

There are two main strategies to score fluke defensive kills - either run a team so powerful its opponents will have a hard time safely taking it out ( sheer power team), or run a team with gimmicky units specialized to target a couple units common in the meta ( gimmick team). Forget about building balanced teams you'd actually want to wield for Arena offense, you're aiming for fluke kills and this means running fluke teams you wouldn't want to face in Arena offense. Thus, your main goal when building an Arena defense team will be to have said team break attacking players' scoring chains by landing kills while under the AI's control.

On the other hand, keeping on fighting after losing an unit will keep the scoring chain going with a suboptimal score, which most high-level players don't desire. Giving up immediately breaks the scoring chain, which means the next Arena battle will occur in a new, clean scoring chain. a match where at least one unit was lost by the attacking player) consumes less resources than winning it. Player forfeiture happens because giving up a failed match (i.e.

As total annihilation is basically never going to happen against high-level players, player forfeiture is the more likely scoring source for defense. There are two ways to achieve a perfect victory: player forfeiture and total annihilation with minimal losses. Instead, an Arena defense team's goal is to land at least one perfect victory over the course of each Arena season. Indeed, the scoring system does not reward multiple successful defenses - netting a single perfect defense will yield maximum score for the ongoing Arena season. An Arena defense team's goal (normally) isn't to win most of the fights it's involved with.
