Statuses
A status lasts a number of rounds and ticks at the start of its owner's phase. Burning does 3 damage each time; slowed takes 2 tiles off your movement; prone halves it.
| Name | What it does |
|---|---|
| Burning | On fire: it takes damage at the start of each of its phases until it burns out. Getting soaked puts it out. |
| Soaked | Dripping wet: it cannot burn, and lightning hits it harder. |
| Rooted | Held fast: no moving, dashing or leaping. A rooted stray cannot walk to its telegraphed target, so that attack fizzles. |
| Prone | Knocked down: it moves at half speed, and melee hits against it land harder. |
| Slowed | Slowed: fewer tiles of movement each phase. |
| Shielded | A shield that soaks up damage until it is used up, though never more than half of any one hit. |
Surfaces
Surfaces sit on the ground and wear off as the rounds pass. Fire does 3 damage and sets you burning if you end your phase on it. Moss heals 3 at the start of your phase if you aren't burning, and it heals strays just the same.
| Name | Lasts (rounds) | What it does |
|---|---|---|
| Fire | 2 | Burning ground. Whoever ends their phase on it takes damage and starts burning. Fire spreads over moss, and water puts it out. |
| Water | 3 | A puddle or flood. Whoever enters it or ends their phase on it gets soaked. |
| Moss | 3 | A soft bed of moss. It heals anyone standing on it who is not burning, strays too. |
Props
Each fight puts a few objects on open ground, away from where everyone starts. Barrels block walking, dashes and landing; to hit one, aim an attack or a shove at its tile.
| Name | What it does |
|---|---|
| Barrel | A plain barrel. It blocks walking, dashes and landing. Hit it or shove a fighter into it and it breaks. |
| Explosive barrel | A barrel of something that should not be shaken. Break it and it blasts everyone around it, either side, and sets off any barrel next to it. |
| Puddle | A puddle. It soaks whoever steps in, and a fighter shoved through it slides one tile further. |
| Fire patch | A patch of fire already burning when the fight starts. |
| Spore pod | A spore pod grown by a Gloomcap. Any hit, shove or blast bursts it: everyone next to it takes a little and is slowed, either side. A burning pod bursts into flame and hurts twice as much. |
- A burning barrel, a fire hit on a barrel, or a barrel shoved onto fire leaves fire behind.
- An explosive barrel blasts everyone within 1 tile for 6 damage, either side, and sets off any barrel next to it.
- A fighter shoved through a puddle slides 1 tile further. Being shoved onto fire burns.
Combos
When one of you sets a stray up, the other gets a bonus on the payoff. Each setup pays once, to the other member of the duo, in the same round, and a stray can only pay one named bonus a round. The payoff counts on shove impacts, chains and barrel blasts too. The fight's log shows Combo: <name> +4, and the recap counts them.
| Combo | Payoff | How |
|---|---|---|
| Hammer and Anvil | +4 damage | One of you knocks a stray down; the other hits it while it is down. |
| Snare and Strike | +4 damage | One of you roots a stray; the other hits it while it is held. |
| Driven Home | +4 damage | One of you shoves a stray into water, rock, a barrel or fire; the other follows up on it. |
Teamwork without a name
These don't add a named bonus, but they win fights:
- Soak and bolt. A Driplet's Splash or Ripple soaks a stray; the Tidecaller's lightning hits it harder and jumps to other soaked strays nearby. Ion Storm hits every soaked stray on the board.
- Root and rain. Root a stray with Root Grip or Pinning Shot and it can't step out of Storm of Arrows, Nova or a Snipe, and its single-target telegraph fizzles if its target moved.
- Shove and shore. Shove, Shield Bash or Sod Kick a stray into water (soaked and knocked down; deep water hurts) or into rock (a splat).
- Ignite the bed. Mend Moss grows moss even under a foe; fire spreads over all the moss it touches, and whoever stands there burns. Burning the moss also stops it healing strays.
- Drag in. Undertow and Riptide pull a stray into a Penitent's Flowing Guard or a Mossle's Root Grip.
- Water on fire. Water skills put out the fire they touch, and a soaked fighter can't burn.
- Flank. Stand on the far side of a stray from your ally for extra melee damage.
Each setup cashed in by your ally also gives that ally 10 Spirit.