Battle Mechanics
For a comprehensive guide on the abilities, artifacts, and status effects, please refer to our in-game wiki.
All battles are carried out automatically. We've chosen the auto battler genre because we recognize that the attention economy is scarce and players' time is limited. We aim to offer a game that lets players decide the duration of their play instead of being locked in for the next 15+ minutes.
Our matchmaking system will attempt to match you as closely as possible according to your rank while ensuring players queued for more than 15 seconds will find a game. Should you not find a player within your elo range, you will be placed against a Ghost Deck. A Ghost Deck is a deck that mirrors a winning deck of a real player within your range.

How to Win
The winner is decided by an automated battling algorithm that determines the winner based on a set of rules that consider the stats and abilities of both the Character Cards and Artifact Cards. The player who has his cards HP run to 0 loses. The player who still has cards with HP above 0 wins.

Turn based actions
There are a number of turns that happen in the entirety of the battle. Every character card will use an action/ability every turn. The team that moves first is decided by the sum of Power of each team. The team with the highest Power will go first. Units will go in order from Left to Right within their deck, alternating with their opponent.

Abilities
Abilities affect the order as well as the actions that occur in-game.

Calculations for PWR/DEF/Fatigue/Spells
Damage is calculated by PWR - DEF based on stats. For example, if a unit with 60 PWR hits a unit with 30 DEF, the damage will be 60 - 30 = 30.


Fatigue sets in from Turn 20 at 43 damage, and fatigue damage grows exponentially for every turn taken after.

Spells
Spell damage and negative effect damage is calculated using SpA (Special Attack) and are reduced by SpD (Special Defense).
All status effects have a base of 100% application rate. Negative effects application rates are reduced by current SpD (Resistance). Base chance to resist cannot go below 15% but goes up based on SpD. For example, a unit with 25 SpD will have a 25% chance to resist negative status application.
To combat increasing resistances, units will also have Accurancy based on 10% of their current SpA.
Example: A unit with 100 power tries to apply Burn to an enemy with 25 SpD. 100(BaseApp) - 25(SpD)+10(10%SpA)=85% chance to apply burn.
Burn - Take enemy unit's SpA as Fire damage. For each additional stack, take 10 more flat damage.
Poison - Unit will take between 10%-20% of current HP as Poison damage based on the difference between enemy SpA and your SpD.
Frost - Reduces PWR, DEF and CRIT by 20%.
Completion of Battle
At the end of every battle you can see the rewards you have gained as well as the statistics of the battle. You can also review the battle in the LOGS section of the game.

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