> For the complete documentation index, see [llms.txt](https://docs.skullco.in/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.skullco.in/strike/core-combat-mechanics.md).

# Core Combat Mechanics

### Simultaneous Choice System

**Fast, readable duels.** Players make **simultaneous choices -** one **Attack** zone and one **Defense** zone - then resolve at the same time. The loop is deterministic and replayable; mind-games decide fights, not dice.

#### Turn loop

1. **Choose**: Attack (Head / Chest / Legs) + Defense (Head / Chest / Legs).
2. **Lock**: Inputs are locked for the round (UI shows “Strike”).
3. **Resolve**: Engine applies outcomes based on zones + stats + gear modifiers.
4. **Update**: HP, stamina/cooldowns, and status effects tick; next round begins.

#### Zones & outcomes

* **HIT:** The attacked zone is not defended → normal damage.
* **BLOCK:** The attacked zone is defended → damage prevented.
* **PRESSURE:** Repeated successful reads against a zone can make that zone increasingly dangerous.
* **CRIT:** A clean hit into an exposed zone → **+50% damage** in the current base model.
* **KO:** HP reaches zero.
* **DRAW:** Both fighters can finish without a winner under the duel resolution rules.

#### Deterministic & auditable

* **No RNG in the core loop.** Readability beats randomness.
* Each round emits a **combat log event** (JSON) and a rolling **hash**. Replays are reconstructable from the log; anyone can verify “who won and why.”

#### Mind games (Yomi)

* **Level 1**: “He opens Head—punish Chest.”
* **Level 2**: “He knows I’ll swap—fake Legs, guard Head.”
* **Level 3+**: Conditioning, pattern breaks, and delayed counters.\
  Skill is prediction + adaptation, not APM.

#### Timing & UX (mobile-first)

* **Round timer**: 6–8s default; keeps pace and prevents stalling.
* **Auto-resolve**: If a player times out, safe **auto-guard** + a default **light attack** triggers (they’re disadvantaged but not stuck).
* **One-thumb layout**: **Attack on right**, **Defense on left**, **STRIKE** centered—optimized for phone grip.

#### Gear & stats (what matters in resolve)

* **Weapon**: base damage + zone bonus.
* **Armor**: zone mitigation.
* **Stats**: ATK/DEF/speed/effects.
* **Modifiers**: set bonuses, elemental runes, temporary buffs/debuffs.
* PvP duels **don’t** burn durability (practice freely). PvE raids **do** (primary sink).

#### Browser-native, anime-style

* **No installs.** Opens in the browser; instant onboarding.
* Fights play with **comic-panel / anime** VFX (think portal-raid vibes à la *Solo Leveling*): impact frames, speed lines, and on-beat captions—maximum drama, minimum load.

#### Referral system (built-in virality)

* **Instant PvP, no wallet needed.** Any player can generate an **invite link**. The recipient clicks and fights in the browser immediately (guest mode, no connect/install).
* **Post-match CTA → become a Soul.** After the duel, the guest sees: Claim a Soul to raid & earn
* **Scale.** Invites are **unlimited**; rewards are uncapped by design (they’re funded from primary sales, not emissions). We can introduce soft daily caps per referrer if needed during growth.
* **Soul NFT** = one playable account slot with **1 raid/day**. Hold more Souls → more daily raids.

#### Shareable proofs

* After each fight we generate a **Results Card** (like a PnL card):
  * Opponent, rounds, zones hit/blocked
  * Damage dealt, loot earned, **crypto rewards** from bosses
  * One-click **Share to X**\
    Social proof drives discovery and keeps the ladder lively.

#### **Why this drives growth:**

* Winner flexes skill → invites others to challenge them
* Loser seeks revenge → shares card asking for practice partners
* Spectators see exciting results → click invite link to try
* Every match becomes marketing content


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