Fantasy Brawls Logo



HP: | ATK: | DEF: | SPD:


HP: | ATK: | DEF: | SPD:

Waiting...

Battle Log


Quick Start

  1. Pick Fighters. Choose You (Fighter 1) and the Opponent (Fighter 2).
  2. Set Options. Choose a Difficulty and a Battlefield (terrain).
  3. Fight! Click an action (⚔️ Attack, ⬆️ AtkBuff, ⬆️ SpdBuff, 🛡️ Defend, or a status move like ☠️ Poison).
  4. Win the Battle. Reduce the opponent’s HP to 0 (accounting for any evolutions) to win.
  5. Rematch. After a win, hit 🔄 Rematch to reset with the same matchup.

Turn Flow

  1. Start-of-Turn Effects: Ongoing damage or one-time triggers (e.g., Poison, Burn DOT). Recover/Corrupt are immediate when used, not here.
  2. Player Action: Your selected action resolves right away.
  3. Evolution Check (Opponent): If the opponent hits 0 HP and can evolve, they morph now.
  4. AI Action: The opponent acts (unless frozen this turn).
  5. Evolution Check (You): If you hit 0 HP and can evolve, you morph now.
  6. KO & Winner: If a fighter with no evolution left reaches 0, the battle ends and a winner banner plays.
Freeze Note: Frozen opponents skip their turn (10% chance to thaw each time they’re frozen).

Actions & What They Do

⚔️ Attack ⬆️ AtkBuff ⬆️ SpdBuff 🛡️ Defend ☠️ Poison 🔥 Burn ❄️ Freeze 💖 Recover 💀 Corrupt
  • Attack (⚔️) — Deals damage based on ATK vs DEF, your style advantage, and terrain bonus.
  • AtkBuff (⬆️) — +15% ATK per use (max 3 stacks).
  • SpdBuff (⬆️) — +15% Speed per use (max 3 stacks). Helps you act before the opponent in various tie-breaks.
  • Defend (🛡️) — Halves incoming damage from the next enemy attack this turn. Resets right after they attack.
  • Poison (☠️) — Applies DOT to the target (a small % of Max HP each Player turn).
  • Burn (🔥) — DOT plus a one-time ATK reduction on the burned fighter.
  • Freeze (❄️) — Target loses its next action; 10% chance to thaw instantly on the frozen turn.
  • Recover (💖)Immediate heal of 30% of your Max HP (consumed on use; not a DOT).
  • Corrupt (💀)Immediate HP cut on the target equal to 50% of their Max HP and a small ATK debuff (one-time).

Status Effects (Details)

EffectWhat it doesWhen it applies
☠️ Poison Damage over time equal to a small % of Max HP. Start of Player turns while poisoned.
🔥 Burn Small DOT + one-time ATK reduction. DOT at turn start; ATK reduction happens the first burn tick only.
❄️ Freeze Skips the victim’s next action; 10% chance to thaw on the frozen turn. During that side’s action step.
💖 Recover Heals 30% Max HP, one-time. Immediately when used (no next-turn waiting).
💀 Corrupt Halves current HP based on target’s Max HP + small ATK debuff (one-time). Immediately when used (no next-turn waiting).

Note: Immediate effects (Recover/Corrupt) happen right away and do not repeat next turn.

Terrain & Attributes

Some terrains boost or nerf certain attributes for Fighter 1’s damage multiplier.

TerrainBoostsNerfs
🌋 VolcanoFire ×1.44Sea ×0.75 (Ice ×0.55 in some modes)
🌲 ForestEarth ×1.44Fire ×0.75
❄️ Frozen TundraIce ×1.44Fire ×0.55
🌊 Under WaterSea ×1.44Electric ×0.75
DefaultNo special effect.

Attributes are displayed as badges (e.g., 🔥 Fire, ❄️ Ice, 🌊 Sea, 🌪️ Wind, etc.).

Fight Style Advantage

Some fighters have styles that counter others:

  • Brawler > Speedster (×2 damage)
  • Speedster > Tactician (×2 damage)
  • Tactician > Brawler (×2 damage)

The inverse matchups reduce damage (×0.5).

Abilities & Ailments

Fighters may have an Ability that can:

  • Buff their own key stat (e.g., ATK/DEF/SPD/HP/Mind) by a flat amount.
  • Debuff the same stat on their opponent.
  • Optionally apply an affliction at the start (e.g., Burn, Freeze), depending on the ability.

Additionally, fighters may have innate capabilities (can_poison, can_burn, can_freeze, can_recover, can_corrupt) that enable the corresponding status buttons during the fight.

Evolutions (Morphs)

Some fighters have a one-time evolution when they hit 0 HP.

  • Thresh Drake / Thresh - Dracon ⟶ Thresh the Undead — When HP reaches 0, he resurrects as Thresh the Undead, clears negative effects, swaps art and stats, and returns with full Undead HP (per rules).
  • If the evolved form reaches 0 HP later, the battle ends normally.

When a morph triggers, the screen swaps the name, art, attribute, ability badge, and stats live — no extra input required.

Difficulty Modes

  • Normal: AI selects at random from legal moves (including status moves it can use).
  • Hard: AI uses simple heuristics:
    • Defends if it predicts your next hit will chunk hard.
    • Recovers under ~35% HP if available.
    • Uses Corrupt whenever it’s advantageous and available.
    • Freezes if behind on HP or you’re stacking buffs.
    • Buffs Speed/Attack if it’s slower or weaker and has stacks left.

UI, Bars & Icons

  • HP Bars: Green > 50%, Yellow 26–50%, Red ≤ 25%.
  • Status Icons: ☠️ Poison, 🔥 Burn, ❄️ Freeze, 💀 Corrupt.
  • Action Feedback: Attack lunge, glowing buff, shield pulse, etc.
  • Winner Banner: When the fight ends, a victory banner animates across the screen with the winner’s name and a rematch button.
Note: The HP bar briefly clamps to at least 1% while alive for readability. It drops to 0% on a true KO.

Tips & Strategy

  • Use terrain. Pick a battlefield that favors your fighter’s attribute.
  • Stack wisely. Three AtkBuffs or SpdBuffs can swing the match; Hard AI responds to this.
  • Time Recover. Use it before lethal range; the 30% heal is immediate.
  • Corrupt at the right moment. Halving Max-HP-based damage is massive — especially against tanks or just before an evolution trigger.
  • Freeze at clutch times. Stopping a lethal counterattack or buying a free turn can seal a round.

FAQ

Q: Why didn’t the battle end at 0 HP?
A: Some fighters (e.g., Thresh Drake) evolve at 0 HP. If the evolved form reaches 0 later, the battle ends.

Q: Why didn’t Recover/Corrupt show until next turn?
A: They resolve immediately on use. If you don’t see it, check the log and bar updates — it should reflect this turn.

Q: Why did my attack do less/more damage?
A: Damage varies with ATK/DEF rolls, style advantage, and terrain multipliers. Defend also halves the next incoming hit.