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

AttackerKineticElectricPsionic
Kineticevenweakstrong
Electricstrongevenweak
Psionicweakstrongeven

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:

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.