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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:

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

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.

MoveTypePowerAccuracyEnergyScales offNotes
👊 Chao PunchNormal30100%0PowerA plucky little punch. Never lets you down.
🗯️ SqueakNormal100%3An indignant squeak. The foe feels bad, Attack falls.
💤 RestNormal100%0A quick snooze: heals a quarter HP and restores energy.
🫧 Bubble ShotSwim4595%8SwimA stream of popping bubbles. May Soak the foe.
💦 Water JetSwim6890%14SwimA spinning waterspout hurled across the arena.
🌊 Tide BlastSwim9085%22SwimA crashing wave. Often leaves the foe Soaked.
💨 Gale ShotFly4595%8FlyA wing-whipped squall. May leave the foe Dizzy.
🦅 Talon StrikeFly7085%14FlyA raking talon blow. High critical-hit chance.
🌪️ CycloneFly8880%22FlyA battering whirlwind. Often leaves the foe Dizzy.
⚡ Quick JabRun40100%6RunBlink-fast. Always strikes first.
🌀 Spin DashRun3890%14RunA rolling double-hit charge.
💨 Sonic RushRun7295%22RunA full-sprint slam that always strikes first.
🔨 Heavy SwingPower5585%8PowerA big wind-up wallop.
🪨 Boulder PressPower7580%14PowerA crushing blow. May leave the foe Dizzy.
💥 Megaton SlamPower10075%24PowerEverything the little body has. Devastating when it lands.
🛡️ EndureNormal100%6Braces up early, Defense rises.
💚 Second WindNormal100%18Digs deep and recovers a big chunk of HP.
🧱 BulwarkNormal100%16Sets its stance in stone: Defense up plus a small heal.
🌀 RiptideSwim8090%16SwimThe swim-type's signature undertow. Usually Soaks.
🕊️ Tempest TalonFly8090%16FlyThe fly-type's signature talon blow. Loves a critical.
✖️ Blur CrossRun62100%16RunThe run-type's signature: a criss-cross blur that never misses first.
✊ Seismic FistPower8585%16PowerThe power-type's signature quake-punch.
✨ Chao SpiritNormal65100%14StaminaThe normal-type's signature: heart over horsepower. Fires itself up.
😇 Halo AscentNormal7295%14StaminaA rising shaft of halo-light that carries the caster up. Extra-harsh on dark chao; soothes the caster.
😈 Shadow SnareNormal7295%14StaminaGrasping shadows. Extra-harsh on hero chao; may spook Attack down.
🧘 Steady FocusNormal100%0The neutral path: breathe, center, sharpen. Attack and energy rise.
🌟 Chaos ImpactNormal11090%30StaminaThe immortal one's answer to everything.
🌊 Vortex BlastSwim11085%26SwimPure swim mastery: the arena becomes a drowning spiral.
☄️ Stratos CrushFly11085%26FlyPure fly mastery: a blow with the whole sky behind it.
⚡ Lightspeed BarrageRun5890%26RunPure run mastery: two blows land before anyone sees one.
🏋️ Gigaton BreakerPower12570%28PowerPure power mastery: when it connects, the stadium remembers.
🌬️ Typhoon WingFly10085%26FlySwim × Fly: a storm-front of rain-heavy wings.
🏄 Riptide RushSwim8295%26SwimSwim × Run: rides its own wave in, first every time.
🐋 Depth ChargeSwim10880%26SwimSwim × Power: a depth-born hammerblow.
🛩️ Slipstream SlashFly9895%26FlyFly × Run: a slash too fast to track.
☄️ Meteor DropPower11580%28PowerFly × Power: goes up a chao, comes down a meteor.
🏔️ LandslideRun10585%26RunRun × Power: momentum with a mountain behind it.
🐟 TorpedoSwim5895%10SwimTucks in and drives forward. The longer the wind-up, the further it goes.
🌀 UndertowSwim7290%14SwimA low current that sweeps the legs. Often Soaks.
❄️ Frost BiteSwim8690%18SwimClose-range and freezing. What is left of the pool when the pool runs out.
🌊 Wave CrestSwim7690%16SwimRides a rising swell upward, carrying whatever it catches.
🪶 Feather VolleyFly5595%10FlyA slow curtain of driven air. Hard to walk through, easy to outrun.
🕊️ Wing RushFly6890%14FlyBeats once and climbs across. Goes over what a dash would go through.
🌬️ Storm BreakFly8485%18FlyA flat, screaming crossing. First every time.
⚡ Static ShotRun5295%10RunA flicked spark. No travel time worth measuring.
🦵 Trip KickRun62100%12RunTakes the legs out from under. Always strikes first.
🔆 Arc FlashRun8890%18RunHolds the charge until the air gives way. May leave the foe Dizzy.
🐗 Shoulder ChargePower6090%12PowerDrops a shoulder and goes. Slow to start, hard to stop.
🪨 Rolling BoulderPower7085%16PowerTucks and rolls, gathering weight. Hits everything on the way past.
⛰️ Rising CragPower8290%18PowerPunches the ground up under itself and rides it. Takes you with it.
🔮 Spirit OrbNormal5095%10StaminaA drifting mote of will. Slow, patient, and hard to argue with.
💫 Chao ChargeNormal6495%12StaminaHead down, straight across. Nothing clever about it.
🌟 Chao BeamNormal8090%18StaminaGathers, holds, and lets go in a straight line.
✨ Spirit LungeNormal8690%18StaminaSteps through its own light. The longer the hold, the further the step.
⚔️ Iai SlashPower65100%10PowerKatana art: a draw-cut faster than the eye. Strikes first, loves a critical.
🌙 Moonlight CleavePower10585%24PowerKatana art: one perfect arc under the stadium lights.
🪵 Bokken BlitzPower50100%7PowerBokken art: a wooden lunge drilled ten thousand times. Strikes first.
🔱 Tide LanceSwim7095%12SwimTrident art: a three-pronged thrust riding its own wave. May Soak.
🌊 Whirl ImpaleSwim9585%20SwimTrident art: spun overhead into a drowning spiral. Usually Soaks.
🪭 Fan VeilFly100%8Fan art: a curtain of wind-blurred paper, suddenly hard to hit, and refreshing.
🌬️ Tempest CutFly8590%16FlyFan art: one snap of the fan, one blade of storm. May leave the foe Dizzy.
💚 Chaos EdgePower75100%12PowerSaber art: an emerald draw-cut that bends the queue of time. Strikes first.
✳️ Emerald RequiemPower11585%26PowerSaber art: the arena's summit, sung in green light.
🎺 RecitalNormal90%10Performs its classroom instrument. The foe may drift off.
🎤 LullabyNormal85%14The song it learned at school, sung soft. Usually puts the foe to sleep.
💃 DazzleNormal100%8Breaks into its classroom dance, suddenly much harder to hit.
🤸 Warm-UpNormal100%8Classroom calisthenics, Attack rises.
🖍️ Decoy DoodleNormal100%12Draws 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.

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.