As for taking an advantage and leaving, that was not impossible.
The problem was that if they were interrupted midway, they would have to quickly fight their way back.
If they fell into that whirlpool, it would be difficult for them to truly break free.
Moreover, if they did not get enough rest, they would have a very hard time facing the other teams afterward.
Simply put, the advantage of becoming the arena champion was gaining the initiative.
Furthermore, if they were strong enough, they could also use it to conserve their strength.
However, once they truly became targets for other teams, getting any rest would become difficult.
First of all, arena champions had no right to refuse a challenge.
In other words, as long as a team challenged the arena champion, they had to accept.
Even if they were seriously injured and unconscious, they would still be carried onto the stage and forced to compete.
Although points were important in the third round, Soul Power and physical stamina ranked second.
Rather than coveting the chance to seize the initiative, Iron Pagoda and the others stepped down from the arena and chose to keep control in their own hands.
With the right to decide whether to challenge in their hands, they could adjust their condition at any time and maintain their peak state.
As long as they timed things right and secured ownership of an arena, they would enjoy the same advantages as the arena champion.
If everything went smoothly, they would surely claim the top spot on the leaderboard with those two advantages combined.
Of course, the word used earlier was "they," not "he."
The All-Continent Soul Master Elite Tournament was held once every five years and had never been interrupted.
This format had been introduced thousands of years