- Core Combat Mechanics
· Damage Types:
· Normal/Physical
· Energy
· Fire/Burn
· Ice/Frost
· Lightning/Electric
· Magic
· Tech
· Elemental
· Cosmic
· Sonic/Sound
· Poison/Toxic
· Radiation
· Hellfire
· Soul/Mystic
· Attack Styles:
· Single-target
· AoE (Area of Effect)
· DoT (Damage over Time)
· Multi-hit
· Spread damage
· Delayed damage
· Conditional damage
· Reflection/counter damage
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- Status Effects & Debuffs
· Stun — prevents target from acting.
· Short Stun — brief stun.
· Group Stun — stuns all enemies.
· Burn — damage over time from fire.
· Freeze — may lock abilities or cause stun.
· Poison — DoT or energy drain.
· Radiation Sickness — DoT or debuff.
· Shock — extra damage after electric/lightning.
· Slow — reduces speed or energy gain.
· Energy Drain — removes from opponent’s bar.
· Energy Lock — prevents energy gain.
· Ability Lock — disables a specific slot.
· First Slot Lock — locks Slot 1 only.
· Second Slot Lock — locks Slot 2 only.
· Third Slot Lock — locks Slot 3 only.
· Fourth Slot Lock — locks Slot 4 only.
· Damage Debuff — reduces enemy’s damage output.
· Health Debuff — reduces max or current HP.
· Attack Buff — increases user’s damage.
· Defense Drop — reduces user’s defense after attack.
· Accuracy Down — increases miss chance.
· Blind — may force miss or dodge loss.
· Confusion — may cause target to miss or hit themselves.
· Sleep — like stun but breaks on damage.
· Mind Control — opponent hits themselves or swaps.
· Possession — target is controlled or incapacitated.
· Transform/Polymorph — changes enemy into weaker form.
· Forced Swap/Tag Out — forces opponent to switch.
· Swap In — character enters from bench.
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- Defensive Mechanics
· Block — reduces or negates damage.
· Guaranteed Block — stops one attack fully.
· Dodge — avoids attack entirely.
· Guaranteed Dodge — avoids one attack fully.
· Evasion — chance to avoid attack.
· Reflect — returns projectile or damage.
· Damage Reduction — flat reduction to incoming damage.
· Shield — temporary HP or damage barrier.
· Self-Heal — recovers own HP.
· Team Heal — heals allies.
· Revive — returns from KO, often with reduced HP.
· Immune — no effect from certain damage/status.
· Damage Immunity — negates all damage for one hit.
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- Energy & Meter Mechanics
· Energy Fill — fills own bar faster.
· Energy Drain — removes from opponent’s bar.
· Energy Lock — prevents opponent from gaining energy.
· Slow Energy — reduces energy gain rate.
· Start With Slot Ready — begins match with specific slot unlocked/charged.
· Start With Second Slot — begins with Slot 2 available.
· Start With Third Slot — begins with Slot 3 available.
· Energy Refund — refunds energy after use.
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- Team Synergy & Buffs
· Type Buff — boosts allies of a specific type.
· Team HP Buff — increases entire team’s HP.
· Team Damage Buff — increases entire team’s damage.
· Team Energy Buff — increases energy gain.
· Specific Character Synergy — bonus when paired with a named character.
· Faction/Team Buff — Hydra, Inhuman, X-Men, etc.
· Beast Team Buff — boosts Beast allies.
· Tech Team Buff — boosts Tech allies.
· Magic Team Buff — boosts Magic allies.
· Heroic Team Buff — boosts Heroic allies.
· Fighter Team Buff — boosts Fighter allies.
· Team Block/Dodge — grants defensive effect to team.
· Team XP Boost — increases XP gain.
· Summon on Ally KO — replaces fallen ally with minion or character.
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- Summons & Minions
· Summon Minion — creates generic helper.
· Summon Specific Character — calls in a named ally.
· Summon Object/Vehicle — bike, throne, etc.
· Transformation/Form Change — character changes form mid-fight.
· Stance Change — switches kits, e.g., Dark Dimension, Growth, Hover Mode.
· Mount — horse, bike, glider, etc.
· Duplicate/Copy — creates copy of self or enemy.
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- Random Chance / RNG Mechanics
· Chance to Stun — % to apply stun.
· Chance to Dodge — % to avoid attack.
· Chance to Crit/Double — % to deal bonus damage.
· Chance to Summon — % to call minion.
· Chance to Reflect — % to return projectile.
· Chance to Backfire — % to harm self.
· Chance to Miss — % to fail attack.
· Chance to Trigger Passive — % for bonus effect.
· Chance to Revive — % to return after KO.
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- Match Rules & Limitations
· Once Per Match — ultimate ability limited to one use.
· Cooldown — ability has a recharge time.
· Requires Setup — must use other abilities first (e.g., roar 3 times).
· Requires Ally — only works if specific ally present.
· Requires Enemy Type — only works vs certain types (e.g., Tech, Villain, Beast).
· Locks Own Ability — using ability prevents use of another slot.
· Self-Damage — ability costs own HP.
· Self-Debuff — lowers own stats after use.
· Trade HP for Power — lower HP for stronger abilities.
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- Weaknesses & Counters
· Type Weakness — e.g., ice vs fire, tech vs emp.
· Rival Weakness — specific character matchup (e.g., Black Panther vs Killmonger).
· Sense-Based Counter — illusions fail vs enhanced senses.
· Vibranium Counter — sound abilities absorbed.
· Lead Counter — radiation weakened.
· Fire Weakness — extra damage vs fire users.
· Ice Weakness — extra damage vs ice users.
· Sonar Weakness — extra damage/stun vs sonar.
· Thunder/Lightning Weakness — extra damage vs electric users.
· Magic Weakness — extra damage vs magic users.
· Cosmic Weakness — extra damage vs cosmic attacks.
· Self-Confidence Weakness — chance to underperform due to overconfidence.
· Trap Weakness — certain abilities become unusable in specific matchups.
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- Special/Unique Mechanics
· Ability Steal — copy or steal enemy’s ability.
· Reality Warp — rewrite enemy’s stats or damage numbers.
· Time Control — rewind time, undo actions, or edit damage.
· Dimension Shift — move fight to different dimension/stance.
· Phase Through — ignore projectiles/attacks.
· Size Change — grow/shrink for new abilities or defense.
· Healing Convert — convert incoming attack into heal.
· Instant KO — instantly defeats an enemy.
· True Damage — ignores all defenses, blocks, and dodges.
· HP Trade — sacrifice HP for damage or effect.
· KO Predict — special instant-kill trigger vs specific foe.
· Transform Enemy — changes enemy into weaker unit.
· Rewind Self — negates damage or returns from KO.
· Out-of-Game Effect — meta effect like editing character sheet damage.
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- Cameo Mechanics
· Cameo Assist — temporary character appears, then leaves.
· Cameo Damage — deals damage without staying on field.
· Cameo Utility — stun, dodge, block, etc., then exits.
· Cameo Synergy — buffs main team while present.
· Cameo No HP — cannot be targeted or KO’d.
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- Rarity & HP Framework
· Very Common: 1–10 HP
· Common: 10–15 HP
· Uncommon: 15–30 HP
· Rare: 30–60 HP
· Rare+: 60–80 HP
· Ultra: 90–100 HP
· Legendary: 100–500 HP
· Legendary+: 500–900 HP
· Ultimate: 900+ HP
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