recursal/Fanatic-Fandom huggingface dataset:
Champs: Battlegrounds

**Champs: Battlegrounds**, is an all-new multi-player gaming experience, coming soon from Quark Games. It brings fast-paced real-time combat and strategic squad-based battles together on tablet and mobile devices.

* **Real-Time Combat** – Face your opponents in real-time combat, where fast-paced action makes waiting for turns a thing of the past.
* **Tactical Battlegrounds** – Engage in session-based gameplay that's fluid and intuitive as you manage your squad and spend your Champs' energy by choosing the right skills and abilities to lead you to victory.
* **Squad Strategy** – Build your squad from the ground up with a vast array of Champs to suit any play style or strategy.
* **Easy to Play, Hard to Master** – Intuitive gameplay that anyone can pick up and play, with the strategic depth to satisfy even the most hardcore gamers.
* **Always a Challenger** – Optimized matchmaking allows players to quickly join a battle against a random opponent at a similar skill-level, challenge friends, or undertake the extensive Campaign Mode.
* **Free-to-Battle** - Champs: Battlegrounds is a free-to-play experience – players can play the entire game absolutely free.
City Zoning Laws (Zoning out Enemies)

## Introduction

The main idea to this team composition is to hold back an enemy team and slowly lower their health bars. The strong, high-damage back line will whittle down opponents, while the front line knight. Mines from the engineer, plants made by the planter, and multiple oil and fire bottle from the alchemist will prevent the enemy front line from coming near you. The knight's large presence will fill up any gaps left between the plants and mines.

## Different Types

There are different ways of running this team composition which can change depending on what you need.

**The Original (as mentioned above)**

In this composition, the engineer and planter are the most important part. Their plants and mines will zone out the opponent and force them back from attacking the squishy back line. If a large group attempts to break through the "minefield", the alchemist can rain oil and fire bombs on them to chunk their health. The knight fills the gaps in the mine/plant field and forces them back. If necessary, he can be cleric shielded so he can become tankier.

**The Double Tinker Strategy**

One change in this composition is to replace the alchemist and the engineer with tinkers. This is more dangerous, but allows for a lot more control. If the enemy attempts to approach your back line, they will be met with mines, which will quickly take down their health. The archer and sorceress can then clean up the remainder of their health, picking up the kills.

## Important Strategies

I need to sleep now, but I will post pictures and strategies later.

File:City Zoning Laws (Zoning out Enemies) squad.jpg
Squire

Armed with short swords and shields, Squires run headfirst into the fray; their ability to push back an enemy helps them secure the invaluable high ground, and when they can’t quite reach their foes, they’re adept at finding suitable-sized rocks and launching them with deadly accuracy. Don’t let their lack of experience fool you--they’re deadly with their swords.

Key to any beginning army, your Squires are best on the front line, protecting your more fragile units from harm.

## Abilities

 **Range:** | 1

The Squire swings a short sword at an enemy at melee range.

 **Range:** | 2

The Squire is surprisingly resourceful and strong, throwing a rock found on the ground with enough force to do some damage.
* This is especially useful against ranged Champs when holding a defensive position.

 **Range:** | 1

The Squire throws his all into a shield push, and despite his small stature, manages to push the enemy back a bit.Pushes an enemy back one tile, dealing double damage and stunning for 2.7 seconds if it collides with another unit or wall.
* Pushes enemy back 1 tile.
* Stuns for 2.7 seconds and deals 2x damage if enemies' movement is obstructed.
Ghoul

This member of the Undead strikes fear into the hearts of men! Wielding daggers forged in the depths of the Underworld, he slices through targets with reckless abandon.

When wounded on the battleground, he sucks the life out of an ally for his own gain and becomes increasingly more powerful as his kill count rises.

## Abilities

 **Range:** | 1

Slashes at a target with dark-infused daggers.

 **Heal:** | 140

Ghouls have little camaraderie for their allies, and proves this by taking a chomp out of the nearest ally just to heal itself.

 **Range:** | 1

Slices and dices with such speed and power that the target's very soul is cut. If the Ghoul kills with this attack, the enemy's soul serves to strengthen it. On kill, +12 to all defense and +15% damage. Stacks to a maximum of 3.
* On kill, magic, tech, and physical defenses increase by 12.
* On kill, increases all damage by 15%.
* Max 3 stacks.
Shade

Hovering over the battleground, the Shade is a powerful fighter so dedicated to victory that it has frozen an icy blade over its hand. After already rising from the dead, the Shade shows no fear in battle, sacrificing its own health to deal a more powerful attack on its enemy or teleporting itself in-between enemies, this champ will do whatever it takes to win.

## Abilities

 **Range:** | 1

Slashes at a target with an icy blade.

 **Range:** | 1

The Shade is so eager to kill that it harms itself just for a more powerful attack.
* Sacrifices 25% of current health to do 2x health sacrificed + 50 in damage.
* Damage formula is as follows: (.25\*currentHP)+ 50 - Defenses = Damage Dealt.

 **Range:** | 3

True to its name, the Shade is able to become one with darkness, disappearing from the battlefield, only to instantly reappear somewhere else with a quick attack to surrounding enemies. Never trust the shadow.
* Does not damage enemies diagonal to Shade.
Battlegrounds

There are many different battlegrounds in the world of Tetra where Champs: Battlegrounds takes place.

Based on the battleground you fight on, your strategy may change. These maps have a varying degree of size, Energy Tiles and elevation. Some maps are only used for PvP while others are used in the tutorial and single-player campaign.

Each battleground is listed to help you become more familiar with its basic characteristics: elevation, Energy Tiles, starting formation, and more to help you get started.

 P4 | P5 | P6

## PvP Battlegrounds

These are the battlegrounds you fight someone on when selecting the PvP option for gameplay, and the map is randomly selected as you get matched with another player.

 Max Elevation | 2

 Max Elevation | 3

 Max Elevation | 3

## Training Grounds and Campaign Battlegrounds

These battlegrounds are used in single-player campaigns and training grounds.

 Max Elevation | 3

 Max Elevation | 2

 Max Elevation | 2

 Max Elevation | 2

Relics
Gunner

This furry Chibbet is packing some serious heat. Armed with a bazooka, the Gunner blasts multiple targets with a single shot. Boasting the longest range of any Champ on the battlegrounds as well as the most AOE damage, the Gunner hangs out on the back line, away from the enemy’s onslaught, while dealing devastating damage and blowing his targets into smithereens.

## Abilities

 **Range:** | 2

The Gunner takes careful aim, then launches a missile at an enemy.

 **Range:** | 4

Launches a cannonball that explodes on impact, damaging enemies all around the area.
* All affected targets hit for 100% damage.

 **Range:** | 3-4

Lobs a shell with a delayed, but area covering explosion.
* Minimum range of 3, maximum of 4.
* Unaffected by elevation.
* Damage pattern is in X shape.
* All affected targets hit for 100% damage.
* Projectile delays explosion regardless if it hits empty or filled square.
Race

In the world of Tetra, where Champs: Battlegrounds takes place, there are currently four known races: Humans, Chibbets, Sun Elves and Undead. Each race has their own societies, philosophies, territories, and unique Champs, each with their own mix of classes. You can compose your Squad of Champs from various races.

## Humans

Humans are considered to be a very curious race, exploring as much of Tetra as possible. Due to their inherent curiosity, they've acquired a wide range of skills: they're adept in magic, melee mastery, machinery and distance combat.

## Chibbets

Chibbets are small forest-dwellers that have a knack for harmonizing with nature. They value maintaining a peaceful home, and they'll go to any lengths to see this harmony unfettered. This is shown in their ability to position control the battleground through the use of vines and other forms of nature magic.

## Undead

The Undead are intelligent, reanimated former denizens of Tetra. Bound to a single cause, they seek domination over the still-living of Tetra. They waste no time on the battleground, spreading negative effects and high damage abilities to opposing Squads.
Brewer

The Brewer knows his way around a keg, so to speak. As the years went on, this Settler became more and more hooked on the spirits it so loved, eventually strapping kegs to its waist and carrying gallons of ale whenever the mood called for it...which was always.

In battle, this jolly Chibbet uses its precious ale to heal itself (but drinking with such gusto that it splashes onto enemies). But bother a Brewer too much and it can ignite the barrels of ale on its waist and charge right with enough force to light anything on fire in its path!

## Abilities

 **Range:** | 1

The Brewer readies itself and attacks with its giant belly.

 **Range:** | 0 (self); 1 (melee) for the oil splash

The Brewer begins drinking heartily, healing itself and splashing alcohol on adjacent enemies.
* Has the same effect the Alchemist's Oil Burst: causes Fire spells to the target to deal an additional 100 damage.

 **Range:** | 4

Barrels of ale ignited, the Brewer launches in a surprisingly straight line toward a target.
* Can ignite oiled targets.
Apprentice

Don't let her small stature fool you, she has a scorching temper that will incinerate her enemies! Wielding a magical staff, she can hurl a fire bolt at her enemies or heal her wounded allies.

Apprentices keep your tanks up longer, your squad safer, and your enemies on high alert! Just make sure you don't get her caught face-to-face with a melee champ.

## Abilities

 **Range:** | 2

Releases a magic blast that packs a bigger punch than the enemy expected.

 **Range:** | 2

The Apprentice has an affinity for curative magic, demonstrated by healing an ally's injuries, no matter how severe.

 **Range:** | 3

Unleashes a powerful ball of fire and launches it toward an enemy.
* Ignites oiled units.
Corruptor

A terrifying menace on the battleground, the Corruptor holds a lethal grip over all those that oppose him.

Wielding a massive black blade, he launches attacks at any Champ foolish enough to linger nearby. And when he senses that his squad is close to victory, he sacrifices his own health to brutally end the lives of his opponents.

## Abilities

 **Range:** | 1

The Corruptor chops at its target with a dark blade.

 **Duration:** | 3 Attacks

The Corrupter stabs itself with its own weapon, causing it to enter into a rage. Increases the damage of his next 3 attacks.
* Uses 20% of current health.
* Increases damage of next 3 attacks by 60%.

 **Range:** | 1

The Corrupter slices with such force that it threatens to cleave the opponent's very soul in two, gaining power if it kills the enemy.
* If this attack kills a unit, the Corrupter gains +15 to all defenses, +15% damage to all attacks, and heals 100 health.
* Max 3 stacks, for a total of +45 to all defenses and +45% damage.
Settler

Armed with some liquid courage, this Chibbet is not afraid to go toe-to-toe with even the most fearsome of champs.

Preferring to spend its time before battles imbibing on spirits, the Settler becomes oblivious to the pain brought on by his enemy’s attacks while harnessing his anger to attack with little regard of who or what it is in his way. The Settler’s main goal is to win the fight as quickly as possible, so he can go back to doing what he loves most: drinking.

## Abilities

 **Range:** | 1

Bean the enemy with the Settler’s gourd.

 **Duration:** | 10 ticks

The Settler can't resist a quick drink even in the midst of battle. Indulging increases its defenses and heals the Settler over time.
* Increases physical, magic, and tech damage by 15.

 **Range:** | 3 Line

Drunk with power and ale, the Settler charges ahead with reckless abandon, headbutting the first enemy he comes into contact with.
* Damage increases by 25% per square traveled.
ゲームの概念

ゲームにある主な概念のリストです。

体力
--

体力は他のゲームと同じようなものです。
敵や特定の行動によりダメージを受けます。
体力がゼロになると死にます。
死ぬと体力は全回復されアイテムを維持したままベッドからリスポーンされます。

蜂蜜やビール、特定のポーションまたは睡眠で体力は回復します。

詳細: モンスター.

## エネルギー

エネルギーがあれば、バトル・釣り・採集・採掘・建築・解剖・工作が可能になります。
エネルギーは飲食や睡眠により回復します。

道具を使用するときはエネルギーを消費しますが、道具の質を上げるとその量を減らすことができます。
初期のさびた道具からのアップグレードは極めて重要です。
徒歩、運搬(丸太・死体・石)、炉での精練(鉄・鋼)はエネルギーを消費しません。

もしプレイヤーが二日間寝なかった場合デバフ効果がかかり、エネルギーが減ります。

調理にもエネルギーを消費することに注意してください。
炉はエネルギーは必要ありませんが、それの燃料となるものの確保には多くのエネルギーが必要です。

正気
--

正気(SAN値)とはセーブファイル上で見つかるもので時折睡眠中に紫色の数字が出てきます。
これが正気ですがまだ実装されていません。
しかし特定の行動がプレイヤーの魂に何らかの影響を及ぼすことを意味します。

現在チェストの作成または削除で正気がリセットされゼロになります。

(!)Steam-Groupの管理者がこの正気とアイディアを放棄して将来使われることがないことを確認しました。

(https://steamcommunity.com/app/599140/discussions/1/1696048879939901459/#c1696048879940872487)

## 墓場と死体安置所と死体

重要な要素の一つですが、あまり死体関連のもの(死体安置所での死体の扱い方等)はゲーム内で説明されていません。

ロバの運び屋は死体を死体安置所へ届けます。
死体は解剖台でその質を確認できます。
その質は骸骨のマークで表され、赤はマイナス、白はプラスを表し、時間が経つと腐敗の進行度が緑で描写されプラスが減っていきます。
赤い骸骨は墓の質を減らします。白い骸骨は墓の装飾により増やすことができます。

墓の質は教会での説教による寄付金に影響します。

詳細 : 墓.

## テクノロジー

テクノロジーはゲームの進行に不可欠です。テクノロジーはストーリーの進行にも関わります。
3つのタイプのテクノロジーポイント、緑・赤・青を消費することでアンロックされます。
緑のテクノロジーポイントはオーガニック等の自然指向の行動(花の採集や木の伐採)で得られます。
これは自然指向のテクノロジー(例:農場)に使われます。
赤のテクノロジーポイントは重労働な行動(採掘・精練・工作)で得られます。
これは新しい道具のような工作関係のものの作成や建築等のテクノロジーのアンロックに使われます。
青のテクノロジーポイントは臓器や墓石だけでなく、錬金術にガラスの精練や粉末の抽出のような技術的なもの・スピリチュアルなものによって得られます。
それはより良い墓石、道具、パークのために使用されます。

詳細: テクノロジー.

## 錬金術

錬金術は様々なアイテムを研究し基本的な構成物質に分解します。
それらは染料またはポーションのようなものに合成されます。

よくある物質を別の化学薬品に分解するような様々な機械があります。
それらは錬金術のテーブルで合成しさらによくすることもできます。
役立つレシピも複数あります。

詳細: 錬金術.

世界
--

プレイヤーが暮らしている場所のことです。
メインの場所は家(リスポーンされるところ)、墓場/教会、村、採石場、地下(死体安置所、教会地下、地下室、ダンジョン入口等そのうち防空壕となるもの)、ダンジョン(クエストによりアンロック)、そして砦。
名前のある地点(画面に出るもの)にはインベントリがある傾向があります。
つまり、もしプレイヤーが作業場のチェストに木材を収納した場合、その木材をその庭内の薪割り場所、作業台、木工作業台でなら自由に使うことができます。
死体安置所、地下室でも同じことです。

詳細 :マップ

時間
--

このゲームには昼夜のサイクルがあります。
夜になるとモンスターが出現します。
ベッドでの睡眠のみがこのゲームのセーブ方法です。
曜日は教会の上の部分を月が通過したときに変わります。
特定の日に現れるＮＰＣは夜明けに自身の場所へ赴くため歩き始め、夕暮れになると持ち場を離れます。
アイテムが交換可能なＮＰＣは一晩で新しいストックを用意します。

一週間は６日で構成されてます。
特定の日にのみ現れるＮＰＣが存在します。
それはＮＰＣのタブで確認できます。
長い間待つことになるので、事前に準備しておきましょう。

詳細: 曜日,NPC.

教会
--

墓の質は説教による信仰や寄付金の上昇、その成功率に影響します。
燭台の蝋燭を燃やしたり、香炉の香を燃やしたりするとその日の教会の質が上昇します。
適切に維持され計画された墓地は寄付金の上昇に直結します。

詳細: 墓場の質

## ダンジョン

ダンジョンはゲームを進めると訪れることができます。
モンスターは時間に関係なく出現します。
樽から回復ポーションを見つけることもできますが、食べ物を持っていくようにしてください。
スペースキーを押すと剣を振ったり樽を壊したりできます。
どの階でも上へ行くと地上にテレポートされます。

詳細: ダンジョン.
Psstt..is that a CORRUPTOR

## Introduction

Hello friends! This guide is based on effectively stacking and protecting your Corrupter. Think of it as protecting your AD Carry in LoL.
Since the game is relatively new, players probably do not have as many BPs to spend. I have picked mostly tier 1 champs in light of this.
The squire is there mainly for the knock back/stun, feel free to replace them with a knight if you have the gold. Similarly, feel free to replace apprentice with Clerics.
Now, the Corrupter is essential to this team comp. So is at least one Cleric. We will discuss about that later.

## Strategies

### Dat Corruptor

First, let's compare the survival stats of a Ghoul and Corrupter.

HP 380 | DEFs 17 10 10

HP 425 | DEFs 25 20 20

As one can easily see, corruptor can survive through a lot more beating than the ghoul, which is essential to this guide. Although he no longer can gain HP at the cost of allies's HP, he now gains HP on every kill (which is pretty much what you will use your hyper carry corruptor for).

### Synergy: HEAL and MANIA

Always have a Heal ready before you use Mania. You do not want to leave your hyper carry Corruptor vulnerable. With three healers and some positioning, this should not be too difficult.

### Synergy: HOLY SHIELD and SOUL SLICE

Once you have gained one stack on your , cast  on him ASAP to protect and further build your stacks up.
Magister

A master of the battleground, the Magister punishes his enemies’ mistakes for their foolishness with a thwap from his scroll. Always the scholar, the Magister continues to study the battleground and becomes more powerful as the battle wages on. He is capable of decreasing the damage of his opponent’s attacks against him while increasing the effectiveness of his own assaults. He can also, study ways to in which to become more efficient on the battlefield and increase the frequency in which he can strike the opponent.

## Abilities

 **Range:** | 1

The Magister thwaps an enemy with his scroll in a disciplinary manner. So foolish!
* Once at max stacks, the Magister's basic attack has more damage output for the energy cost than Energy Fist.

 **Range:** | Self

He sees all and knows even more. The enemies around the Magister can't hit him as hard, but he can see their weak points easily.Cause adjacent enemies to deal -25% damage against Magister and receive +25% from him.
* Enemies affected deal 25% less damage to the Magister.
* Magister deals 25% more damage to affected enemies.

 **Range:** | 1

The Magister humors his more primitive side, punching an enemy with an energy-powered fist. This seemingly brutal attack allows the Magister's blood to boil, increasing his energy regeneration. Strike with a magical fist to damage foes and increase Magister's energy regen per strike.
* Energy regeneration increased by 50% per attack. Max 3 stacks.
* Hitting a non-unit (bush/turret/thrall) will give you the buff.
Constructor

A massive machine, or so claimed by anyone who sees it, the Constructor is a quadrupedal robot that deploys other machines made for combat. Reactivated by the Widget, this hulking behemoth roams the land with its prior programming, which was stopping any and all conflicts and maintaining peace.

To that end, the Constructor is equipped with a headmounted laser cannon to blast foes with. Its true strength, however, lies with the machines that are deployed on the battlefield. The Constructor's energy conduit is an engineering marvel, able to channel energy to nearby units, and can even handle the massive outpouring of energy that energy tiles emit. The Constructor also houses an automated turret that attacks enemies all around it while the Contructor moves on to other business.

## Abilities

 **Range:** | 2

The Constructor charges energy, then fires a laser beam from its head.

 **Range:** | 2

The Constructor deploys an Energy Conduit, a much smaller robot that is able to channel energy to nearby units. This robot can even channel an energy tile's output and emit it to nearby unit. Energy Conduit that increases energy regen on adjacent tiles by 25%, or 75% if placed on an energy vent.
* Increases Energy regen on adjacent tiles by 25%, or 75% if placed on energy tile.
* Affects Energy regen of both friendly and enemy units.
* 2 per battle - 1 on an energy tile and 1 on a normal tile

 **Range:** | 2

To keep enemies occupied, the Constructor deploys a small turret that immediately activates as soon as the light hits it. Once fired up, this tiny turret seeks out the Constructor's enemies and attempts to gun them down.Turret that periodically fires at enemies within 2 range of it.
* Attacks automatically once 3 energy is met.
* Turret's attack range: 2
* Only one turret per Constructor allowed at a time.
白い頭蓋骨が１２の死体作成

**12の白い頭蓋骨**の死体を用意するには、錬金術や死体保存テーブルと金の塊が必要になります。

13の白い頭蓋骨の死体を作成可能だが、現在の墓地装飾の質の最大値は12なので利点がありません。

## 4R/5Wの死体で始める

1. 灰汁注入を注入
2. 接着液注入を注入
3. 銀注入を注入
4. 金注入を注入
5. 脂肪を取り除く
6. 血液を取り除く

## 4R/6Wの死体で始める

1. 灰汁注入を注入
2. 銀注入を注入
3. 金注入を注入
4. 脂肪を取り除く
5. 血液を取り除く

## 3R/5Wの死体で始める

1. 頭蓋骨を取り除く
2. 灰汁注入を注入
3. 接着液注入を注入
4. 銀注入を注入
5. 金注入を注入
6. 脂肪を取り除く
7. 血液を取り除く

## 2R/5Wの死体で始める

1. 灰汁注入を注入
2. 接着液注入を注入
3. 闇注入を注入
4. 銀注入を注入
5. 金注入を注入
6. 脂肪を取り除く
7. 血液を取り除く

## 1R/5Wの死体で始める

1. 頭蓋骨を取り除く
2. 灰汁注入を注入
3. 接着液注入を注入
4. 闇注入を注入
5. 銀注入を注入
6. 金注入を注入
7. 脂肪を取り除く
8. 血液を取り除く
Burst

## Introduction

One of the most annoying things to deal with is a cleric that gets on an energy square and throwing heals on everyone you hit.
The basic concept of this build is to burst people and overwhelm the cleric trying to keep his allies alive.

## Roles each character plays

The main objective is to stack damage on a single target.

### Alchemist

The Alchemist's main job is to get as much damage down as possible. The four tick amplifies all fire damage and burns the target. This also works with Apprentice's 5 tick. Since alchemist's abilities are AOE he can do tons of damage.

### Striker

Once the target is low it's time to move in with the finisher.

Strikers are really good at finishing. Move him onto an energy square in the beginning and use his 4 tick. Once he has 5 energy again he can move and attack 3 times in a relatively short period of time since his 4 tick regenerates 2 energy after an attack and attacks only cost 2 energy.

The striker can also be used to stall the Cleric. Generally the cleric is placed on an energy square by pulling him off with his 5 tick and forcing him to move back onto the square wastes his energy. Although this isn't really efficient it can mean getting a kill or having the cleric heal a low unit and having the unit escape.

### Knight

The Knight's main role is to hold the mid square and knock units away. He is there to stall the advance of the enemy's front line. He can also be used to taunt the enemy units and forcing them to waste 3 energy. This is extremely effective against the cleric since they do almost no damage.

### Ghoul

The Ghoul's role is to try to stack up his 5 tick effect and to soak up damage. He is very tanky and exerts a lot of pressure because people dont want to stand next to him and risk giving him free stacks.

I will be replacing the Ghoul with a Reaper once it comes out. The reaper will be used to finish off targets once they get hit by the alchemist's combo.

### Apprentice

The Apprentice can either heal your units or be used for extra damage. She is a pretty straight forward unit.

Try to kill units before the enemy has a chance to move them or heal. Just use your skills consecutively so they have less time to react.

## Positioning

Generally you want to avoid as much aoe damage as possible. I saw that his squishier units were on the right side so i moved my units towards that direction. The 2 alchemists, apprentice, and striker were all in range to attack the bandit. My next course of action would have been to have the striker move in on the bandit and attack it once then use the apprentice to 5 tick the bandit then finish it off with the striker.

I would have also used my ghoul is pressure their back line. Generally units in the back line do a lot of damage but have really low defense. By placing a tanky unit near their squishy unit you force them to move or attack your tank. This means they have less energy to attack your weak targets with.

Try to use elevation to you advantage. Higher elevations means longer range.

Keep in mind Alchemists skills blow up and hit units regardless of elevation.
Tank

Tanks are a Class in Champs: Battlegrounds. They are known for their high Defense and large amount of Hit Points.

## Strategy

Tanks are best used on the frontline of a Battlefield, soaking damage to allow your more fragile Champs to do their jobs. Depending on their Class mix, Champs with the Tank classification will be able to soak up more damage than those without the Tank classification.

## Tank Champs

These Champs have at least an instance of the Tank Class within their classification.

 Knight | Human | 2
Float like a critter, sting like a bee!

## Introduction

This is a squad that has some tile control mixed with a lot of units that can deal some decent burst damage. You can alternate some of the champs to get some more ranged damage or a tankier frontline. There are three units that must be in your army at all times though. The planter, critter, and a skylancer.

## Strategies

Your main goal is to place your planter on an energy tile so be can lay his plants down and then spam his basic attack since it has good range and decent damage. Your next goal is to have your Skylancer and critter utilize the previously mentioned plants. The lancers pull ability can yank opposing units straight into a nearby plant. This is almost a guaranteed kills in most cases. You can just burst the caught unit down for a kill. The critter can utilize the plants for healing. His four tick allows him to jump into a nearby plant to protect himself. He can later pop out and attack units for considerable damage. Having the ability to heal your frontline unit is beneficial since you can utilize your clerics heal on another injured champ.

 Pulling enemies into your plants is a great way to hold melee units in place so you can keep them away from your casters and pulling a ranged unit into one of your plant will either kill or setup an easy kill on said unit.

Your magister is another form of damage for your army. When you land a few of his 5 ticks he will be a Gatling gun. He can start spamming his basic attack to lay down a constant stream of damage to any unit in his vicinity. I use him as a flanker so he can harass opposing casters or flankers. Since he is kind of tanky he can also sit on an energy tile to dish out some major damage.

 Getting your magister on an energy tile early on can help him get a few of his 5 ticks off. Once he has his energy regen buffed up he wont have the need for an energy tile and you can run him as a flanker to dash around the map picking stragglers off.

Lastly, you have your archer and cleric. Your archer is there to lay down some long range damage and more importantly to apply her mark ability to make it easier to burst champs down. Your cleric is obviously there to heal your units and she can apply a shield to the critter, lancer, magister, or herself. I would suggest applying it to one of the other units before herself as they will be in the midst of the battle and it would be more beneficial to them. But sometimes a shield cleric can be a pain in the you know what to deal with.

 Setting up a bush for your critter to leap in is extremely important to this comp. He may need a heal or he may just need to use the bush to transverse his way across the battlefield and setup his energy for a 5 tick on a unit nearby. Having a bush on hand for the critter can save you from using a cleric's heal on him and therefore, you can apply it to another unit, such as the archer that was just attacked by the sorceress.

[[File:{{}} squad.jpg|400px|center]]

## Contributors

173.191.35.72 02:08, 9 December 2013 (UTC)

JAG1323
Vagabond

Armed with wits and slingshots, Vagabonds fight from the back, and from the highest ground they can get. When they’re fighting on the run, they can fire a shot for low damage and then move again, quickly. But when they need to dish out damage, they can fire a desperate shot, sure to make their enemies think twice about getting in range.

When cornered, Vagabonds are lithe and can dodge all incoming attacks for nine seconds. This lets them hold the high ground against heavy hitters while reinforcements come.

Vagabonds can abandon their slingshots for guns, and become Bandits, or else take up a bow and arrow and become Archers. Either specialization is powerful in its own way.

## Abilities

 **Range:** | 3

Winds up and fires a pebble at an enemy.

 **Duration:** | 1.518 seconds

With her fast reflexes, the Vagabond dodges all attacks aimed at her for a time.Dodge all targeted attacks for 18 seconds.
* Does *not* work on AoE attacks.
* AoE attacks include:
	+ Alchemist: Oil Burst, Ubernade
	+ Axeman: Cleave
	+ Bandit: Penetrating Shot
	+ Lookout: Recon
	+ Sunsear: Chain Flame (chain effect, not initial hit)
	+ Wilder: Spy

 **Range:** | 3

The Vagabond pulls out a larger-than-usual pebble for this attack. A quick wind up and swing for the head puts an enemy in a world of hurt.
Cleric

Formerly an Apprentice, the Cleric made the decision to forego the art of fire magic and instead focus her abilities on rejuvenation and protection.

Wielding her Holy Staff, she can replenish an ally's health from near death or cast a shield of protection to hold the front line.

She is a lover not a fighter but her supportive abilities will keep your melee units alive and ensure your quest for victory!

## Abilities

 **Range:** | 2

Fires a burst of holy magic.

 **Range:** | 3

The Cleric fulfills her duty as healer and restores an ally's vitality.

 **Duration:** | Until Cleric or target dies.

The Cleric bends magic around a unit, increasing its defenses against any and all attacks. This is a tough spell to use, so she can only have one unit shielded at a time.Increase ally's defenses by 40. Expires on death of either Cleric or effected unit.
* Only 1 unit can have a shield at a time.
* Increases physical, magic, and tech defense by 40.
* Defense stats capped at 75.
News

7/8/2013 - Champs: Battlegrounds brings hardcore gaming to mobile
A competitive tactical mobile title to scratch that hardcore itch
7/8/2013 - Champs: Battlegrounds' Aims To Conquer The Mobile, F2P Market for Hardcore Gamers
7/8/2013 - Champs: Battlegrounds - Developer Demo
7/8/2013 - Champs: Battlegrounds Preview - Bringing Hardcore Tactical Gameplay to Tablets
7/8/2013 - Champs: Battlegrounds hands-on: Quark Games on 'mobile stigmas' and hardcore mobile design
7/8/2013 - Can This Brutal Mobile Game Attract Hardcore Players?
6/21/2013 - Evolution of the Squire
How to play guide for Resuffer: Down the Rabbit Hole

*This article is a stub. You can help Resuffer: Down the Rabbit Hole Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Resuffer: Down the Rabbit Hole***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

Resuffer is designed around precision both in its control and collision system. Your goal is to avoid obstacles by jumping, aerial turns, slow-motion, special abilities and keep going faster until you reach a certain speed that qualifies you to progress to the next labyrinth. The only universal rule down the Rabbit Hole: if you touch anything, you die immediately!

## Controls

**If you're playing with Joystick Controller:**

   Left analog stick and d-pad change the rabbit orientation to one of the four cardinal directions.

Pressing the A button makes the rabbit jump. Holding the left trigger activates The Rabbit Vision.

Holding the right trigger activates The Slow Motion Mode. The Y button is used to move objects.

**If you're playing with Mouse and Keyboard:**

WASD and arrows change the rabbit orientation to one of the four cardinal directions.

Pressing the space-bar or the right mouse click makes the rabbit jumps.

Holding the left shift activates The Rabbit Vision.

Holding the left mouse click activates The Slow Motion Mode.

The middle mouse button is used to move objects.

## Tips and tricks

You can change the size and the shape of The Rabbit Vision view in the control settings in the main menu.

You can change how to activate and deactivate The Rabbit Vision whether by toggle or hold from the control settings too.

## See also

* Release date
* System requirements
Engineer

The Engineer has improved upon the skills of the Tinker to aid his squad and control the battleground.

Having grown tired of swinging a wrench at his enemies, he constructed a flail to swing at all those who may cross his path. The Engineer has also become a master of energy manipulation. Acting as a power plant to his allies, he energizes Champs in need. At the same time, he has enhanced his mine-making abilities to continue to help rule the battleground.

## Abilities

 **Range:** | 1

The Engineer swings his flail at an opponent.

 **Range:** | 2

The Engineer somehow increases the power of a friendly unit's biological rhymths, increasing that unit's energy by 2.

 **Range:** | 2

Throws an improved mine on an unoccupied square. Explodes when stepped on or when adjacent energy equals 8.
* Can be triggered by energy held by your own squad or an opponent's.
* Splash damage is 50%.
* Range unaffected by elevation.
Radiant

The power of the sun flows through the Radiant. Capable of shooting beams of light from her hands, enemies are blinded by the blast.

Bringing an intense heat to the battleground, enemies tire as they see their energy evaporate before their eyes. And when she sees an opponent nearing death, she scorches her target, leaving a corpse that is beyond recognition.

## Abilities

 **Range:** | 2

Shoot a beam of light from both hands, scorching an opponent.

 **Range:** | 2

The Radiant calls upon the heat of the sun and increases an enemy's body temperature, causing them pain and battle fatigue.
* Saps 2 energy from the target.
* Energy is removed, not transferred.

 **Range:** | 3

The Radiant capitalizes on an enemy's fatigue, incinerating the tired foe. The more exhausted the unfortunate opponent is, the worse the Radiant hurts them.
* Damage varies depending on the Energy of the target at time of attack.
* Damage formula is as follows: 50+150x(missing energy %)
Resuffer: Down the Rabbit Hole

*This article is a stub. You can help Resuffer: Down the Rabbit Hole Wiki by expanding it.*

**Resuffer: Down the Rabbit Hole** is a top-down 3d platformer game developed by The Psychiartist.

## Game support

Resuffer: Down the Rabbit Hole Wiki is focused on creating the definitive guide to *Resuffer: Down the Rabbit Hole*. However, while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel.

The official game support channels can be found here:

* Resuffer contact page

## See also

* Release date
* How to play guide for Resuffer: Down the Rabbit Hole
* System requirements
Energy

**Energy** is a constantly regenerating resource tied to each Champ. A Champ’s current Energy determines what actions that Champ may undertake. The strategic use of Energy is essential to the gameplay of Champs.

Each Champ has a maximum of five Energy Ticks. A Champ’s current Energy is displayed as the blue bar beneath the health bar. Each blue bar represents a Tick of Energy.

## Energy Regeneration

Each Champ has a base Energy Regeneration Rate, which determines the speed that Champ regains Energy. This rate may be modified by certain Abilities and Map Squares.

## Energy Use

Currently, each Champ has four Abilities. The use of any Ability costs Energy. Generally, a Champ cannot perform an Ability unless they have sufficient Energy in reserve.

 5 | Ultimate Ability

## Energy Manipulation

Energy can be modified in various ways by certain Abilities and Map Squares. Generally, Energy is manipulated by adjusting the Regeneration Rate, the Champ’s current energy, or the effective cost associated with a particular action.
Champs

**Champs** are the primary unit that Commanders select for their Squads for use in the Battlegrounds. Each Champ has a unique stats and four Abilities that may be used to secure advantages in the Battlegrounds. Additionally, a Champ is a member of a Race and has a rank known as a Tier.

A Champ may be recruited by earning Battle Points or purchasing Quark Points. Additionally, Tier Two Champs may be upgraded from Tier One Champs.

## Champ Stats

 Technical Defense | The percentage incoming Technical Damage is reduced by.

## Champ Classes

Each Champ Class is used to describe that specific Champ's general function. A Champ may have more than one Class, depending on the nature of its kit.
Arbalest

The Arbalest is a Vagabond who had the unfortunate encounter with a sentient weapon. Retaining its evil nature, the giant crossbow entered the mind of a poor Vagabond and possessed her, ultimately making her its puppet. It now seeks carnage on the battlefield so it can have the energy vents all to itself!

The Arbalest is capable of enchanting a fellow combatant's attacks to pierce all of an opponent's defenses. If its allies can't do the job, the evil crossbow can order its puppet to fire a magical bolt that does massive damage to anything it hits, regardless of how many defenses are put up.

## Abilities

 **Range:** | 3

The crossbow orders its puppet to fire a bolt at an enemy.

 **Duration:** | Lasts for 3 attacks.

Enchant ally's next 3 attacks to pierce enemy defenses.
* Enemies with pierced defenses receive true damage from attacks.

 **Range:** | 3

A magical bolt is fired from the Arbalest, piercing enemy defenses.
* Enemies with pierced defenses receive true damage from attacks.
System requirements

*This article is a stub. You can help Resuffer: Down the Rabbit Hole Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Resuffer: Down the Rabbit Hole*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

No recommended requirements have been officially announced.

## Minimum requirements

Resuffer is initially only expected to be available for Windows PCs.

The current minimum requirements as stated in the official steam page:

* OS: Windows 7
* Processor: Intel Core i5
* Memory: 4 GB RAM
* Graphics: NVIDIA GTX 260
* DirectX: Version 11
* Storage: 2 GB available space
* Sound Card: DirectX Compatible Sound Device
* Additional Notes: Requirements will be lower in final build

## See also

* How to play guide for Resuffer: Down the Rabbit Hole
* Release date
Skylancer

Evolving from the Striker, the Skylancer has traded in his daggers for a spear and improved upon his already lethal abilities.

The Skylancer has extended his reach and can now attack up to 3 opponents in a single strike. After spending countless hours learning how to harness the suns energy, this Sun Elf accelerates his attacks on the battleground to wreak havoc on the enemy.

## Abilities

 **Range:** | 2 Line

Thrusts a spear into the heart of the enemy.
* Cannot attack target through other units.

 **Range:** | Self

The Skylancer suddenly remembers the other 2 spears on his back and prepares to use them.
* The next 2 attacks will grant 2 energy each.

 **Range:** | 3

The Skylancer throws a special spear, one that is tethered to himself. After piercing an enemy, he pulls them closer so he can stab them better.
* Cannot attack target through other units.
* Unaffected by elevation.
Shockmite

Life was simple before the energy vents. The Shockmite was a service bot, repairing and performing regular maintenance on its fellow machine brethren and anything else that needed fixing. After the energy vents' appearance, however, the Shockmite was forced to fight in order to keep things from breaking. According to this machine, fighting solves nothing and breaks everything, and it hates that! As much as a robot can hate, anyway.

The Shockmite's size helps it in combat, using its giant horn to attack. Thanks in part to the large energy conduit on its back, it can also absorb energy from the surrounding area and use it to keep working (or fighting) for long stretches of time. Finally, the Shockmite's knowledge of repair and maintenance allows it to overload an opponents' own energy reserves, damaging them in the process.

## Abilities

 **Range:** | 1

The Shockmite thrusts its horn at an opponent. Something that big always hurts when it hits, no matter how long it takes to wind up.

 **Duration:** | 27 seconds

Activates the Shockmite's energy conduit, absorbing energy whenever units around it uses energy.
* Gain 2 energy every time adjacent unit uses energy.
* Unit can be friend or foe.

 **Range:** | 1

Overloading an enemy's own energy is not an easy task, but the Shockmite manages to do just that. The more energy the enemy has, the more it'll hurt.
* Damage increases up to 100%.
* Max damage: 190 Tech (before defenses are calculated).
Resuffer: Down the Rabbit Hole Wiki/Section 2

About Resuffer: Down the Rabbit Hole

*Resuffer: Down the Rabbit Hole* is a 3D top-down platformer by The Psychiartist that draws influences from the unlikely combination of arcade classics like *Blockade* and *Pac-Man*, and the "die, learn, repeat" philosophy of the *Souls* series. The result is high-pressure gameplay, where you must navigate the Rabbit Hole at ever increasing speeds and use your controls and abilities precisely, because if you touch *anything*, you die.

Guides

How to play

System requirements

Release date

Game support

Content

Rabbit Hole

Speed

Abilities

Resuffer: Down the Rabbit Hole Links

Game website

Steam page

Facebook

Twitter

Instagram

Developer YouTube
AOE Damage is Magic

## Introduction

Hi! my name is Ryu and this is my kickass guide to champs with tons (and I mean tons!) of AOE damage!
First off I would like to thank Daillest for the pictures and help to this guide. Now then you may be wondering whats so good about this guide, well let me tell you why
for one not only can this guide be used for aoe damage but there is a certain combo that can be used with the axeman in this guide to do 214 physical damage with the next 3 basic attacks when used!
(note if you can't see the unit beside the axeman not the rev but the other one its a bard incase you were wondering the image just never showed up)

## Strategies

Well sone of the specific strategies you can use in this comp is first organizing spots where you can quickly burst down a bunch of people for an example
Having your Revenant teleport into the centre of people then just using frost nova works well
or moving your axeman into large crowds of people. You can also set up your bard to just anger and silence people from attacking your guys
You can use your gunner to shoot people at the back and hit multiple people while your cleric heals now for your sunsear he main job is to power up your axeman or just use her 5 tick on large crowds
now your probably wondering why power up the axeman, Well There is this one really powerful combo that can only be used with the axeman and sunsear that lasts for about 3 basic attacks. This combo does about 214 for the next 3 basic attacks you do with the axeman
first you power up the axeman with the sunsears 4 tick then use the axe mans 4 tick then the next 3 attacks you do should have an output of 214 physical/fire damage neat isn't it?

File:AOE Damage is Magic squad.jpg
Resuffer: Down the Rabbit Hole Wiki/Section 4

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Dark Hellebore

**Black Hellebore is a crafting item in Citadel: Forged With Fire.**

> See also: Black Hellebore
>
>

This item needs to be grown in a Farm Plot. The seeds are crafted by harvesting Corpse Flowers, deconstructing them into Corpse Flower Seeds, and then using your Work Bench craft them into Dark Hellebore Seeds.

```
2 Corpse Flower Seeds = 1 Black Hellebore Seed

```

The best place to find Corpse Flowers is in The Reach Region of the map.

Corpse Flowers can be found on the ground in the reach or by harvesting trees. If you have the extract spell equipped you can harvest trees and pick up the flowers at the same time, as long as you stay close to the tree.
Apprentice War Helm

**Apprentice War Helm** is an Armor found in loot chest in *Citadel: Forged with Fire*. **Apprentice War Helm** has variations in performance and required level. The player's Magic Find is not affected its performance and required level.

## Description

Increase Armour stat and a chance for increased Mana.

## Deconstruction

* 10  Hide (50%)
* 5  Rune Crystal (25%)
* 1  Iron Ingot (50%)

## Loot

* Solomon's Cave (Required levels: 3-7)
* Wilderbane Cave (Required levels: 5-9)
* Lagoon Cave (Required levels: 6-9)
* Veiled Cave (Required levels: 8-9)
* Maraig's Den (Required levels: 9)
* Middlewood Den (Required levels: 9)
Initiate

Adorned with war paint bestowed upon her from the gods, the Initiate has been training for battle her entire life. Hurling her boomerang high into the heavens, it comes crashing down enemies igniting them in flames.

When the Initiate is not on the attack, she takes energy away from her opponents, preventing them from attacking her allies.

## Abilities

 **Range:** | 2

The Initiate throws her boomerang toward an enemy. Despite the hit, it still manages to return to her.

 **Range:** | 2

Saps energy from the opponent using the magic granted to her by the gods.
* Removes 2 energy from target.

 **Range:** | 3

The Initiate ignites the boomerang and hurls it at her opponent with all her might.
Training Your Pet Chibbet

## Introduction

The Chibbet race is wonderfully cute and fluffy but prove tricky to use due to their low defenses and average health. This guide aims to show one of the more inventive ways to get use from your Wilder in conjunction with a Squire or two. All Tier Is are listed for beginner players but as usual, squires can be upgraded to knights, and so on. The back row is optional here, but the Apprentice and Vagabond add some more ranged attack while the Tinker can combine with the Wilder for further tile control.

N.B. Due to the lack of Tier I Champs, in my own reserves, a Knight, Sorceress, Alchemist, and Archer are featured in the comps.

## Strategies

Wilder and Squire

Wilders and Squires are made to work hand in hand. The heart of this strategy relies on the Squire's capability to Knockback opposing Champs into a Wilder's hungry Weeds.

## Setup

This example uses Level 13's comp which is pretty typical in everyday play; specifically, players often load their front lines with tanks like Squires and Knights. However, this strategy should work well with any comp.

The first crucial step of this strategy is to get your Wilder out fast onto a central energy tile quickly as seen below. The extra energy should help the Wilder plant down the Weeds quickly.

Because support characters generally have limited movement, the Wilder can plant down  before the back lines can catch up to the front Champs. This will effectively divide your opponent's team.

Chances are, your Wilder will be being bashed around by a front line tank at this point. If your Wilder survives the onslaught, move it out of the way and allow a Squire to take its place. (If your fluffy Wilder dies, move the Squire into position anyways)

Your enemies are now forced to give up their place on the center of the map. Otherwise, if they don't move out of the way fast enough, the Squire can use  to push Champs into the hungry Weeds. A Tinker on support further adds tile control (and if you want, a mine on weeds can do extra damage).

## Notes

The Wilder's 4 tick ability debuffs enemy allowing for extra damage to be dealt. If a Wilder is able to get to the center of the map, it can effectively debuff all the enemies around to take added damage.
Apprentice Cloth Hat

**Apprentice Cloth Hat** is an Armor found in loot chest in *Citadel: Forged with Fire*. **Apprentice Cloth Hat** has variations in performance and required level. The player's Magic Find is not affected its performance and required level.

## Description

Increase Armour stat and a chance for increased Mana.

## Loot

* Solomon's Cave (Required levels: 3-7)
* Wilderbane Cave (Required levels: 5-9)
* Lagoon Cave (Required levels: 6-9)
* Veiled Cave (Required levels: 8-9)
* Maraig's Den (Required levels: 9)
* Middlewood Den (Required levels: 9)
Hare

Hare

## Description

**Hare** is a creature that can be found in all regions of Ignus. The movement speed is fast and it is easy to lose sight of it. The tamed individuals tend to get stuck on the ground. There is no use other than ornamental.

## Drops

* Raw Hare Meat
* Fur Pelt
* Milk

## Level Based Stats

note: XP means the experience required to move up to the next level.