STFUREQUIEM
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Combat

Combat system

Turn order

Teams take turns; the faster team goes first (checked after synergies and ambushes, so slowing a fast team can steal the first move). The team that moves second opens in a counter stance: every special starts one turn closer, +5% armor and +5% damage for its first 2 turns, and +1 critical for every point of speed it gave up (up to +15) for the whole fight. Speed wins the tempo, not the fight. On your turn every stand attacks once, in team order, and you choose each target. Taunt stands must be hit first. A stand whose special is charged fires it right after its attack, and single-target specials strike the enemy you just picked, so aim your specials. Terrain is re-checked at the start of every turn.

Stats

  • HealthAt 0 the stand is out. Nothing heals past max health.
  • DamageBase power of attacks and most specials. Health and damage grow at the same rate with levels, so fights take about as long at level 1 as at level 100.
  • SpeedDodging and terrain control. A faster defender dodges with a chance of 1% per 2 points of speed gap, capped at 20% (50% for Made in Heaven, which accelerates time). On a Gravity field only its natives can dodge.
  • ArmorDamage taken is multiplied by 200 ÷ (100 + armor): 100 armor is neutral, 0 takes double, and the cap of 250 takes 57%.
  • CriticalPercent chance to crit. A crit deals ×1.4. Past 100%, the extra counts 50% toward a second crit: 150% always crits and lands a double crit 25% of the time, 300% always doubles, and more can land a triple. Each extra crit adds only 25% of the bonus before it: ×1.4, ×1.5, ×1.525. Damage numbers show it: white hit, yellow crit, red double, rainbow triple and beyond.
  • TauntTank stands draw basic attacks and get +10 armor.

Specials

Every stand has a unique special. Its meter fills by 1 at the end of each of its own turns and fires when it reaches the stand's charge time, shown on its stand page: a charge of 2 fires every other turn. Buffs and debuffs are a share of the stat and last a set number of the affected stand's turns. Permanent growth from specials stops at +100% of the starting stat. Some specials change with terrain or synergies.

Type matchups

A stand's type is the stat its special scales with, shown on its stand page. Each type beats the next one on the wheel: ⚔️ Damage beats ❤️ Health, ❤️ Health beats 💨 Speed, 💨 Speed beats 🛡️ Armor, 🛡️ Armor beats ⚔️ Damage. 🍀 Luck is neutral: no edge, no weakness.

Type wheel: Damage beats Health, Health beats Speed, Speed beats Armor, Armor beats Damage. Luck is neutral. ⚔️Damage ❤️Health 💨Speed 🛡️Armor 🍀Luck
Each arrow points from a type to the type it beats: +50% damage in PvE, +15% in duels, and the same cut the other way. Luck, in the middle, has no edge and no weakness.

A stand deals +50% damage (basic attacks and specials) to a type it beats, and −50% to the type that beats it, in every PvE mode. In ranked and friendly duels the edge is ±15%. Before a PvE fight, the stage shows each enemy's type and which type to bring.

Big hits and healing

No one-shots: the part of a single hit past 2 500 damage counts only 50%, so stacked crits, buffs and multipliers still hit hard but can't delete a team in one blow.

Heal fatigue: every big heal on a stand (at least 5% of its max health) makes its next big heal 10% weaker, down to 50%. Small heals and regeneration ticks don't count. No stand can heal through a whole fight.

Poison also eats 3.5% of the target's max health on every tick, so it wears down tanks too.

Sudden death

From round 10, every stand loses 5% of its max health at the end of its turn, 5% more each round, and heals only 50% as much. If both teams still stand after round 18, the team with the larger share of its health left wins.

Duels (ranked and friendly) run at a faster pace, about 1 to 2 minutes: every stand deals 30% more damage, sudden death starts at round 5 and grows by 10% a round, and the duel is called after round 10 or 5 minutes, whichever comes first.

Status effects

  • StunSkips its next turn. A stand that just sat out a stun shrugs off stuns on its following turn.
  • PoisonLoses health at the end of each of its turns, plus a small share of its max health on every tick, so it bites tanks too. The lower its health, the harder it ticks: up to 80% more near death. Stronger in Nature.
  • WeakenDamage is lowered while it lasts.
  • RegenerationHeals at the end of each of its turns, up to max health.
  • SlowSpeed is lowered while it lasts.
  • Damage upDamage is raised while it lasts.
  • Speed upSpeed is raised while it lasts.
  • BurnLoses health at the end of each of its turns, and its armor is sundered by a quarter while it burns, so every hit lands harder. Stronger in the Desert, put out by the Ocean.
  • BleedLoses health at the end of each of its turns.
  • Armor upArmor is raised while it lasts.
  • Armor breakArmor is lowered while it lasts.
  • Critical upCritical chance is raised (or lowered) while it lasts.
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