Structured PvP

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Disambig icon.png This article is about PvP Gamemode as a whole. For information on specifically Ranked PvP, see PvP League.
All Structured PvP Maps

Structured PvP is a Player versus Player mode which allows competition on an even footing.

Getting there[edit]

PvP Home interface
  • PvP Menu Bar icon.png
    PvP panel (no default shortcut)
    • Game Browser — joining a custom arena will cause the character to join the match instantly
    • Unranked and Ranked Arenas — players can queue up from anywhere in their current map. Waypoints within a map can be used, but leaving the map results in abandoning the queue.
  • PvP Browser (map icon).png
    PvP Browser NPC in the Hall of Memories in the Heart of the Mists opens the PvP panel.

Gear and builds[edit]

Primary article: PvP Build

The attributes, runes, and sigils from a character's PvE equipment are not used in structured PvP maps. Instead, equipment attributes are normalized, and players select a rune set, a sigil set, a PvP-specific amulet, and a set of specializations in the PvP Build panel. This build is maintained separately from the player's normal PvE or WvW build, and is automatically applied whenever a character enters the structured PvP lobby map. This mechanic allows players to be on an equal playing field with the same attributes, skills, and equipment options as other players. Players need to equip chest, legs and foot armor to achieve the base armor value, but hands, shoulders and head may be ignored.

Arena types[edit]

Two teams are matched up against each other. In a standard match, the objective is to be the first team to reach 500 points. Points are awarded through holding capture points, killing enemy players, or completing map-specific objectives. There are at least 3 capture points on each map, and when captured, each location grants one point every two seconds. Each player kill grants five points. If neither team reaches 500 points, the team with the most points will be declared the winner after the 15 minute time limit. Each map has unique secondary mechanics and objectives.

Custom Arenas/Hot-Join[edit]

PvP Game Browser interface

Custom Arenas, also known as hot-join, use a game selection system that allows players to join a game based on map and available space. In this arena, players can join matches already in progress, so the number of active players can change over the course of the match as people join or leave. The game tries to keep teams even by changing a player's team if the difference in numbers is two or more.

Many server-created matches with generic match settings are available. You may buy a personal Custom Arena server from the Arena Vendor by purchasing a 30 day use Custom Arena Starter Kit.png Custom Arena Starter Kit. Additional time may be added by using a Custom Arena Time Token.png Custom Arena Time Token while inside the arena.

Unranked and Ranked Arena[edit]

PvP arena queue interface

Unranked and ranked arenas are more competitive game modes. Each arena consists of teams of 5 versus 5, and players can queue for a game while alone or while in a group. PvP Builds are locked after the match has started. All queued players are prompted to accept the match before it can start. Once all 10 players are ready, a map will be selected through a vote-weighted random roll, and the match will begin. Ranked arenas require the account to reach PvP Rank 20 and above before participating.

Automated Tournaments[edit]

Automated tournaments are organized 5v5 matches. They run on an automatic schedule and may be queued for 15 minutes before they begin. They utilize standard sPvP maps and require a party of 5 to register. There are both daily and monthly tournaments, where the player must compete in several daily tournaments to qualify for a monthly one. A variety of high-value prizes may be won from placing in these tournaments.


Primary article: PvP Matchmaking Algorithm
  • The PvP matchmaking algorithm is the Glicko2 matchmaking rating (MMR) and helps match players with other players with similar skill levels.
  • It is used to place players queueing for Ranked and Unranked arenas.
  • The metrics used during matchmaking include: rating, rank, party size, profession, ladder position, and dishonor.
  • Players can search for parties for Unranked and Ranked Arenas in categories in the Looking For Group tool.


  • Games will no longer autobalance after one team has reached 80% of the maximum score if the game ends by score.
  • Games will no longer autobalance when within two minutes of the end of the game if the game ends by time.
  • Autobalance functionality has been updated to give a new volunteer bonus to any players who volunteer for balancing, as well as giving any players balanced the winner bonus. When volunteers are lacking, random selection will be used.

[verification requested]


Dishonor is a system to prevent players from joining unranked and ranked arenas after player misconduct, such as leaving or not participating (AFKing) in matches. Each instance of undesired behavior will immediately result in a timeout and increase the player's dishonor stat. Frequent misbehaving will result in increased duration of timeouts.

The dishonor system also includes a protection system and entitles the match in the players history accordingly, if one of the parameters applied.


Desertation - You disconnect the game: You will be punished by the dishonor system.

Byes - One or more players of the enemy team disconnect from the match: You will get less rewarded for winning.

Forfeits - One or more players from your team disconnect the match: You will get no punishment.

Win/Lose ratio[edit]

Taking above parameters in consideration, a players W/L ratio can be calculated with the following formula:

totalGames = wins + losses + desertions + byes //forfeits do not count as win or lose, making it invalid for the formula.
winRatio = ((wins + byes)/totalGames)*100  //win ratio in %
lossRatio = ((losses + desertions)/totalGames)*100 //lose ratio in %
wlRatio = winRatio/lossRatio //W/L ratio as a float.


Match Rewards[edit]

Rewards from structured PvP matches include rank points and coin. Players joining an already running match late may receive reduced rewards. Rank points from custom arenas (hot join) is capped at 10,000 points.

Arena Rank points Coin
Lose reward
Custom Arena 200 Rank Point.png 10 Silver coin
Unranked Arena
Ranked Arena
500 Rank Point.png 15 Silver coin
Win reward
Custom Arena 500 Rank Point.png 15 Silver coin
Unranked Arena
Ranked Arena
1500 Rank Point.png 30 Silver coin

Maximum daily coin rewards are limited for each account for each arena type:

  • Custom Arena — maximum 5 Gold coin
  • Unranked Arena — maximum 15 Gold coin
  • Ranked Arena — maximum 15 Gold coin[verification requested]

Reward Tracks[edit]

Primary article: PvP Reward Track

Reward tracks are goals that can be activated in the PvP panel. Each track has 8 tiers, each tier has 5 rewards. Reward track progress is not related to PvP rank points[1]. Players can only make progress on a single reward track at a time. Custom Arena / hot join progression is capped at two tiers per day, thus requiring a minimum of four days to complete.

Rank Rewards[edit]

Whenever an account reaches a new PvP Rank, the player receives a rank-up chest based on the rank earned.

For every 10 ranks earned, a new finisher is unlocked for the account.

With the release of Heart of Thorns, each 10 ranks also unlocks a new jungle themed Reward Track, that gives a variation of the rank finisher.

sPvP Ranked League Rewards[edit]

For the full list of rewards for PvP League, see here. Ranked PvP utilizes a "pip" system similar to WvW's Skirmish reward track system.


PvP map selection interface

There are several different maps for structured PvP, of which all but two are conquest. Other objective types are planned for the future.[2]

Map selection[edit]

For unranked and ranked arenas, when the match is ready, players are given 15 seconds to vote on a map from a pool of three random options. At the end of the 15 seconds, or when all players have voted, a roll is performed to determine the map for the match, weighted by how many players selected each of the three options. If the vote is unanimous, the match begins immediately without a roll.

List of structured PvP maps[edit]


Team Deathmatch[edit]


Map availability[edit]

Not all maps are available in every Structured PvP mode. For Conquest matches in Ranked Arena play, only Legacy of the Foefire, Temple of the Silent Storm, Battle of Kyhlo, Skyhammer and Forest of Niflhel are available. Unranked Arena offers those maps plus Spirit Watch, Eternal Coliseum and Revenge of the Capricorn as additional options. The Deathmatch map, Courtyard, was formerly offered in Unranked Arena but has been removed, and is now only available in Custom Arenas. The 2v2 map, Hall of the Mists, is only available in custom arenas. All current maps are available when creating a Custom Arena.

Historical Tournaments[edit]

In the past, ArenaNet has sponsored and held various PvP Tournaments. The following is a list of tournaments and tournament series. Various tournaments offered prizes for competing and placing in each.


  • The sPvP servers are not tied to a specific world. From the lobby, you may team up with or against players from other worlds.[3]
  • Scores are tracked on the scoreboard. Player statistics are tracked and used to generate a player ranking.[4]
  • It is possible for both teams to reach a score of 500 simultaneously. In this scenario (or if both teams are tied as time expires), the game enters an "Overtime" mode where the team that reaches a higher score, wins and subsequently ends the game.
  • The Raid on the Capricorn map, which contained an underwater capture point, was removed. It was later replaced with Revenge of the Capricorn sans an underwater capture point.[5]
  • The Glorious Reward Track was added with September 2014 Feature Pack
  • Both Ranked and Unranked wins will contribute towards achievement and title totals.


PvP Browser mock-up made available pre-release
How the PvP Browser looked at release

External links[edit]


  1. ^
  2. ^ About lore and mechanics with Eric Flannum: Exclusive,
  3. ^ Kotaku Live Q&A
  4. ^ Guild Wars 2 Interview Part 1: Fighting Fires, Rock, Paper, Shotgun
  5. ^ [1]