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	<title>Tipslegendsofthearena - Revision history</title>
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	<updated>2026-11-11T15:09:20Z</updated>
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		<title>Davok9: Redirect to Tips_legendsofthearena, the page the game reads</title>
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		<updated>2026-11-11T06:58:12Z</updated>

		<summary type="html">&lt;p&gt;Redirect to Tips_legendsofthearena, the page the game reads&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:58, 11 November 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These tips are for players who know the rules (see the &lt;/del&gt;[[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gamehelplegendsofthearena|game help&lt;/del&gt;]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) and want to win more often. Card names and numbers are from the BGA cards; hover any card in the game for its full text.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#REDIRECT &lt;/ins&gt;[[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tips_legendsofthearena&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== The numbers that matter ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Read the Push track, not the Fatigue.&#039;&#039;&#039; A hit always adds 1 Fatigue, but it only moves a Legend once &#039;&#039;new Fatigue + remaining Force&#039;&#039; reaches the first non-zero cell of their track (5 on most Legends). Early in the game a Smash mostly builds Fatigue; once a foe carries 4 or 5 Fatigue, the same Smash sends them 3 or 4 spaces.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Count the spaces to the Edge.&#039;&#039;&#039; Landing exactly on an Edge is safe: the Legend recovers and steps back in. A Knock Out needs one Push token more than the spaces between the foe and the Edge: 2 from the space next to an Edge, 3 from the one after it. Before you commit to a Strike, check how far your foe stands from the Edge you are facing.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Push goes the way the striker faces.&#039;&#039;&#039; Try to fight with your back to the center and your foe&#039;s back to an Edge. A Legend next to an Edge is in danger, which is why Step turns you toward the center when you are there.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Heavy and light Legends.&#039;&#039;&#039; The tracks differ: Fitz is hard to push (his track starts later and tops out at 4), Zephyr is pushed sooner and harder (it starts at Fatigue 4 and reaches 6), and Lord Grym starts moving earlier but slowly. Fight a light Legend for Knock Outs; wear a heavy one down first.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Block lasts the whole exchange.&#039;&#039;&#039; Defensive Pivot&#039;s Block 2 stops every Strike that exchange, from anyone. A Strike that is fully blocked deals no Fatigue and no Push, so a Pivot against a Shot or a Punch wastes the foe&#039;s card. Step&#039;s Block 1 only works against foes you face.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Speed and timing ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Faster cards resolve first.&#039;&#039;&#039; Step (95), Dive (90) and Defensive Pivot (80) all happen before the Strikes at 50. A foe who Steps away before your Smash leaves you hitting air: against a foe who wants to run, bring a ranged Shot, or Dive after them.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Ties go to the Initiative.&#039;&#039;&#039; Two Strikes at Speed 50 resolve in Initiative order, and the first one can push its target out of range of the second. Dive, and cards like Wind Up and Build Momentum, take the Initiative; it is worth more than it looks.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Plan all three exchanges.&#039;&#039;&#039; A common shape is move, then hit, then protect or reposition. Most Knock Outs happen to a tired Legend left next to an Edge, so know where you will stand after each exchange, not just what you will hit.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Don&#039;t be predictable.&#039;&#039;&#039; Everyone picks in secret. If you always open with Dive, or always Pivot when you are in danger, your opponents will play around it. Mix in the safe choice and the greedy one.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Cards and the Meter ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;One Special a sequence.&#039;&#039;&#039; You draw one card from your Meter each sequence: three Specials, then your Ultimate, which sits at the bottom. Specials are gone once played until you reshuffle, so don&#039;t spend one where a Basic does the job.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Reshuffling.&#039;&#039;&#039; When your Meter runs out you may shuffle your unplayed and discarded Specials into a new Meter. Do it when your hand is short on good Specials; keep it when you still hold the ones you want.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Know what your foe has left.&#039;&#039;&#039; The card reference under your hand shows each opponent&#039;s deck, with the cards they have played marked. If their Specials are spent, they only have their Basics: plan around those.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Ultimates win games, but only at the right moment.&#039;&#039;&#039; Most are huge Strikes that scale with Fatigue or distance, or reshape the Arena. Hold yours until the foe is tired, close to an Edge, or unable to dodge.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Modes ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Teams.&#039;&#039;&#039; You can see your teammate&#039;s hand: plan together. Two Strikes on the same foe in one exchange add their Push tokens, which turns two small hits into a Knock Out. A Knocked Out Legend comes back with 0 Fatigue, so spread the damage less and finish the tired foe first.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Free-for-All.&#039;&#039;&#039; The Knock Out goes to the last player who put a Push token on the victim, so a third player can steal it. When several foes are equally close, the Strike goes to the one with the lowest Fatigue first, which makes it hard to finish a tired foe while a fresh one stands nearby. A Knocked Out Legend returns with 2 Fatigue, and stepping off an Edge on your own scores nothing for anyone.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== The Legends ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Alysia&#039;&#039;&#039; wants to be in your space. Wind Up (Speed 98) makes her unpushable for the exchange and gives every Strike that sequence +1 Force: Wind Up, then Smash for 4. Relentless Cleave repeats in every later exchange, so play it early. Whirling Leap closes the distance, and Carve a Path resolves pushes between its three Strikes, which can carry a tired foe right across the Arena.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Fitz&#039;&#039;&#039; trades hits and wins the trade. Tenderize blocks 3 and strikes 3 at Speed 61. Gluttony (Speed 15) only fires if he was Fatigued that exchange, so play it where you expect to be hit. Link Up pulls a foe to him and gives his next Strike +1 Force: follow it with Smash. Big Feast grows with his own Fatigue, so it is strongest late.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Hilda&#039;&#039;&#039; fights from range. Aria (Strike 2) and Shattering Soprano (Strike 3) hit at range 1 or more, and Punch handles anyone who gets close. Spotlight (Speed 93) stops foes moving for the exchange unless they are pushed, which sets up Chandelier: Strike 8, but only at range exactly 2. Enter Stage Left takes her out of trouble.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Lucius&#039;&#039;&#039; changes his game with his form. In Human Form he shoots at range; Wolf Dive closes in and turns him into the Wolf, whose Aim/Maim strikes for 4 and Fatigues a second time on 4 unblocked Force. Calm Down backs off and turns him human again. Silver Bullet only strikes in Human Form, so track which form you will be in at each exchange.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Zephyr&#039;&#039;&#039; is light and fast. Don&#039;t stand still: Ride the Barrel moves her up to 3 spaces at Speed 88. Build Momentum takes the Initiative and adds +2 to her next Strike at range 0, and Send It strikes for as many spaces as she travels, so use it from far away.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Sabo&#039;&#039;&#039; controls where the fight happens. Over Here (Speed 70) and Tether pull foes into his space, Call from Below strikes in the exchange after you play it, and Spike Trap Fatigues any foe who moves onto it: put it where they have to walk, near their Edge. Play The Dragon Unchained early: from then on every pull or push he deals also Fatigues.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Lord Grym&#039;&#039;&#039; fights through his Zombies. Zombies in a space strike together, so pile them up. A Zombie that is Fatigued becomes a Coffin, and Arise, My Champions! raises every Coffin again. Fly, Fodder! marches them forward while he strikes at range and leaves a Coffin where he hits. Coffin Flop gathers every Coffin to his space and raises them for one big Strike.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Tikkit&#039;&#039;&#039; bends the sequence with his Edit. Perfect Timing puts all three of his actions in one exchange (each still at its own Speed), for a burst the foe cannot dodge. Double Time doubles his Step and Back. Better With Time strikes for 2 after the first exchange, and Right About Now resolves the target&#039;s Push tokens at once. Quick Fix gives everyone a fourth card, but Tikkit planned his stack for it.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Against the CPU ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* The CPUs see only the table and their own hand, never your stack, but &#039;&#039;&#039;Contender&#039;&#039;&#039; and above play your likely stacks out before choosing. They punish a predictable player, so vary your openings.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Rookie&#039;&#039;&#039; often settles for a stack that only looks right: a good level to learn a new Legend on.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Davok9</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tipslegendsofthearena&amp;diff=32556&amp;oldid=prev</id>
		<title>Davok9: Strategy tips for Legends of the Arena</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tipslegendsofthearena&amp;diff=32556&amp;oldid=prev"/>
		<updated>2026-11-11T06:56:33Z</updated>

		<summary type="html">&lt;p&gt;Strategy tips for Legends of the Arena&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;These tips are for players who know the rules (see the [[Gamehelplegendsofthearena|game help]]) and want to win more often. Card names and numbers are from the BGA cards; hover any card in the game for its full text.&lt;br /&gt;
&lt;br /&gt;
== The numbers that matter ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Read the Push track, not the Fatigue.&amp;#039;&amp;#039;&amp;#039; A hit always adds 1 Fatigue, but it only moves a Legend once &amp;#039;&amp;#039;new Fatigue + remaining Force&amp;#039;&amp;#039; reaches the first non-zero cell of their track (5 on most Legends). Early in the game a Smash mostly builds Fatigue; once a foe carries 4 or 5 Fatigue, the same Smash sends them 3 or 4 spaces.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Count the spaces to the Edge.&amp;#039;&amp;#039;&amp;#039; Landing exactly on an Edge is safe: the Legend recovers and steps back in. A Knock Out needs one Push token more than the spaces between the foe and the Edge: 2 from the space next to an Edge, 3 from the one after it. Before you commit to a Strike, check how far your foe stands from the Edge you are facing.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Push goes the way the striker faces.&amp;#039;&amp;#039;&amp;#039; Try to fight with your back to the center and your foe&amp;#039;s back to an Edge. A Legend next to an Edge is in danger, which is why Step turns you toward the center when you are there.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Heavy and light Legends.&amp;#039;&amp;#039;&amp;#039; The tracks differ: Fitz is hard to push (his track starts later and tops out at 4), Zephyr is pushed sooner and harder (it starts at Fatigue 4 and reaches 6), and Lord Grym starts moving earlier but slowly. Fight a light Legend for Knock Outs; wear a heavy one down first.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Block lasts the whole exchange.&amp;#039;&amp;#039;&amp;#039; Defensive Pivot&amp;#039;s Block 2 stops every Strike that exchange, from anyone. A Strike that is fully blocked deals no Fatigue and no Push, so a Pivot against a Shot or a Punch wastes the foe&amp;#039;s card. Step&amp;#039;s Block 1 only works against foes you face.&lt;br /&gt;
&lt;br /&gt;
== Speed and timing ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Faster cards resolve first.&amp;#039;&amp;#039;&amp;#039; Step (95), Dive (90) and Defensive Pivot (80) all happen before the Strikes at 50. A foe who Steps away before your Smash leaves you hitting air: against a foe who wants to run, bring a ranged Shot, or Dive after them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ties go to the Initiative.&amp;#039;&amp;#039;&amp;#039; Two Strikes at Speed 50 resolve in Initiative order, and the first one can push its target out of range of the second. Dive, and cards like Wind Up and Build Momentum, take the Initiative; it is worth more than it looks.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Plan all three exchanges.&amp;#039;&amp;#039;&amp;#039; A common shape is move, then hit, then protect or reposition. Most Knock Outs happen to a tired Legend left next to an Edge, so know where you will stand after each exchange, not just what you will hit.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Don&amp;#039;t be predictable.&amp;#039;&amp;#039;&amp;#039; Everyone picks in secret. If you always open with Dive, or always Pivot when you are in danger, your opponents will play around it. Mix in the safe choice and the greedy one.&lt;br /&gt;
&lt;br /&gt;
== Cards and the Meter ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One Special a sequence.&amp;#039;&amp;#039;&amp;#039; You draw one card from your Meter each sequence: three Specials, then your Ultimate, which sits at the bottom. Specials are gone once played until you reshuffle, so don&amp;#039;t spend one where a Basic does the job.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reshuffling.&amp;#039;&amp;#039;&amp;#039; When your Meter runs out you may shuffle your unplayed and discarded Specials into a new Meter. Do it when your hand is short on good Specials; keep it when you still hold the ones you want.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Know what your foe has left.&amp;#039;&amp;#039;&amp;#039; The card reference under your hand shows each opponent&amp;#039;s deck, with the cards they have played marked. If their Specials are spent, they only have their Basics: plan around those.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ultimates win games, but only at the right moment.&amp;#039;&amp;#039;&amp;#039; Most are huge Strikes that scale with Fatigue or distance, or reshape the Arena. Hold yours until the foe is tired, close to an Edge, or unable to dodge.&lt;br /&gt;
&lt;br /&gt;
== Modes ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Teams.&amp;#039;&amp;#039;&amp;#039; You can see your teammate&amp;#039;s hand: plan together. Two Strikes on the same foe in one exchange add their Push tokens, which turns two small hits into a Knock Out. A Knocked Out Legend comes back with 0 Fatigue, so spread the damage less and finish the tired foe first.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Free-for-All.&amp;#039;&amp;#039;&amp;#039; The Knock Out goes to the last player who put a Push token on the victim, so a third player can steal it. When several foes are equally close, the Strike goes to the one with the lowest Fatigue first, which makes it hard to finish a tired foe while a fresh one stands nearby. A Knocked Out Legend returns with 2 Fatigue, and stepping off an Edge on your own scores nothing for anyone.&lt;br /&gt;
&lt;br /&gt;
== The Legends ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Alysia&amp;#039;&amp;#039;&amp;#039; wants to be in your space. Wind Up (Speed 98) makes her unpushable for the exchange and gives every Strike that sequence +1 Force: Wind Up, then Smash for 4. Relentless Cleave repeats in every later exchange, so play it early. Whirling Leap closes the distance, and Carve a Path resolves pushes between its three Strikes, which can carry a tired foe right across the Arena.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fitz&amp;#039;&amp;#039;&amp;#039; trades hits and wins the trade. Tenderize blocks 3 and strikes 3 at Speed 61. Gluttony (Speed 15) only fires if he was Fatigued that exchange, so play it where you expect to be hit. Link Up pulls a foe to him and gives his next Strike +1 Force: follow it with Smash. Big Feast grows with his own Fatigue, so it is strongest late.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hilda&amp;#039;&amp;#039;&amp;#039; fights from range. Aria (Strike 2) and Shattering Soprano (Strike 3) hit at range 1 or more, and Punch handles anyone who gets close. Spotlight (Speed 93) stops foes moving for the exchange unless they are pushed, which sets up Chandelier: Strike 8, but only at range exactly 2. Enter Stage Left takes her out of trouble.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Lucius&amp;#039;&amp;#039;&amp;#039; changes his game with his form. In Human Form he shoots at range; Wolf Dive closes in and turns him into the Wolf, whose Aim/Maim strikes for 4 and Fatigues a second time on 4 unblocked Force. Calm Down backs off and turns him human again. Silver Bullet only strikes in Human Form, so track which form you will be in at each exchange.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Zephyr&amp;#039;&amp;#039;&amp;#039; is light and fast. Don&amp;#039;t stand still: Ride the Barrel moves her up to 3 spaces at Speed 88. Build Momentum takes the Initiative and adds +2 to her next Strike at range 0, and Send It strikes for as many spaces as she travels, so use it from far away.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sabo&amp;#039;&amp;#039;&amp;#039; controls where the fight happens. Over Here (Speed 70) and Tether pull foes into his space, Call from Below strikes in the exchange after you play it, and Spike Trap Fatigues any foe who moves onto it: put it where they have to walk, near their Edge. Play The Dragon Unchained early: from then on every pull or push he deals also Fatigues.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Lord Grym&amp;#039;&amp;#039;&amp;#039; fights through his Zombies. Zombies in a space strike together, so pile them up. A Zombie that is Fatigued becomes a Coffin, and Arise, My Champions! raises every Coffin again. Fly, Fodder! marches them forward while he strikes at range and leaves a Coffin where he hits. Coffin Flop gathers every Coffin to his space and raises them for one big Strike.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tikkit&amp;#039;&amp;#039;&amp;#039; bends the sequence with his Edit. Perfect Timing puts all three of his actions in one exchange (each still at its own Speed), for a burst the foe cannot dodge. Double Time doubles his Step and Back. Better With Time strikes for 2 after the first exchange, and Right About Now resolves the target&amp;#039;s Push tokens at once. Quick Fix gives everyone a fourth card, but Tikkit planned his stack for it.&lt;br /&gt;
&lt;br /&gt;
== Against the CPU ==&lt;br /&gt;
* The CPUs see only the table and their own hand, never your stack, but &amp;#039;&amp;#039;&amp;#039;Contender&amp;#039;&amp;#039;&amp;#039; and above play your likely stacks out before choosing. They punish a predictable player, so vary your openings.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rookie&amp;#039;&amp;#039;&amp;#039; often settles for a stack that only looks right: a good level to learn a new Legend on.&lt;/div&gt;</summary>
		<author><name>Davok9</name></author>
	</entry>
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