WikiMini-games
Chao Stadium
Turn-based battles with a team of three, 68 moves, a type wheel and four cups.
Updated
Stadium is the battle mode, and the only one where you make the decisions. Race and Karate run themselves; Stadium is turn-based and you choose every action. Open it from the garden panel.
You bring a team of three and can switch between them mid-fight.
How a battle works
Each turn you pick an action, the whole turn resolves at once, and it plays out as theatre.
Every chao brings two resources:
| Resource | Source |
|---|---|
| HP | 60, plus 6 per level of stamina |
| Energy | 40, plus a little per point of care. Regenerates 3 a turn |
Moves cost energy, so a battle is paced. You cannot open with your biggest attack every turn, and a chao that has been looked after has more room to act.
| Stat | In battle |
|---|---|
| Stamina | HP |
| Run | Initiative, who acts first |
| Fly | Dodge chance |
| Swim | Guard, blocking and countering |
| Power / run / fly / swim | Scale the moves of their own type |
Crit chance rides happiness. A chao you have looked after crits more often than one you drilled.
Grades do not appear here. They are growth-rate genetics, and Stadium cares about what a chao is now.
Guard and dodge
Guard blocks 55% of incoming damage at swim 0, rising to 80% at swim 100, and counters for damage that scales with swim. It costs 10 energy.
Dodge starts at 4% and is capped at 32% however much fly you stack. Fly makes a chao hard to pin down rather than untouchable.
Statuses
| Status | Effect |
|---|---|
| 💦 Soaked | Cannot dodge, slowed |
| 💫 Dizzy | May stumble |
| 💤 Sleepy | Asleep until hit |
Sleepy is awkward to rely on, since the thing that wakes them is you hitting them.
The type wheel
Every move has a type, and the wheel is a four-way cycle: power beats swim, swim beats fly, fly beats run, run beats power. Normal beats nothing and is beaten by nothing.
| Multiplier | When |
|---|---|
| ×1.5 | Super effective |
| ×0.67 | Resisted |
| ×1.25 | The move’s type matches the user’s type |
| ×1.5 | Alignment bonus |
The wheel is why a team of three matters more than three strong chao. A single maxed power chao walks through swimmers and is picked apart by runners, and switching is the answer rather than out-levelling it.
Moves
68 moves across the five types: 20 normal, 14 power, 13 swim, 12 fly, 9 run. Each has its own power, energy cost, accuracy, priority and scaling stat, and moves unlock as a chao develops.
| Move | Type | Power | Accuracy | Energy | Scales off | Notes |
|---|---|---|---|---|---|---|
| 👊 Chao Punch | Normal | 30 | 100% | 0 | Power | A plucky little punch. Never lets you down. |
| 🗯️ Squeak | Normal | 100% | 3 | An indignant squeak. The foe feels bad, Attack falls. | ||
| 💤 Rest | Normal | 100% | 0 | A quick snooze: heals a quarter HP and restores energy. | ||
| 🫧 Bubble Shot | Swim | 45 | 95% | 8 | Swim | A stream of popping bubbles. May Soak the foe. |
| 💦 Water Jet | Swim | 68 | 90% | 14 | Swim | A spinning waterspout hurled across the arena. |
| 🌊 Tide Blast | Swim | 90 | 85% | 22 | Swim | A crashing wave. Often leaves the foe Soaked. |
| 💨 Gale Shot | Fly | 45 | 95% | 8 | Fly | A wing-whipped squall. May leave the foe Dizzy. |
| 🦅 Talon Strike | Fly | 70 | 85% | 14 | Fly | A raking talon blow. High critical-hit chance. |
| 🌪️ Cyclone | Fly | 88 | 80% | 22 | Fly | A battering whirlwind. Often leaves the foe Dizzy. |
| ⚡ Quick Jab | Run | 40 | 100% | 6 | Run | Blink-fast. Always strikes first. |
| 🌀 Spin Dash | Run | 38 | 90% | 14 | Run | A rolling double-hit charge. |
| 💨 Sonic Rush | Run | 72 | 95% | 22 | Run | A full-sprint slam that always strikes first. |
| 🔨 Heavy Swing | Power | 55 | 85% | 8 | Power | A big wind-up wallop. |
| 🪨 Boulder Press | Power | 75 | 80% | 14 | Power | A crushing blow. May leave the foe Dizzy. |
| 💥 Megaton Slam | Power | 100 | 75% | 24 | Power | Everything the little body has. Devastating when it lands. |
| 🛡️ Endure | Normal | 100% | 6 | Braces up early, Defense rises. | ||
| 💚 Second Wind | Normal | 100% | 18 | Digs deep and recovers a big chunk of HP. | ||
| 🧱 Bulwark | Normal | 100% | 16 | Sets its stance in stone: Defense up plus a small heal. | ||
| 🌀 Riptide | Swim | 80 | 90% | 16 | Swim | The swim-type's signature undertow. Usually Soaks. |
| 🕊️ Tempest Talon | Fly | 80 | 90% | 16 | Fly | The fly-type's signature talon blow. Loves a critical. |
| ✖️ Blur Cross | Run | 62 | 100% | 16 | Run | The run-type's signature: a criss-cross blur that never misses first. |
| ✊ Seismic Fist | Power | 85 | 85% | 16 | Power | The power-type's signature quake-punch. |
| ✨ Chao Spirit | Normal | 65 | 100% | 14 | Stamina | The normal-type's signature: heart over horsepower. Fires itself up. |
| 😇 Halo Ascent | Normal | 72 | 95% | 14 | Stamina | A rising shaft of halo-light that carries the caster up. Extra-harsh on dark chao; soothes the caster. |
| 😈 Shadow Snare | Normal | 72 | 95% | 14 | Stamina | Grasping shadows. Extra-harsh on hero chao; may spook Attack down. |
| 🧘 Steady Focus | Normal | 100% | 0 | The neutral path: breathe, center, sharpen. Attack and energy rise. | ||
| 🌟 Chaos Impact | Normal | 110 | 90% | 30 | Stamina | The immortal one's answer to everything. |
| 🌊 Vortex Blast | Swim | 110 | 85% | 26 | Swim | Pure swim mastery: the arena becomes a drowning spiral. |
| ☄️ Stratos Crush | Fly | 110 | 85% | 26 | Fly | Pure fly mastery: a blow with the whole sky behind it. |
| ⚡ Lightspeed Barrage | Run | 58 | 90% | 26 | Run | Pure run mastery: two blows land before anyone sees one. |
| 🏋️ Gigaton Breaker | Power | 125 | 70% | 28 | Power | Pure power mastery: when it connects, the stadium remembers. |
| 🌬️ Typhoon Wing | Fly | 100 | 85% | 26 | Fly | Swim × Fly: a storm-front of rain-heavy wings. |
| 🏄 Riptide Rush | Swim | 82 | 95% | 26 | Swim | Swim × Run: rides its own wave in, first every time. |
| 🐋 Depth Charge | Swim | 108 | 80% | 26 | Swim | Swim × Power: a depth-born hammerblow. |
| 🛩️ Slipstream Slash | Fly | 98 | 95% | 26 | Fly | Fly × Run: a slash too fast to track. |
| ☄️ Meteor Drop | Power | 115 | 80% | 28 | Power | Fly × Power: goes up a chao, comes down a meteor. |
| 🏔️ Landslide | Run | 105 | 85% | 26 | Run | Run × Power: momentum with a mountain behind it. |
| 🐟 Torpedo | Swim | 58 | 95% | 10 | Swim | Tucks in and drives forward. The longer the wind-up, the further it goes. |
| 🌀 Undertow | Swim | 72 | 90% | 14 | Swim | A low current that sweeps the legs. Often Soaks. |
| ❄️ Frost Bite | Swim | 86 | 90% | 18 | Swim | Close-range and freezing. What is left of the pool when the pool runs out. |
| 🌊 Wave Crest | Swim | 76 | 90% | 16 | Swim | Rides a rising swell upward, carrying whatever it catches. |
| 🪶 Feather Volley | Fly | 55 | 95% | 10 | Fly | A slow curtain of driven air. Hard to walk through, easy to outrun. |
| 🕊️ Wing Rush | Fly | 68 | 90% | 14 | Fly | Beats once and climbs across. Goes over what a dash would go through. |
| 🌬️ Storm Break | Fly | 84 | 85% | 18 | Fly | A flat, screaming crossing. First every time. |
| ⚡ Static Shot | Run | 52 | 95% | 10 | Run | A flicked spark. No travel time worth measuring. |
| 🦵 Trip Kick | Run | 62 | 100% | 12 | Run | Takes the legs out from under. Always strikes first. |
| 🔆 Arc Flash | Run | 88 | 90% | 18 | Run | Holds the charge until the air gives way. May leave the foe Dizzy. |
| 🐗 Shoulder Charge | Power | 60 | 90% | 12 | Power | Drops a shoulder and goes. Slow to start, hard to stop. |
| 🪨 Rolling Boulder | Power | 70 | 85% | 16 | Power | Tucks and rolls, gathering weight. Hits everything on the way past. |
| ⛰️ Rising Crag | Power | 82 | 90% | 18 | Power | Punches the ground up under itself and rides it. Takes you with it. |
| 🔮 Spirit Orb | Normal | 50 | 95% | 10 | Stamina | A drifting mote of will. Slow, patient, and hard to argue with. |
| 💫 Chao Charge | Normal | 64 | 95% | 12 | Stamina | Head down, straight across. Nothing clever about it. |
| 🌟 Chao Beam | Normal | 80 | 90% | 18 | Stamina | Gathers, holds, and lets go in a straight line. |
| ✨ Spirit Lunge | Normal | 86 | 90% | 18 | Stamina | Steps through its own light. The longer the hold, the further the step. |
| ⚔️ Iai Slash | Power | 65 | 100% | 10 | Power | Katana art: a draw-cut faster than the eye. Strikes first, loves a critical. |
| 🌙 Moonlight Cleave | Power | 105 | 85% | 24 | Power | Katana art: one perfect arc under the stadium lights. |
| 🪵 Bokken Blitz | Power | 50 | 100% | 7 | Power | Bokken art: a wooden lunge drilled ten thousand times. Strikes first. |
| 🔱 Tide Lance | Swim | 70 | 95% | 12 | Swim | Trident art: a three-pronged thrust riding its own wave. May Soak. |
| 🌊 Whirl Impale | Swim | 95 | 85% | 20 | Swim | Trident art: spun overhead into a drowning spiral. Usually Soaks. |
| 🪭 Fan Veil | Fly | 100% | 8 | Fan art: a curtain of wind-blurred paper, suddenly hard to hit, and refreshing. | ||
| 🌬️ Tempest Cut | Fly | 85 | 90% | 16 | Fly | Fan art: one snap of the fan, one blade of storm. May leave the foe Dizzy. |
| 💚 Chaos Edge | Power | 75 | 100% | 12 | Power | Saber art: an emerald draw-cut that bends the queue of time. Strikes first. |
| ✳️ Emerald Requiem | Power | 115 | 85% | 26 | Power | Saber art: the arena's summit, sung in green light. |
| 🎺 Recital | Normal | 90% | 10 | Performs its classroom instrument. The foe may drift off. | ||
| 🎤 Lullaby | Normal | 85% | 14 | The song it learned at school, sung soft. Usually puts the foe to sleep. | ||
| 💃 Dazzle | Normal | 100% | 8 | Breaks into its classroom dance, suddenly much harder to hit. | ||
| 🤸 Warm-Up | Normal | 100% | 8 | Classroom calisthenics, Attack rises. | ||
| 🖍️ Decoy Doodle | Normal | 100% | 12 | Draws a chao so convincing the next hit lands on the drawing. |
The cups
Four cups in a strict chain: a cup opens only once you have won a trophy in the one before it.
| Cup | Opponent levels | Cup prize | Spar prize | Notes |
|---|---|---|---|---|
| Leaf Cup | 16 to 34 | 400 | 80 | The neighborhood bracket. Every legend bruised a knee here first. |
| Tide Cup | 36 to 58 | 1,000 | 200 | Seasoned contestants with real training behind them. |
| Sky Cup | 60 to 84 | 2,500 | 450 | Masters of their types. Bring a plan, not just a chao. |
| Chaos Cup | 84 to 99 | 6,000 | 900 | The summit. An immortal is said to wait in the final. |
A cup is a four-fight bracket against generated contestants, all of them second-evolution adults. HP carries between fights, and a chao that fainted returns for the next round at a third of its health.
That makes the bracket a resource problem. Winning the first fight with one chao barely standing is often worse than winning it with two chao lightly hurt, and the third team member exists for the point where that stops being hypothetical.
Spar is the single-fight version at a chosen cup’s level, for a smaller prize and no bracket.
Cup wins also award weapons. See the weapons reference.
Where Stadium fits
Stadium pays the best in the game. The Chaos Cup’s 6,000 rings is more than three times the best single Board prize, and it is gated hard enough to earn it: Chaos Cup contestants are levels 84 to 99.
It is also the only mode where a plan beats a stat line. A well-chosen team of three ordinary chao will take a cup that one very strong chao cannot.