Arena and Power Priority: Stat Thresholds, Ticket Banking and Diamonds
Keep only attack or poison at the training ground, lock HP at A 6.6%, expect rerolls to reach 800, and bank arena tickets unless you can finish top 100.

The arena trap is not losing. It is burning every ticket for a Tier 3 reward.
A Japanese player’s response is blunt: if you cannot finish top 100 this round, bank the tickets for the next one. His reasoning is arithmetic. Leaderboard rewards cap at Tier 3, while the arena shop (Ether Shop) reaches Tier 6. When the ceilings differ that much, spending tickets to defend a rank that pays poorly is a bad trade.
Arena: tickets are a finite resource
Start with the structure. Arena hands out a fixed number of tickets per day, every match consumes one whether you win or lose, and wins accumulate into a rank. His log shows three tickets a day, rising to five after buying Gladiator’s Contract.
That produces two practical rules:
- Decide whether this round is worth contesting. Seven days is only about 35 tickets; if they cannot buy what you want, save them.
- Look at the shop before the rank. The Ether Shop has the higher ceiling, and your currency accrues from every match regardless of result.
Ticket counts and contract effects come from player reports. No official ticket rules have been published.
Training ground: turning “roughly good” into actual numbers
The training ground (Training Ground) is where power climbing gets expensive. It is a lockable random stat system: roll stats, lock the keepers, reroll the rest.
This player’s filter is specific:
| Rule | Detail |
|---|---|
| What to keep | Attack power, or poison damage |
| When to stop | HP rolling A at 6.6% gets locked, no further rerolls |
| What to discard | Anything B or C — reroll immediately |
| When to stop spending | Cost climbs with each lock; his hit 800 with about 10 attempts left |
That last row is the one people ignore. Locking is a budget decision. Try more rolls while they are cheap, then accept what you have instead of burning the currency.
On timing, another creator suggests starting in earnest around level 12–14 and only locking at S grade. The exact level has no official basis, but the direction agrees: do not waste rerolls at low level.
Class: Ranger leans on poison, but poison needs volume
He states plainly that poison is the Ranger’s main damage source. That conflicts with the English-language take. There a creator measures poison at roughly 10 damage per second and calls it not worth it.
Do not pick a side. The better reading is that poison needs volume. This player runs a dedicated poison build and commits his whole stat sheet to it, while the other was working with unfinished gear and therefore saw small numbers. You can test it yourself — keep a poison stat at the training ground, run the same stage, and compare clear times before committing.
Diamonds: the resource pulled in two directions
Outside of power, there is a second ledger: diamonds are needed both for market listings and for altar upgrades.
AUTOMATON’s reporting explains the design — diamonds regenerate at one per four hours and a listing costs one. That naturally caps market supply, which is clearly deliberate. This player’s rule is to keep at least two in reserve.
Market: gear is falling, gold bars are not
He also logged the market that day:
- Tier 3 and Tier 4 gear had dropped noticeably in price, so he switched to using it himself.
- Gold bars and diamond pouches had not dropped. Diamond pouches were rising.
- He estimates that pulling a gold bar or diamond pouch pays for a mid-priced game.
Against the press record: AUTOMATON reported gold bars trading around 5,000 yen at launch, and a Japanese review site logged a trade near 7,000 yen early on. Those prices describe roughly 2026-09-14, not today’s market.
Boundaries worth knowing
- The video was transcribed from Japanese auto-captions on the same audio track and has no precise timecodes.
- Every figure — 6.6%, 800, 10 attempts, rank 14, rank 77, position 362 — is one player’s daily log with no official formula behind it.
- His self-reported rank around 400 cannot be verified against any official ladder.
- Prices and ranks are volatile.
- Recorded on day five of Early Access.
Where to go next
Arena rules and reward structure are in Arena PvP. Ability stat selection is in Ability unlock setup, item-by-item training priorities in What to upgrade in training, and the market flow in Steam Market trading.
Sources
- Video: https://www.youtube.com/watch?v=Dh-95Qvm7FE (checked 2026-09-15; the auto-transcription of this audio track drops too many words, so this page follows the Japanese auto-captions instead)
- Diamond rules and gold bar trades: https://automaton-media.com/articles/newsjp/20260914-467175/ (2026-09-14)
- Market prices logged by a Japanese review site: https://sarusarugame.blog/war-of-genesis-idle-loot-review/ (2026-09-12)
- Steam user reviews: 526 total (34 in Japanese), read 2026-09-15
Prices, ranks and stat values are volatile; player claims are not official rules.
Related Articles
character-and-crafting
Ability Unlock Setup: Stat Priority, Lock Costs and Your First World Boss
Spend Ability Unlock stones right: evasion before attack, combination bonuses, rising lock costs, how presets save a build, and a first world boss run.
character-and-crafting
What to Upgrade in Training: Item-by-Item Priorities
A working order for the training panel: Rangers take attack and speed, PvP entries only matter in PvP, cooldown cuts farm time. Presets arrived 17 September.
guide
War of Genesis: Idle Loot Advance Guide: Packs, Skill Order and Training Ground
Three things that go wrong after the beginner stage: what shop packs give, why the skill bar fires left to right, and when to reroll the training ground.