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Chao Stadium

Turn-based battles with a team of three, 114 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:

ResourceSource
HP60, plus 6 per level of stamina
Energy40, 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.

StatIn battle
StaminaHP
RunInitiative, who acts first
FlyDodge chance
SwimGuard, blocking and countering
Power / run / fly / swimScale 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

StatusEffect
💦 SoakedCannot dodge, slowed
💫 DizzyMay stumble
💤 SleepyAsleep 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.

MultiplierWhen
×1.5Super effective
×0.67Resisted
×1.25The move’s type matches the user’s type
×1.5Alignment 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

114 moves. Each has its own power, energy cost, accuracy, priority and scaling stat, and they arrive by three different routes:

RouteCountHow it unlocks
Stat moves59Raising a chao — 20 normal, 11 swim, 10 fly, 9 run, 9 power
Elemental arts36Being that element: four per element, plus fire’s four stat-gated extras
Weapon arts19Carrying the weapon, and — for all but the Bastion — being the matching element

Since 1.4.6 a chao’s evolution type counts as an element too, so the elemental and weapon arts are reachable without the rite for a chao of the matching type.

MoveTypePowerAccuracyEnergyScales offHow to learn itNotes
👊 Chao PunchNormal30100%0PowerKnown from the startA plucky little punch. Never lets you down.
🗯️ SqueakNormal100%3Known from the startAn indignant squeak. The foe feels bad, Attack falls.
💤 RestNormal100%0Known from the startA quick snooze: heals a quarter HP and restores energy.
🫧 Bubble ShotSwim4595%8SwimSwim 20A stream of popping bubbles. May Soak the foe.
💦 Water JetSwim6890%14SwimSwim 50A spinning waterspout hurled across the arena.
🌊 Tide BlastSwim9085%22SwimSwim 80A crashing wave. Often leaves the foe Soaked.
💨 Gale ShotFly4595%8FlyFly 20A wing-whipped squall. May leave the foe Dizzy.
🦅 Talon StrikeFly7085%14FlyFly 50A raking talon blow. High critical-hit chance.
🌪️ CycloneFly8880%22FlyFly 80A battering whirlwind. Often leaves the foe Dizzy.
⚡ Quick JabRun40100%6RunRun 20Blink-fast. Always strikes first.
🌀 Spin DashRun3890%14RunRun 50A rolling double-hit charge.
💨 Sonic RushRun7295%22RunRun 80A full-sprint slam that always strikes first.
🔨 Heavy SwingPower5585%8PowerPower 20A big wind-up wallop.
🪨 Boulder PressPower7580%14PowerPower 50A crushing blow. May leave the foe Dizzy.
💥 Megaton SlamPower10075%24PowerPower 80Everything the little body has. Devastating when it lands.
🛡️ EndureNormal100%6Stamina 20Braces up early, Defense rises.
💚 Second WindNormal100%18Stamina 50Digs deep and recovers a big chunk of HP.
🧱 BulwarkNormal100%16Stamina 80Sets its stance in stone: Defense up plus a small heal.
🌀 RiptideSwim8090%16SwimSwim adultThe swim-type's signature undertow. Usually Soaks.
🕊️ Tempest TalonFly8090%16FlyFly adultThe fly-type's signature talon blow. Loves a critical.
✖️ Blur CrossRun62100%16RunRun adultThe run-type's signature: a criss-cross blur that never misses first.
✊ Seismic FistPower8585%16PowerPower adultThe power-type's signature quake-punch.
✨ Chao SpiritNormal65100%14StaminaNormal adultThe normal-type's signature: heart over horsepower. Fires itself up.
😇 Halo AscentNormal7295%14StaminaHero alignmentA rising shaft of halo-light that carries the caster up. Extra-harsh on dark chao; soothes the caster.
😈 Shadow SnareNormal7295%14StaminaDark alignmentGrasping shadows. Extra-harsh on hero chao; may spook Attack down.
🧘 Steady FocusNormal100%0Neutral alignmentThe neutral path: breathe, center, sharpen. Attack and energy rise.
🌟 Chaos ImpactNormal11090%30StaminaChaos ChaoThe immortal one's answer to everything.
🌊 Vortex BlastSwim11085%26SwimSwim second evolutionPure swim mastery: the arena becomes a drowning spiral.
☄️ Stratos CrushFly11085%26FlyFly second evolutionPure fly mastery: a blow with the whole sky behind it.
⚡ Lightspeed BarrageRun5890%26RunRun second evolutionPure run mastery: two blows land before anyone sees one.
🏋️ Gigaton BreakerPower12570%28PowerPower second evolutionPure power mastery: when it connects, the stadium remembers.
🌬️ Typhoon WingFly10085%26FlySwim and Fly evolutionSwim × Fly: a storm-front of rain-heavy wings.
🏄 Riptide RushSwim8295%26SwimSwim and Run evolutionSwim × Run: rides its own wave in, first every time.
🐋 Depth ChargeSwim10880%26SwimSwim and Power evolutionSwim × Power: a depth-born hammerblow.
🛩️ Slipstream SlashFly9895%26FlyFly and Run evolutionFly × Run: a slash too fast to track.
☄️ Meteor DropPower11580%28PowerFly and Power evolutionFly × Power: goes up a chao, comes down a meteor.
🏔️ LandslideRun10585%26RunRun and Power evolutionRun × Power: momentum with a mountain behind it.
🐟 TorpedoSwim5895%10SwimSwim 35Tucks in and drives forward. The longer the wind-up, the further it goes.
🌀 UndertowSwim7290%14SwimSwim 65A low current that sweeps the legs. Often Soaks.
❄️ Frost BiteSwim8690%18SwimSwim 95Close-range and freezing. What is left of the pool when the pool runs out.
🌊 Wave CrestSwim7690%16SwimSwim 95Rides a rising swell upward, carrying whatever it catches.
🪶 Feather VolleyFly5595%10FlyFly 35A slow curtain of driven air. Hard to walk through, easy to outrun.
🕊️ Wing RushFly6890%14FlyFly 65Beats once and climbs across. Goes over what a dash would go through.
🌬️ Storm BreakFly8485%18FlyFly 95A flat, screaming crossing. First every time.
⚡ Static ShotRun5295%10RunRun 35A flicked spark. No travel time worth measuring.
🦵 Trip KickRun62100%12RunRun 65Takes the legs out from under. Always strikes first.
🔆 Arc FlashRun8890%18RunRun 95Holds the charge until the air gives way. May leave the foe Dizzy.
🐗 Shoulder ChargePower6090%12PowerPower 35Drops a shoulder and goes. Slow to start, hard to stop.
🪨 Rolling BoulderPower7085%16PowerPower 65Tucks and rolls, gathering weight. Hits everything on the way past.
⛰️ Rising CragPower8290%18PowerPower 95Punches the ground up under itself and rides it. Takes you with it.
🔮 Spirit OrbNormal5095%10StaminaStamina 35A drifting mote of will. Slow, patient, and hard to argue with.
💫 Chao ChargeNormal6495%12StaminaStamina 65Head down, straight across. Nothing clever about it.
🌟 Chao BeamNormal8090%18StaminaStamina 80Gathers, holds, and lets go in a straight line.
✨ Spirit LungeNormal8690%18StaminaStamina 95Steps through its own light. The longer the hold, the further the step.
⚔️ Iai SlashPower65100%10PowerThe Dojo KatanaKatana art: a draw-cut faster than the eye. Strikes first, loves a critical.
🌙 Moonlight CleavePower10585%24PowerThe Dojo KatanaKatana art: one perfect arc under the stadium lights.
🪵 Bokken BlitzPower50100%7PowerThe BokkenBokken art: a wooden lunge drilled ten thousand times. Strikes first.
🔱 Tide LanceSwim7095%12SwimThe Coral TridentTrident art: a three-pronged thrust riding its own wave. May Soak.
🌊 Whirl ImpaleSwim9585%20SwimThe Coral TridentTrident art: spun overhead into a drowning spiral. Usually Soaks.
🪭 Fan VeilFly100%8The Tempest FanFan art: a curtain of wind-blurred paper, suddenly hard to hit, and refreshing.
🌬️ Tempest CutFly8590%16FlyThe Tempest FanFan art: one snap of the fan, one blade of storm. May leave the foe Dizzy.
💚 Chaos EdgePower75100%12PowerThe Chaos SaberSaber art: an emerald draw-cut that bends the queue of time. Strikes first.
✳️ Emerald RequiemPower11585%26PowerThe Chaos SaberSaber art: the arena's summit, sung in green light.
🎺 RecitalNormal90%10Any Instrument classPerforms its classroom instrument. The foe may drift off.
🎤 LullabyNormal85%14Song classThe song it learned at school, sung soft. Usually puts the foe to sleep.
💃 DazzleNormal100%8Any Dance classBreaks into its classroom dance, suddenly much harder to hit.
🤸 Warm-UpNormal100%8Exercise classClassroom calisthenics, Attack rises.
🖍️ Decoy DoodleNormal100%12Drawing classDraws a chao so convincing the next hit lands on the drawing.
🔥 Cinder SpitPower7295%14PowerFire elementCoughs up an ember that arcs, lands, and keeps burning.
🔥 FlashoverPower8090%18PowerFire elementCrosses the gap before the air it left has finished catching.
🔥 Updraft FlarePower60100%12PowerFire elementRides its own heat upward. Hot enough that nobody follows.
🔥 Pyre StompPower9890%22PowerFire elementBrings the whole fire down at once, through the floor.
🔥 BackdraftRun8895%18RunFire element and Run 35The air comes back for what the fire took, and takes the chao up with it.
🔥 FirestridePower10090%22PowerFire element and Power 50Crosses the arena and leaves the floor burning the whole way over.
🔥 SunspotRun11285%26RunFire element and Run 80A knot of star pulled loose and thrown. It is still burning when it lands.
🔥 FirestormPower12585%32PowerFire element and Power 95Every fire the chao has ever lit, arriving at once, from above.
❄️ Hail ShotSwim7095%13SwimIce elementOne hailstone, thrown properly. May leave the foe Soaked.
❄️ Glacier SlideSwim7890%17SwimIce elementPuts ice under itself and stops being in charge of where it goes.
❄️ Frost PillarSwim58100%12SwimIce elementFreezes a column out of the damp air and rides it up.
❄️ ShatterpointSwim9685%22SwimIce elementFinds the one flaw in the ice and hits precisely that.
⚡ Arc LanceRun7495%14RunLightning elementA drawn-out spark that goes where it is pointed. Strikes early.
⚡ Thunder RunRun8290%18RunLightning elementTakes the shortest path, which is rarely a straight one. May leave the foe Dizzy.
⚡ SkyhookRun60100%12RunLightning elementThrows a line at the sky and is pulled up it.
⚡ Ground CurrentRun9490%21RunLightning elementSends it through the floor instead of the air. The floor conducts.
🌬️ Gale DartFly68100%13FlyWind elementA sliver of moving air. Never misses; there is nothing to dodge.
🌬️ JetstreamFly7890%17FlyWind elementFinds the fast air and stops arguing with it.
🌬️ Thermal ClimbFly56100%11FlyWind elementCircles up a warm column without a single wingbeat.
🌬️ Pressure BurstFly9290%20FlyWind elementLets go of all of it at once, outward, from nothing.
💧 Spout ShotSwim7095%13SwimWater elementA held mouthful, delivered with intent. May leave the foe Soaked.
💧 Surge ChargeSwim7890%17SwimWater elementGathers behind itself and arrives as one weight.
💧 Geyser LiftSwim58100%12SwimWater elementOpens a vent underfoot and steps onto it.
💧 MaelstromSwim9685%22SwimWater elementTurns the water until the water is doing the work.
🪨 Fault LinePower9890%22PowerEarth elementLeans on the ground until it gives, then follows the crack over.
🪨 Tremor ChargePower8090%18PowerEarth elementArrives a moment after the shaking that announced it.
🪨 UpthrustPower58100%12PowerEarth elementPuts a slab under itself on the way up and leaves it there.
🪨 Crag HammerPower8890%19PowerEarth elementSwings a piece of the garden it did not ask permission for.
✨ Prism LanceNormal7295%14StaminaLight elementSplits the light, keeps the sharp part.
✨ LightstepNormal7890%17StaminaLight elementGoes the way light goes, and gets there first.
✨ Radiant RiseNormal60100%12StaminaLight elementStands up into a column of it. Briefly hard to look at.
✨ Corona BreakNormal9690%22StaminaLight elementEverything it was holding in, released in one ring.
🌑 Umbral BoltNormal7295%14StaminaShadow elementA piece of the dark, sent on ahead.
🌑 NightstepNormal7890%17StaminaShadow elementLeaves by one shadow and arrives out of another.
🌑 VoidstepNormal58100%12StaminaShadow elementSteps off nothing, which turns out to hold.
🌑 Eclipse GripNormal9485%21StaminaShadow elementCloses a hand around the light and holds it shut. May leave the foe Sleepy.
🔥 CinderwakePower9295%18PowerFire element and The EmberbrandDraws across the gap and leaves the air burning where it passed.
❄️ Killing FrostSwim78100%15SwimIce element and The RimefangOne thrust, placed rather than swung. Whatever it touches stops.
⚡ LevinboltRun8890%19RunLightning element and The StormforkThe fork throws the strike ahead of itself, and the chao after it.
🌊 Riptide DrawSwim8495%17SwimWater element and The UndertowCuts on the way in and drags on the way out.
🌪️ Sickle GaleFly76100%14FlyWind element and The Zephyr LoopGoes out on the wind, comes back on it, and lifts as it returns.
🪨 FaultlinePower11285%26PowerEarth element and The CairnbreakerBrought down once. The ground does the rest of the work.
☀️ SunshotNormal8695%18StaminaLight element and The DawnpiercerLoosed rather than swung. It does not care what is in the way.
🌑 Last HarvestPower10490%23PowerShadow element and The NightreapReaps at arm's length and a little further than that.
⚙️ IronrendPower11880%28PowerThe BastionNo trick to it. Enough steel, brought down hard enough.
💎 Shard VolleyNormal9690%21StaminaChaos element and The Emerald RiftThe emerald sheds pieces of itself, and every piece finds something.

The cups

Four cups in a strict chain: a cup opens only once you have won a trophy in the one before it.

CupOpponent levelsCup prizeSpar prizeNotes
Leaf Cup16 to 3440080The neighborhood bracket. Every legend bruised a knee here first.
Tide Cup36 to 581,000200Seasoned contestants with real training behind them.
Sky Cup60 to 842,500450Masters of their types. Bring a plan, not just a chao.
Chaos Cup84 to 996,000900The 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.