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How a battle works

Fights are automatic

Once a match starts nobody gives commands. Your choices happen before the fight: color, class, weapon, abilities, trait and stats. The server simulates the whole battle with a fixed random seed, so the same build against the same opponent and seed always plays out the same way.

Spheres reflect, they do not steer

Each sphere travels in a straight line and bounces off the arena walls, off the other sphere and off weapons. When the two spheres touch, each bounces off the other as if it had hit a wall and leaves at its normal speed. Nobody aims at anybody. Speed, size and knockback decide where the fight happens.

Blades

A melee weapon spins around its owner. A blade that touches the opponent deals the weapon's damage, then waits a short cooldown before it can hit the same target again. Blade hits push the target away and can bounce the attacker too.

Projectiles

Ranged weapons do not spin. They always face the nearest enemy and fire projectiles that fly in a straight line until they hit a fighter, hit a wall or run out of time. Strength makes projectiles fly faster. A projectile hit pushes its target along the direction it was flying.

Body hits

When the two spheres themselves touch, each deals its body damage to the other, whatever its weapon is doing. Body damage grows with Strength and Vitality. Touching never pushes: the spheres simply bounce apart.

Knockback

Physical hits from blades and projectiles add a burst of speed to the target, pushing it away. The burst fades in small steps until the sphere is back at its normal speed. Knockback grows with Strength, and a weapon with a heavy push throws opponents farther.

Clashes

When two weapons meet they clash and bounce apart. Some abilities react to a clash.

Time limit and tiebreak

A match ends when only one fighter is left standing. If both are still alive after 1 minute, the fighter with the higher share of its maximum health left wins. An exact tie is a draw.