowns are the server’s: every move starts the fight ready, the re-sim tracks each one itself, and a submitted round that fires a move still cooling is flagged, never settled. A claim the server disproves is void: a roster that does not match the teams pinned at the queue, an illegal act in the replay, or a re-sim that reaches another winner — the ticket stays spent, neither rating moves, the match counts for nobody, and a report is filed for D.
AbandonA match left unfinished past 20 minutes settles as a defense win. The attack is not refunded — walking away from a bad matchup is not free.

Attacks

The snapshot

Your defense is a copy of your team taken by the daily fold — the same team you last saved, with its gear, levels and moves frozen as they were. Your attack is the team you have equipped when you queue (D ruling 2026-08-25: “The team you take to async pvp needs to be the one you currently have equipped. The daily snapshot is for the DEFENDING team”). The client saves before it queues, and the server reads the attacking team from that save and pins it for the match — the client never names its own team — so both sides of every match are still a fixed, knowable thing.

Rating

Weeks, pay and inactivity

There are no seasons (D, Tower rulings T33, 2026-10-22). The ladder runs on weeks: the week closes on a fixed Sunday 00:00 UTC cutoff, the same clock as the daily reset, the standings are cut, the top ten are paid, and every rating carries on unchanged — nothing resets.

Challenge by code

From the arena header, CHALLENGE lets you hand one player a code. If they are waiting for you live, the two of you get a Competitive match; if they are not, entering their code is one Auto PvP attack on their defense — same ticket, same limit of two attacks per defender per day, the same server replay and settle. Details and every refusal line on PvP.

Fair play

Every result is decided by the server, not reported by the client. The fight you watch and the fight the server verifies run the same code over the same bytes — one battle engine, shipped to both sides.

Defense log

The PVP screen reports what happened while you were away: how many times your defense was attacked, how many held, and who came at you with what. Controlled by Notifications › PvP Defense Results.

Changelog