Amiko Legends Combat Mechanics

Combat mechanics are the underlying battle systems — crit, dodge, damage calculation, turn flow, and so on. This reference covers every mechanic currently in Amiko Legends.

conditional_trigger

Term Description
Lucky Hit Trigger Effect activates on a critical hit (Lucky Hit). Typically grants bonus effects like Poison, Chain Hit, or Hype.
Unlucky Hit Trigger Effect activates on a critical miss (Unlucky Hit). Typically compensates with Hype generation or healing.
On Hit Trigger Effect activates when the attack successfully hits the opponent. Common triggers for debuffs, Curse, Hype, or stat changes.
On Damaged Trigger Effect activates when the user is hit by the opponent. Grants reactive buffs or counter-effects.
Status Conditional Ability effect changes based on whether a specific status is active (Poisoned, Cursed, Shielded, Undying, Shackled).
HP Conditional Ability effect changes based on HP comparison with the opponent (higher, lower, or threshold).
Stat Conditional Ability effect changes based on stat comparison with the opponent (Speed, DEF, Hype).
Elemental Effectiveness Output effects trigger based on whether the attack was Super Effective or Not Effective.
Dodge Punish If the opponent uses Dodge, the attack fires an additional Chain Hit. Punishes defensive play.

damage_modification

Term Description
Chain Hit On a successful condition (Lucky Hit, HP comparison, Speed comparison, opponent Dodges), fires an additional follow-up attack with separate power.
Counter-Attack When a defensive ability (Dodge, Deflect, Reflect) successfully triggers, deals damage back to the attacker.
Conditional Multiplier Damage is doubled or tripled when a specific condition is met (HP comparison, opponent status, self status).
HP-Scaling Damage Attack power varies based on current HP percentage. Some abilities get stronger as HP drops, others get weaker.
HP-Scaling Heal Heal amount varies based on current HP percentage. Heals more at lower HP.

priority

Term Description
Priority+ The ability goes first in the turn, regardless of Speed. However, it can be Deflected by the opponent.
Priority-- The ability always goes last in the turn. Trades speed for raw power or utility.

stat_scaling

Term Description
Alt Stat (Physical) Uses a different stat than ATK for physical damage calculation. Common substitutions: DEF, Speed.
Alt Stat (Ether) Uses a different stat than EATK for ether damage calculation. Common substitution: Speed.

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