Lootborne PvP Explained: Async Duels, Ladders and Bosses
Lootborne PvP has no lobby and no queue. Duels interrupt your PvE runs, resolve while you are offline, and pay Bloodmarks. Here is how it all fits together.

Lootborne’s PvP does not have a lobby and does not have a queue. The official store page puts it plainly: challenges are asynchronous, and they can resolve even while you are not playing, with the results waiting when you come back.
In practice that means PvP finds you. You are running PvE stages, and the game matches another player’s build against yours. Gameplay footage from the opening sector shows exactly that, with the enemy name replaced by a player handle instead of a monster.
Duels happen inside your normal run
You do not switch modes to fight. A random encounter resolves as an ordinary fight, with both health bars on screen and both names visible. The official release trailer shows the same thing in a later sector, and then a result card reading VICTORY! PLAYER1 DEFEATED SABLEFOX.
The frequency is not documented by the developer. A hands-on write-up by Tpose Gaming recorded a random duel roughly every three to seven minutes while staying in the active area, and noted that returning to the camp reset that timer. Those figures are one player’s observation, not a published rate.
Treat PvP as part of the farming loop rather than a separate activity you schedule.
The ladder tracks more than wins
The official trailer shows a leaderboard panel titled PVP & PVE LEADERBOARD with these columns:
| Column | What it appears to show |
|---|---|
| Rank tier | A division name, shown as Diamond in the trailer |
| PUP | A score tied to overall progress |
| POWER | The same Power score from the character card |
| CPU | A per-turn timing figure in milliseconds |
| ATK / DEF / CRIT / PARRY | The character’s combat stats |
The developer has not published a definition for each column, so read them as they appear on screen rather than as official formulas. Two things are clear from the panel alone: the ladder measures PvE progress as well as duels, and it publishes a timing value, which is unusual and worth watching if you care about turn speed.
The official feature list also confirms separate global and friends leaderboards. Only the global one is visible in the trailer.
The four PvP bosses drop gear you cannot get elsewhere
The official store page states that players should “hunt four PvP bosses that drop gear you cannot get anywhere else”. That is the strongest reason to take PvP seriously if you are chasing completion.
The names, locations and drop tables of those four bosses have not been published. Any list claiming otherwise is either datamined or guessed.
Friend challenges are for testing, not for farming
The official feature list includes challenging Steam friends directly. This is the most useful PvP feature for improving a build, because you control both sides of the comparison.
Use it deliberately. Save a defensive preset and an offensive preset, then run them against the same friend in sequence. Two duels tell you more about which stats actually matter than an hour of random matchmaking does.
Farming currency is a different job. The testing write-up reported that friendly challenges did not pay the same Bloodmarks as random duels, so use friends to learn and random matchmaking to earn.
What a duel is worth, and what it costs
Bloodmarks are the reason PvP is worth doing at all, alongside ladder position. The same write-up recorded 13 Bloodmarks for a win and 6 for a loss, which means a losing streak still advances your perk fund.
Because your build is the only variable you control, PvP losses are diagnostic. If you keep losing to the same kind of opponent, the answer is usually elemental rather than numeric: your damage type is not landing on their resistance profile.
Reporting a cheater
Cheating is a live complaint in this game, and the developer has published a specific process rather than a vague promise.
- Report through the official Discord or by email to support.
- Anti-cheat is server-side and reviewed by a person, so no ban fires from a single flag.
- Sanctions are progressive and can stop at restricting leaderboards, trading or matchmaking. The developer states it never requests a VAC or game-level ban.
- Appeals are acknowledged within 72 hours and resolved within 14 days, with affected progress restored and compensated if the flag was wrong.
The full policy and what players are saying about it belong on the cheating and anti-cheat page.
Related reading
- Perks and Bloodmarks for what the currency buys.
- Builds and stats for parry, crit and why PvP favours different stats than PvE.
- Cheating and anti-cheat for the enforcement policy.
Sources and limits
The absence of a lobby and queue, offline resolution, the four PvP bosses and the friend challenge feature come from the official Steam store page. The leaderboard columns and the victory card come from the official release trailer. Duel frequency and Bloodmark amounts come from a hands-on write-up by Tpose Gaming and are credited as that author’s measurements.
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