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)
Effect
What it does
When 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.
Terrain
Boosts
Nerfs
🌋 Volcano
Fire ×1.44
Sea ×0.75 (Ice ×0.55 in some modes)
🌲 Forest
Earth ×1.44
Fire ×0.75
❄️ Frozen Tundra
Ice ×1.44
Fire ×0.55
🌊 Under Water
Sea ×1.44
Electric ×0.75
Default
No 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.