
Types, matchups, moves, and mechanics — generated directly from the live battle engine.
Every Cultist is assigned one of eight elemental types at reveal, which determines its move pool and matchup profile.
Volatile burst damage — goes all-in on combo attacks and short buffs.
Two natural predators (ION, ETHER) make it the highest-risk pick.
Drain and attrition — steals HP and debuffs DEF to grind opponents down.
Hard countered by HYPUR; strong into ETHER.
Speed and multi-hit — stacks small hits and buffs ATK early.
Hard countered by GLITCH; preys on VOID.
Defensive tank — permanent stat stacking via Diamond Protocol.
No hard predator; slow to ramp.
Balanced sustain — heals and buffs to outlast the opponent.
Hard countered by VOID; dominant vs DEGEN.
Chaos and exploitation — randomized power, stuns, self-DoT/regen shields.
Hard countered by HYPUR; dominant vs HYPUR (mirrors don't apply here — see chart).
Mirror and amplify — reflects damage and scales ATK the longer the fight runs.
Hard countered by DEGEN; dominant vs VOID.
Sustained pressure — DoTs and blocks that wear opponents down over time.
No hard predator; dominant vs GLITCH.
Damage multiplier applied when the row type attacks the column type. Same-type matchups (the diagonal) take a small penalty instead of a bonus.
| ATK ↓ / DEF → | DEGEN | VOID | HYPUR | ION | ETHER | GLITCH | ECHO | TERRA |
|---|---|---|---|---|---|---|---|---|
| DEGEN | 0.85× | 1× | 1× | 0.4× | 0.65× | 1× | 2.5× | 1.5× |
| VOID | 1× | 0.85× | 0.4× | 1× | 2.5× | 1.5× | 0.65× | 1× |
| HYPUR | 1× | 2.5× | 0.85× | 1.5× | 1× | 0.4× | 1× | 0.65× |
| ION | 2.5× | 1× | 0.4× | 0.85× | 1× | 0.65× | 1.5× | 1× |
| ETHER | 2.5× | 0.4× | 1× | 1× | 0.85× | 1× | 0.65× | 1.5× |
| GLITCH | 1× | 0.4× | 2.5× | 1.5× | 1× | 0.85× | 1× | 0.65× |
| ECHO | 0.4× | 2.5× | 1× | 0.65× | 1.5× | 1× | 0.85× | 1× |
| TERRA | 0.4× | 1× | 1.5× | 1× | 0.65× | 2.5× | 1× | 0.85× |
When an Attack move's type matches your Cultist's own type, it deals an extra 1.2× damage on top of the type matchup multiplier. Standard loadouts only carry same-type moves, so STAB is effectively always active unless a move has no type (the universal Basic Moves below) or you're using an off-type move, in which case it deals full type-chart damage but no STAB bonus.
Maximum combined multiplier: a dominant hit (2.5×) with STAB reaches 3.0× damage.
Both fighters start at 0 energy and gain +1 per turn, up to a max of 10. Every move (except the two free Basic Moves) costs energy to use.
| Cost | What you'll find at this cost |
|---|---|
| 0 | Head Butt / Brace — always available, no type, universal fallback |
| 2 | Standard-tier attacks, skills, and defense — your turn-1/2 openers |
| 3 | Combo-tier moves — multi-hit attacks, buffs, drains, shields |
| 4 | Elite-tier moves — heavier hits and stronger utility |
| 5 | The most powerful moves in the game (e.g. Raw Exploit, Slow Rug) — can't fire before turn 5 |
Loadouts are capped at 2 Attack + 1 Skill + 1 Defense move with a combined cost ≤ 10 — so no build can spam its most expensive move every turn.
Direct damage, blocked by an active Defense shield unless it says "ignores shields." Gets the full type multiplier + STAB, and has a chance to miss or crit based on stats and star tier.
Support and utility — buffs, heals, drains, debuffs, stuns, and control effects. Never blocked by Defense. Always hits (no miss chance).
Raises a reactive shield — block, full block, passive reduction, reflect, or dodge — active until it's used up or its duration ends. Some also apply self-buffs or self-DoTs.
Every move currently in the game, grouped by type. This is generated directly from the battle engine's move table, so it always matches what actually happens in a fight.
Single hit
2-hit combo
3-hit combo
Single hit — -2 target DEF for 1t
Single hit — Inflicts 4 dmg/turn for 2t
+3 ATK for 2t
Costs 15 HP for +5 ATK (2t)
Inflicts 3 dmg/turn for 4t
Destroys the target's active shield
Reduces every hit by 2 for 3t
Blocks up to 15 damage · Reflects 7 dmg if shield breaks
Absorbs the next attack completely · User skips their next energy gain
Always available to every Cultist regardless of type, at 0 energy cost. No type multiplier applies (no resist/dominance either way).
Single hit
Blocks up to 4 damage
Every Cultist rolls a star rarity at reveal, which sets its HP/ATK/DEF range. Higher stars also raise attack accuracy and crit chance in battle (both scale directly off star count). Exact stat ranges are controlled by the reveal service and may be tuned over time — treat this table as a guide, not an exact contract.
| Stars | Rarity | General Feel |
|---|---|---|
| ★ | Common | Good for learning matchups |
| ★★ | Uncommon | Playable in most brackets |
| ★★★ | Standard | Competitive baseline |
| ★★★★ | Strong | Noticeable edge over lower tiers |
| ★★★★★ | Rare | Top-bracket material |
| ★★★★★★ | Legendary | Wins most lower-tier matchups outright |
Stats matter more than typing at the extremes — a top-tier core can win through a type disadvantage. Type only sets the multiplier applied to whatever stats you actually rolled.