Goal
Draft a 6-character squad and knock out all 6 of your opponent's characters before they knock out yours.
Quick Start
- Search and pick 6 characters per side (or click Random Teams).
- Every character costs CP from one shared 100 CP pool - whatever's left over becomes your Battle CP.
- Click Start Battle.
- Each exchange, pick one of your available characters and one action for them.
- Both sides choose at the same time, then click Resolve Exchange.
- Keep going until one team's characters are all knocked out.
Battle CP: one shared resource
Squad cost and battle resources come from the same 100 CP pool - there's no separate budget for each. Draft stronger, pricier characters and you'll have less CP left for specials, assists, and other tactics during the fight. Draft cheaper and you'll have more CP to spend, but weaker raw stats. Neither approach is automatically correct - it's a real tradeoff you make at draft time.
Actions
StrikeFree. Normal damage, based on Power. Reliable and simple.
BlitzFree. Fast pressure based on Speed - can hit first and punish a slow special.
GuardFree. Defense based on Durability. Reduces Strike, Blitz, and Standard special damage.
ReadFree. Defense based on IQ. Can reduce or avoid Strike, Blitz, and Standard specials, and burns the opponent's turn.
Special AttackCosts 12-16 CP depending on tier. Only available to characters with one assigned - a signature move stronger than a normal Strike.
Special DefenseCosts 12-16 CP depending on tier. Only available to characters with one assigned - things like barriers, regeneration, or passive defense.
Keeping characters in rotation
- You can't reuse a character until every other available character on your team has acted once - no spamming your best pick every round.
- A character also can't repeat either of their last two actions, so relying on the same move over and over isn't an option.
- Need someone back early anyway? Early Reuse (10 CP) lets a character act again before their rotation resets.
Assists
Combo Assist4 CP. An inactive teammate helps your active character's offense land harder.
Defensive Assist4 CP. An inactive teammate helps reduce the incoming damage this exchange.
Heal Assist6 CP. Needs a Healer/Doctor character. Restores HP to your active character after damage - it can't prevent a knockout.
The assisting character must be alive and not yet used this rotation - using them as an assist spends their turn just like acting normally would.
Focus Boost
6 CP. Gives your chosen action a small boost for that one exchange. Useful for tipping a close matchup, but it won't turn a bad matchup into a good one.
Winning
The first player to knock out all 6 of the opponent's characters wins the battle.