Join a match
Mob Arena is a team fight against waves of mobs. Clear every mob in a wave to move on. The standard limit is 30 waves; individual arenas can have their own wave limit and difficulty.
- Use /ma to open the arena menu, then choose an available arena.
- Choose Personal equipment or one of the classes shown in the equipment menu. Bring your own supplies if you choose Personal.
- Wait for the countdown. Once the match starts, clear each wave with your team.
- /ma list
- List the arenas and their current state.
- /ma info <arena>
- Check an arena’s information. Replace <arena> with its ID.
- /ma leave
- Leave the lobby or match. Your contribution remains recorded if the match had started.
Personal gear or a class kit
Both equipment choices are enabled. Personal uses your survival inventory. Your equipment takes normal durability damage, and food, potions and arrows you use are not refunded. Repair and restock before joining.
A class gives you an arena kit while your original equipment is saved. Your original equipment is restored when you leave; class items cannot be taken out of the arena.
Wave size, healing and breaks
Each wave contains 5 + (wave number × players who started). Four starting players face 9 mobs in wave 1 and 45 in wave 10. The starting team size stays fixed for this calculation, even after players leave or are eliminated.
Mobs arrive in batches of up to two every half-second at normal server speed. The standard active-mob limit is 100, including chicken mounts, and each wave is capped at 500 mobs. An arena can set its own active-mob limit.
There is an eight-second break between waves. Players still in the match are healed up to 20 health points (10 hearts, or their maximum if lower), have their hunger refilled and are extinguished. This does not repair equipment or replace consumables.
A wave has a ten-minute time limit. A timed-out wave, missing mob or spawning failure cancels the match without a payout.
Which mobs appear?
The first two waves are melee-only. New types join the random spawn pool at the waves below, alongside earlier mobs. An unlock makes a mob possible; it does not guarantee one in every wave.
- Wave 1
- Zombies and spiders.
- Wave 3
- Skeletons and husks.
- Wave 5
- Strays.
- Wave 6
- Cave spiders.
- Wave 8
- Blazes.
- Wave 10
- Wither skeletons.
- Wave 12
- Vindicators.
Mob health increases as you progress
Wave health scaling is 1× for waves 1–5, 1.2× for waves 6–10, 1.4× for waves 11–15, then another 0.2× every five waves. These increases add up; they do not compound.
Starting with more players adds a separate 15% health per extra player, up to 2.5×. A four-player team has a 1.45× team multiplier. This combines with the wave multiplier, each mob type’s health modifier and the arena’s difficulty.
For example, a standard zombie in an arena at normal difficulty has 29 health for four starting players in wave 1, and 34.8 health in wave 6. Leaving or being eliminated does not lower that starting-team multiplier.
The wave record belongs to the team
Completed waves are the waves the whole team fully cleared. A wave that started but was not cleared does not count as completed.
Your profile’s Highest team wave completed is the largest completed-wave total among your recorded matches. You can share that team record even if you were eliminated or left before the rest of the team finished.
Your match stats
Players who are eliminated, leave voluntarily or disconnect remain in the finished roster with their recorded contributions. The match report shows everyone in that roster.
- Credited kills
- Kills credited to you for registered arena mobs. The match total is the sum of the roster’s credited kills, not a count of every mob that died.
- Damage
- Recorded damage dealt to registered active arena mobs, measured in health points. Each hit is capped to the target’s remaining health, so overkill does not add extra recorded damage.
- Participation time
- Whole seconds from the start of the match to your first departure or the match finish. It excludes the lobby countdown and includes intermissions.
A recorded finish is not always a victory
A match ends when the team clears the final wave or no active players remain. The website marks a normal finish as Recorded; check its end reason to see what happened.
Cancelled matches have a separate label. Their kills and participation still count towards player statistics, but they do not pay rewards.
Which runs appear in the history?
Only matches that actually started are recorded. Leaving or cancelling a lobby before the match begins does not create a match record.
Results appear after the match has ended and the server has reported them. A reporting interruption can delay their arrival. An abruptly interrupted active match is not automatically turned into a completed match record.
Check your results and rewards
The leaderboard ranks players by credited kills, recorded matches, best team wave or confirmed earnings. Select your name to see your match and payout history.
Rewards use your share of the team’s credited kills. You need at least one completed team wave, one credited kill and 15 seconds of participation, with a ten-minute reward cooldown and payout caps. The rewards guide explains the calculation and when the cooldown starts.
