> For the complete documentation index, see [llms.txt](https://whitepaper.bountykinds.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.bountykinds.com/play-games/battle-system.md).

# Battle System

Battles in BOUNTYKINDS are turn-based, full-auto fights that players cannot intervene in once they begin.

### Overview

Battles are 3v3 turn-based full-auto fights. Players cannot intervene once a battle begins. The result is determined by three settings made in advance:

* Formation — the three Characters brought into battle and which one is the Leader
* Placement — the position of each Character across the front and back rows
* Tactics — the AI behaviour and Skill priority assigned to each Character

Skill cooldowns (CT), Skill range, and Tactics settings form the core of strategy. Battles support 2x and 3x speed and a skip function.

### Formation and Placement

The formation is a 3x2 grid of three front row squares and three back row squares. One Character must be set as the Leader. Up to two additional Characters can be added, for a maximum of three.

|               | Left       | Center       | Right       |
| ------------- | ---------- | ------------ | ----------- |
| **Front Row** | Front Left | Front Center | Front Right |
| **Back Row**  | Back Left  | Back Center  | Back Right  |

**Row Bonuses and Targeting Rules**

| Row               | Bonus       | Targeting Rule                                                                                                                                                                    |
| ----------------- | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Front (3 squares) | Attack +20% | Blocks single-target physical attacks aimed at the back row while any front row Character is alive. Blocking ends when the front row is wiped out.                                |
| Back (3 squares)  | Magic +20%  | While the front row is standing, back row Characters can only be hit by single-target magic attacks and area Skills. Once the front row is wiped out, all attacks can reach them. |

**Adjacency Bonuses**

* Characters adjacent to the Leader — above, below, left, or right — gain Attack and Magic +10%. Applies only while the Leader is alive.
* A back row Character with another Character placed directly in front of it gains Defense and MagicDefense +20%. Applies only while that front Character is alive.

### Damage Calculation

Physical damage is calculated from the attacker's Attack against the target's Defense, and magic damage from the attacker's Magic against the target's MagicDefense. Bless Skills compare the attacker's Attack and Magic and use whichever produces more damage.

Skill Power scales the result, so a Skill at a higher Level deals more damage. Every instance of damage is adjusted by a small random multiplier, so the same attack does not always deal the same amount. A critical hit increases the damage dealt.

Damage is never fully blocked. Even against a target with high Defense, an attack always deals a minimum proportion of the attacker's Attack or Magic.

Healing is calculated from the healer's Magic and scales with Skill Power in the same way.

**Guard**

Reduces all final damage taken by 50% until the Character's next action. Guard has no cooldown.

### Action Rules

* Turn order is determined by Speed.
* All cooldowns are reduced by 1 at the start of each turn.
* Skills have an opening cooldown and a reuse cooldown. An area physical attack with an opening CT of 1 and a reuse CT of 4 becomes available on turn 2, then requires 4 turns between uses.
* When the same type of buff or debuff is applied again, the higher value overwrites the lower one and the duration resets. Effects do not stack additively.

### Anti-Stalemate Rules

**Healing Fatigue**\
From turn 11 onward, all healing is reduced by 5% each turn. This applies to every source of healing, including automatic recovery from Passives.

| Turn | Healing Effectiveness |
| ---- | --------------------- |
| 15   | 75%                   |
| 20   | 50%                   |
| 25   | 25%                   |
| 30   | 20% (floor)           |

**Revival Penalty**\
A revived Character returns with its maximum HP reduced to 50% of the original value. The penalty is applied once only. A second revival does not reduce it further.

### Action Logic

Each Character resolves its action in the following order.

1. Bounty Drive check — fires immediately if the burst gauge is full.
2. Skill check — the highest-priority Skill whose cooldown has cleared and whose Tactics condition is met.
3. Normal attack — used when neither of the above applies.

Conditions are evaluated from priority 1 downward. Once a condition is met, that action is executed and no further conditions are checked. If all Skills are on cooldown, the Character performs a normal attack. See [Battle Tactics](/play-games/battle-tactics.md).

### Skill Range

| Range          | Effect                                                                          |
| -------------- | ------------------------------------------------------------------------------- |
| Single         | One enemy, such as the nearest or the lowest HP, depending on Tactics settings. |
| Horizontal Row | All three Characters in the front row, or all three in the back row.            |
| Vertical Row   | The two Characters in the same column.                                          |
| Cross          | The target and the squares above, below, left, and right of it.                 |
| All            | All enemies.                                                                    |

### Status Ailments

Status ailments are inflicted by Skills and can be removed with cleansing Skills. The Resist stat reduces the chance of being afflicted by up to 50%. Augments can nullify specific ailments entirely.

| Ailment   | Duration                  | Effect                                                                               |
| --------- | ------------------------- | ------------------------------------------------------------------------------------ |
| Burn      | Permanent                 | Defense reduced by 50%.                                                              |
| Poison    | Permanent                 | Takes damage equal to 1/16 of maximum HP at the end of each turn.                    |
| Silence   | Permanent                 | Cannot use magic.                                                                    |
| Sleep     | 3 turns, cleared when hit | Cannot act. Being hit does not clear this until the Character has missed one action. |
| Paralysis | Permanent                 | 50% chance of being unable to act.                                                   |
| Freeze    | 3 turns                   | Cannot act.                                                                          |

### Bounty Drive

Acting and taking damage fills the burst gauge. At 100%, the effect fires immediately.

**Gauge Accumulation**

| Trigger          | Gauge Gain |
| ---------------- | ---------- |
| Normal attack    | +10%       |
| Taking damage    | +10%       |
| Ally knocked out | +20%       |

\*Bounty Drive itself does not build the gauge, regardless of the effect used.

**Effects by Leader Tribe**

The effect and its magnitude are determined by the Leader set in the formation. If the Leader is knocked out, the gauge continues to fill but Bounty Drive will not fire. Reviving a Leader while the gauge is at 100% triggers Bounty Drive at the moment of revival.

| Effect               | Result                                                                                                        | Available to Tribes              |
| -------------------- | ------------------------------------------------------------------------------------------------------------- | -------------------------------- |
| Bounty Crush         | 350% power damage to a single enemy. Uses the higher of Attack or Magic — physical if Attack, magic if Magic. | Humanoid, Beast, Dragon, Anomaly |
| Bounty Blast         | 170% power damage to all enemies. Uses the higher of Attack or Magic — physical if Attack, magic if Magic.    | Machine, Demon, Dragon, Anomaly  |
| Bounty Heal          | Revives all allies at 1 HP (once per battle), then heals all allies at 300 power.                             | Humanoid, God, Anomaly           |
| Bounty Attack        | Attack +200% for all allies (3 turns).                                                                        | Beast, Material, Anomaly         |
| Bounty Defense       | Defense +200% for all allies (3 turns).                                                                       | Machine, Material, Anomaly       |
| Bounty Magic         | Magic +200% for all allies (3 turns).                                                                         | Demon, Nature, Anomaly           |
| Bounty Magic Defense | MagicDefense +200% for all allies (3 turns).                                                                  | God, Nature, Anomaly             |

Bounty Crush can select its target from the same target categories available in Tactics settings.

{% hint style="info" %}
Note: Values are subject to change depending on the game balance.
{% endhint %}
