COMBAT
How combat resolves
Combat is resolved by the server, in full, the moment it happens. The replay you watch is a recording of a fight that has already finished.
The counter triangle
| Attacker | Kinetic | Electric | Psionic |
|---|---|---|---|
| Kinetic | even | weak | strong |
| Electric | strong | even | weak |
| Psionic | weak | strong | even |
A strong matchup takes 30% less damage from the weak side. It does not raise attack or lower defence, it reduces damage taken, which is why bringing the right element matters more when you are outnumbered than when you are already ahead.
Damage
Damage scales with the square of a slot's attack and linearly with how many units are still alive in it, divided by the target's per-unit defence. Two things follow from that:
- Attrition snowballs. A slot that has lost half its units hits for half as much. Winning the first exchange compounds.
- Stacking one slot beats spreading thin. Attack is squared. Numbers are not.
Turn order
Each side is served by its next living slot, front row first, alternating, starting with the defender. Dead and empty slots are skipped without passing the turn, so every living slot acts exactly once per round.
First strike belongs to the side, not to a position. Your first living unit swings first wherever you placed it.
Ending
A fight ends when one side is wiped, or when base HP reaches zero. That is checked after every attack and ends the battle immediately.