Crimson Arena
Solo Exhibition • Turn-based

Crimson Arena Lobby

Practice with the CPU or challenge a friend. Friendly results do not affect your record.

Take on five CPU teams in Doubles, solo or online with a friend. Recover between rounds and earn Mojumon unlocks.

PREPARE FOR BATTLE

Choose your Tamer, build a three-Mojumon party, select your lead, then enter the arena.

CHOOSE YOUR TAMER

SENSEICJ SELECTED

AVAILABLE MOJUMON

0 / 3 SELECTED

Rental moves are currently arena prototype moves. Cognito and Wilting types await confirmation.

Select a Mojumon to view its summary and moves, then choose Add to Team. Use Make Lead to choose who enters battle first.

MOJUMON SUMMARY

Arena ability · always active

MOVE SET

Each Mojumon can finish twice per battle, using 100% meter each time. Build charge by acting and taking hits; super-effective hits build faster. Switching preserves charge.

TYPE MATCHUPS

Read across: attacking type → defending type.

▲ Strong: 2× · ▼ Weak: 0.5× · — Neutral: 1×. Dual-type modifiers multiply.

ATTACK ↓ / DEFEND →AquaArmorDarkDivineEarthFrostHeatMysticToxicVoltWind
Aqua————▲▼▲——▼—
Armor——▼▲—▲▼————
Dark—▲—▼———▼▲——
Divine—▼▲—————▼▲—
Earth▼—————▲——▲▼
Frost▲▼————▼———▲
Heat▼▲——▼▲—————
Mystic——▲▼—▼——▲——
Toxic▲——▲———▼——▼
Volt▲——▼▼—————▲
Wind————▲▼——▲▼—

Matchups follow your chart; damage multipliers are arena balance settings.

Combat guide · Power, buffs & debuffs

Choose between low-cost setup, priority attacks, heavy attacks (58–135 base power; the strongest have lower accuracy), and charged finishers (95+ power). Stronger moves cost more stamina. Rest restores stamina; switching spends your turn.

Bleed: Up to 3 layers. Lose 2% max HP per layer at each of 3 active turn ends, including the application turn. Reapplying adds layers and refreshes duration. Mark: Up to 3 layers; each incoming attack consumes one and deals 25% more damage. Hunter moves gain another 35% against their matching debuff.

Armor: Up to 3 layers; each reduces one hit by 25%. Parry: Up to 2 layers; each reduces one Physical hit by 60%. Special attacks bypass Parry. Armor and Parry can stack.

Counterplay: Defense breakers remove retaliation and Parry before impact. Shred removes Armor before impact. Dispel removes positive buffs after impact. Cleanse removes Burn, Freeze, Venom, Bleed, Mark and Confuse; Ward blocks one status attempt or tactical debuff packet.

Other effects: Confuse lasts 3 action attempts. Each has a 33% chance to deal 8% max HP to yourself instead of acting; this can cause a KO. Switching does not consume an attempt. Attack boosts add 30% each (maximum 2) to the next attack, then expire. Venom deals 5% max HP per active turn; Regeneration heals 6%. Status durations pause on the bench; switching does not cleanse them.

Turn-based adaptations inspired by Dojo Security and Demon Mojumon. Arena values are balanced for this game.