Guide:Map Features

* The player's heart is always **blue** whereas the opponent's heart is always **red**.
* The Hearts have their own HP and they vary depending on the map's size and match ELO.

### **Vault**

* **Vaults** are portals that players can use to spawn Phobies that they already own.
* Each map contains at least **one (1) vault per player**, corresponding with the players' team colors.

### **Panic Points**

* Panic Points can be captured by either player.
* Opposing captured panic points **cancel each other out**. Your heart will not suffer damage if both teams have equally captured the same amount of panic points.
* When a player captures more Panic Points than their opponent, their opponent's **Heart** suffers 200 damage per **extra panic point** at the end of every turn.

* Control Points have 3 different states to reflect who is in control of them
	+ **Neutral (Uncaptured)**
	+ **Captured by You (Blue)**
	+ **Captured by Opponent (Red)**
* Players capture neutral or unoccupied panic points by leaving one of their Phobies standing on it until the end of a turn. If a Phobie dies at the end of the turn (e.g. poison, disease, or trap), the panic point won't be captured.
* Once captured, panic points remain captured **until their opponent captures them back**. Players do not have to keep their Phobies on the captured panic points to keep them activated or captured

### **Obstacles**

* Obstacles exist on maps naturally. They have different appearances in different map themes, but their attributes are always the same.
* Obstacles can be removed by the **Terrorform Ability** or any similar ability. Once the obstacle is removed, the common map tile beneath is revealed.
* The **Terrorform** ability or any similar ability can also create obstacles on *open common map tiles*. Ability-spawned or created obstacles have HP and can be destroyed by **physical damage**.
* Flying units *cannot* target ability-spawned or created obstacles with their physical attacks.

## Non-Universal

### **Healing Spa**

* Healing spas can restore up to **200 HP** to Phobies standing on it at the end of each turn. It also cures poison **but *not* disease**.
* **Undead** units won't be healed nor cured by standing on it.

### **Stim Pad**

* Stim Pads grant Phobies standing on it **300 additional ATK Damage** on each attack if the tile is not **deactivated by Mud**.
* The buff only applies to **physical damage** of regular attacks and abilities.

### **The Abyss**

* **The Abyss** are holes on the map.
* Flying units can fly over them or stay on them.
* Non-flying units who get **pushed** or **pulled** into a pit will die instantly.
* Units with **Resurrect** as a passive ability who get **pushed** or **pulled** into a pit will die instantly and cannot resurrect.
* If a Dimensional unit dies due to the Abyss, the last act ability or counterattack of **dimensionals** won't trigger, as the abyss is considered to have killed the Phobie.

### **Lava**

* Lava deals **200 DMG** to any Phobie standing on it at the end of each turn.
* Units with **Resurrect** as a passive ability **will be killed permanently** if they lose all their HP while standing on Lava.
* Ice on frozen units will be melted down for **one (1) stage** when staying on Lava at the end of turns.

## Temporary

### **Fire**

* **Fire** deals **200 DMG** to any Phobie standing on it at the end of each turn.
* It cannot be applied to tiles containing **obstacles, hearts, or vaults**.
* Fire fades after a certain number of turns.
* It cannot be placed on tiles containing **Mud**.
* Unlike **Lava**, units with **Resurrect** as a passive ability **will NOT be killed permanently** if they lose all their HP while standing on Fire. They will still resurrect.

### **Mud**

* It disables all other terrain effects.
* It cannot be applied to tiles containing **obstacles, hearts, or vaults**.
* Mud nullifies the following terrain elements:
	+ Healing Spas;
	+ Traps;
	+ Panic Points (cannot be captured nor will it count as captured if nullified);
	+ Stim Pads; and
	+ Lava

### **Traps**

Traps will hurt enemy Phobies if they stand on the hex tile containing the trap at the end of turns.

* Traps can be planted on hex tiles that are not occupied by **obstacles, hearts, friendly traps, or the planter** themselves.
* Once planted, the trap will be in **preparation state** at the end of the turn that it was planted.
	+ Any enemy unit standing on the trap at the end of the turn wherein the trap is in ***preparation state*** will NOT trigger the trap.
	+ The trap in preparation state will be removed if a friendly **Terrorformer (e.g. Grave Digger, Mount Crushmore)** creates an obstacle on the same tile.
* Traps in **preparation state** will be fully deployed at the **beginning of the next opponent's turn**. Any enemy unit standing on the trap will be damaged.
* Traps in either **preparation state** or **deployed state** won't be seen by the opponent, unless they have a **Trap Detecting Phobie** (e.g. **Doom Doom)** within detectable range.
* Fully **deployed traps** will be triggered and release the damage and/or other effects attached to the trap at the end of the turn, if:
	+ an enemy unit trap is planted at the same location;
	+ an obstacle was created on top of it; or
	+ an enemy trap was planted on the same location - the enemy trap will be destroyed as well.
* Fully **deployed traps** will *not* be triggered under any circumstances if the tile was covered or nullified by **Mud**.
	+ This includes the traps that have been planted while the tile has been nullified by **Mud**.
* Units who have the passive ability of **absorbing traps** will remove the traps in either state when staying on them at the end of turns **without triggering the traps**.