Game Mechanics

## Gameplay

#### Battery

Batteries are a resource that can be spent to either Flourish (enhance your own moves) or Parry (defend against your opponent's moves). The amount of batteries a team has available is dependent on the Captain for that team.

Each battery takes five charges () to fill. One charge is obtained by hitting the opponent with an attack or when your fighter forfeits to an attack. The team that does not start with the tiebreaker token starts the match with one charge. There are also moves, traits, necklaces, and Captain Plans that can grant additional charge.

#### Flourish

Flourish powers up a move by giving it additional effects, at the cost of one battery. Moves have different Flourish effects that can be viewed by holding Shift when hovering over the move.

#### Critical Hit

Some attacks can Critical Hit as their Flourish effect. Critical Hits deal 150% of a move's normal damage. It will ignore the attacker's offensive stat debuffs and the defender's defensive stat buffs. Critical Hits also ignore Parries from the defender.

#### Parry

Using a Parry will protect a fighter from their opponent's moves, at the cost of one battery. This will not negate effects from the opponent's moves that do not affect the Parry user. Successfully Parrying a move will permanently destroy the battery used. If a Parry is attempted but does not block a move from the opponent, the battery is spent but not destroyed.

Critical Hits, and the move Bypass Claw, will ignore Parry. Additionally, Parry will only protect from one attack per turn. If a fighter is hit twice in a turn (from either Ambidextrous or Refractions), a Parry will only activate for the first of those hits.

#### Feelings

Feelings are conditions applied by certain moves, traits, necklaces, and Captain Plans that affect a fighter during a match. There is no limit on how many different types of Feelings a fighter can have at once. Feelings will be applied at different levels, which can affect either the severity or duration of a feeling. Each feeling has a different condition in which the level might increase or decrease.

#### Stat Changes

During battle, stats can be raised and lowered by certain moves, traits, necklaces, and Captain Plans. Stat changes are persistent through the match until changed by another effect. Each stat can be buffed or debuffed eight stages, up to 300% of the original stat or down to 33% of it.

If a stat is at a positive stage, the formula is:

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{\displaystyle \frac{4 +(positive\ stage\ number)}{4}}

If a stat is at a negative stage, the formula is:

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{\displaystyle \frac{4}{4+\mid negative\ stage\ number\ \mid}}

For quick reference:

#### Damage Formula

The Damage Formula is a combination of a move's power, an attacker's offensive stats, and the target's defensive stats. Other factors, such as traits and necklaces, are multiplicatively applied to the damage number. The final number is rounded down to the previous integer.

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{\displaystyle \left \lfloor \frac{damage\ stat \times move\ power \times stat\ modifier \times additional\ modifiers}{5 \times defense\ stat} \right \rfloor = damage}

#### In-Game Stat Reveals

At the start of the match, the opponent's team stats are assumed to be their base stats without any Focus. The stat is revealed once it is used. Initiative is revealed when both players both use a move in the same priority bracket. Attack and Defense stats are revealed when an attack of that type deals damage.

In the user interface, unrevealed stats are gray, revealed stats with no Focus are white, and revealed stats with Focus are blue.

#### Damage Estimator

The in-game damage estimates are based off of relevant stats, and only calculates based on stats as known to the player. Once a stat is revealed, the damage estimate is more accurate.

#### Tiebreaker Token

At the start of the game, the Tiebreaker Token is randomly assigned to one team while the other team is given one charge.

When both fighters have the same Initiative and use a move in the same priority bracket, the team with the Tiebreaker Token will go first. After the Token is used, it is swapped to the other team.

#### Priority

Every move is part of a Priority Bracket, with most moves being part of the Priority 0 bracket. Moves with higher Priority will always go before moves with lower Priority. When moves are in the same Priority Bracket, the fighter with higher Initiative moves first.

## Team Builder

#### Captains

Teams are organized left-to-right. The furthest left fighter is designated as the team's Captain. Captains start the game with an additional 10  (though they can still only heal back up to 100 ) and apply their unique Captain Plan. Captain Plans provide a team-wide effect as long as the Captain has not forfeited. Additionally, the amount of batteries a team has is decided by who the Captain is.

#### Stats

Each fighter has seven stats: Initiative (), Physical () Attack and Defense, Digital () Attack and Defense, and Emotional () Attack and Defense.

Initiative is used to determine which fighter moves first on a turn. The fighter with the higher Initiative will move first. If the Initiative is tied, the fighter with the Tiebreaker Token will move first.

Attack and Defense stats determine how much damage an attack of that type will do.

#### Focus

Stats can be increased using Focus. Each fighter has 30 Focus to invest and an individual stat can have up to 20 Focus. One Focus additively increases a stat by 2% and all calculations are rounded up to the next integer.

#### Traits

Each fighter has two Traits to choose from. Traits provide a unique effect to the fighter that augment and enhance their playstyle.

#### Necklaces

Fighters can equip a Necklace to gain extra effects. There are four types of necklaces:

* Pendants apply a constant passive effect to the equipped fighter
* Lockets have a specific trigger in which they activate, and when they do, they break
* Pearls are like Lockets, but require a certain health threshold to activate
* Chokers provide a strong passive benefit at the cost of restricting the equipped fighter's moves

#### Moves

Fighters can select three Moves to use in matches out of their available moves. Each fighter has two Styles and the fighter's styles determine the Moves they can select from.

Moves are split into Attacks and Tricks. Attacks are moves that do direct damage, and occasionally have additional effects. Attacks are broken into three types: Physical (), Digital (), or Emotional (). These types decide which stats are used to calculate the damage dealt by the Attack. Tricks () are moves that do not do direct damage but have other effects.

Each Move has a set amount of uses that determine how many times it can be used in a match. When a fighter is unable to choose any of their Moves, either by running out of uses or from other effects, they will be forced to used the move Tackle. When Tackle runs out of uses, a fighter automatically forfeits.

#### Confidence

Fighters will initially be Confident with only some of their moves and traits. Fighters can freely equip options they are Confident in, but can only equip one option they are not Confident in at a time. Fighters gain Confidence points for an option when finishing matches with that option. The longer a match goes, the more Confidence will be gained.

The amount of Confidence points needed to become Confident depends on the option and fighter.

## Move Specifics

#### Decoy

A Decoy protects a fighter from Tricks and Attacks. Any Trick that normally affects an opposing fighter will fail against a fighter behind a Decoy. A Decoy will also protect a fighter from any one Attack, after which the Decoy will break.

#### Field Effects

Field Effects are conditions that can affect either or both sides of the arena in a battle. Some moves, such as Tidy or Disruption Wave, have effects that can remove Field Effects.

* Mess is a Field Effect that inverts a team's Initiative, multiplying the stat by -1. If both fighters have negative Initiative, the value closest to 0 is considered the faster of the two. Mess automatically decreases by one every turn.
* Popups are a Field Effect that can be stacked up to three times. When a fighter switches in while Popups are on their side of the field, they lose 10  for each stack.
* Refract is a Field Effect that makes moves happen twice. This does not deplete an extra use. Refract decreases by one for every turn a move is used.

## Ranks

\*Increase win bar by an additional

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{\displaystyle 3\*FLOOR(winstreak/2)}