Companions

Statuses, surfaces, props and combos

Burning, soaked, rooted, prone, slowed and shielded; fire, water and moss on the ground; barrels and puddles; and the named teamwork payoffs.

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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.

NameWhat it does
BurningOn fire: it takes damage at the start of each of its phases until it burns out. Getting soaked puts it out.
SoakedDripping wet: it cannot burn, and lightning hits it harder.
RootedHeld fast: no moving, dashing or leaping. A rooted stray cannot walk to its telegraphed target, so that attack fizzles.
ProneKnocked down: it moves at half speed, and melee hits against it land harder.
SlowedSlowed: fewer tiles of movement each phase.
ShieldedA 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.

NameLasts (rounds)What it does
Fire2Burning ground. Whoever ends their phase on it takes damage and starts burning. Fire spreads over moss, and water puts it out.
Water3A puddle or flood. Whoever enters it or ends their phase on it gets soaked.
Moss3A 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.

NameWhat it does
BarrelA plain barrel. It blocks walking, dashes and landing. Hit it or shove a fighter into it and it breaks.
Explosive barrelA 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.
PuddleA puddle. It soaks whoever steps in, and a fighter shoved through it slides one tile further.
Fire patchA patch of fire already burning when the fight starts.
Spore podA 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.

ComboPayoffHow
Hammer and Anvil+4 damageOne of you knocks a stray down; the other hits it while it is down.
Snare and Strike+4 damageOne of you roots a stray; the other hits it while it is held.
Driven Home+4 damageOne 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.

Numbers and tables live from the game engine · guide data efe9f6f7b2939f75