Armello

Armello

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Combat
By Alvorn and 2 collaborators
This guide provides an overview of the Combat Screen and describes the mechanics behind how Combat works and is resolved.
   
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The Combat Screen


  1. Heroes Stats - These are your Heroes stats for the battle (See the Game Screen Guide for for more details on Stats).
  2. Heroes Dice - These are your combat dice. The number you roll is based upon your Fight Stat with additional dice being added for various buffs you might have, such as from an active spell or an equipped item. See The Dice and Symbols of Armello Guide for more information.
  3. Heroes Attacks - This area shows the number of successfully attacks the Hero has made. A successful attack is made by rolling either a Sword, a Wyld or a Worm (depending on if they are Corrupted or not, see The Rot and Corruption Guide for more details) and a Moon or Sun (depending on if its day or night). Each successful dice is added to this area, with the total being shown in the circle to the right of the dice. This total counts down to 0 as the Hero actually performs their attacks.
  4. Heroes Defence - Similar to attacks but for Defence, this area shows all the dice that are a successful Defence as well as the total count of Defence in the small circle.
  5. Burndown Timer - This burning circle is where you need to drag cards to burn them (see The Card Play Guide for more information on this). The circle slowly burns out, after which point in time you can no longer burn cards.
  6. Opponents Attacks - Like the Heroes Attack, this area shows the number of successfully attacks made by your Opponent. A successful attack is made by rolling either a Sword, a Wyld or a Worm (depending on if they are Corrupted or not, see The Rot and Corruption Guide for more details) and a Moon or Sun (depending on if its day or night). Each successful dice is added to this area, with the total being shown in the circle to the left of the dice. This total counts down to 0 as the Opponent actually performs their attacks on you.
  7. Opponents Defence - Similar to attacks but for Defence, this area shows all the dice that are a successful Defence for your opponent, as well as the total count of Defence in the small circle.
  8. Opponents Dice - These are your Opponents dice that they can role in combat.
  9. Opponents Stats - These are your Opponents stats for the battle (See the Stats section above for more details on Stats).
Resolving Combat
Combat is resolved in the following manner.
  1. The number of your successful attack dice is compared to the number of your opponent’s successful Shields dice. If you have more Attacks they have Shields, then you deal them Damage equal to the difference.
  2. So for example if you have rolled 5 successful attacks, and they have only rolled 2 successful Shields, you will have done them 3 points of Damage.
  3. Your Opponent will then lose 1 Health point for each point of Damage you inflicted.
  4. Your Opponent will then repeat this process, comparing their successful attacks verse your successful Shields. If they have more Attacks than you have Shields, they will deal you damage equal to the difference.
  5. You will then lose 1 Health point for each point of Damage your opponent has inflicted on you.
  6. If either you or your opponents Health is reduced to 0 then you die. This means it is possible for both of you to die.
  7. You are considered to have defeated your opponent if you have managed to stay alive and inflicted more damage than they did.
  8. You are considered to have lost if you have either been killed or suffered more damage than your opponent.
  9. A draw occurs if you both deal the same amount of damage to one another and you are both still alive.
Combat Outcomes
There are several outcomes that can occur when in combat:
  • Victory - You have defeated your opponent. If you initiated the attack you will now control the tile they were on. If they attacked you, you will retain control of your tile. Depending upon who you were fighting you will gain different rewards. Most commonly this will be +1 Prestige.
  • Draw - In the case of a draw, both Heroes return to the tiles they started on.
  • Defeat - There are two possibilities that can occur if you are defeated in combat. If you suffer more Wounds than you currently have health left, then your Hero dies and is re-spawned on their Clan tile.
    • If they lose the fight but aren’t killed then they retreat and are pushed back a tile.
    • On the rare occasion they have no-where to retreat to i.e. they have their back to the edge of the map, they are killed instead, and this is called Routing.
5 Comments
Seiko300 7 Mar, 2017 @ 5:32pm 
If Zosha and Brun are dueling it out, then in the Armello world this is a real time battle. Of course they're not going to WAIT for their opponent to finish attacking before they attack that's would be a death wish (hence why I feel this is a stupid question, but I digress). For example I like to think of it as, if both die, in this case Zosha and Brun, Zosha struck the final blow however was too weak to completely dodge a final powerful strike from Brun. Smashing her against a wall, and thus both die from their wounds. It's not supposed to be a literal back and forth "let me kindly await for my opponent to finish attacking before I attack" battle, just a flaw of having a turn-based game.
Seiko300 7 Mar, 2017 @ 5:32pm 
@Jonathan Crane

Personally, I only hear this kind of thing from newer players, and I'll be honest it just kinda seems like a stupid question in my book but I'll answer anyway (stupid questions don't = stupid people)

This is the fault of a turn-based system i.e. It's not a perfect replica of what is hypothetically going on.
psycr0w 3 Jan, 2016 @ 1:31pm 
Well, at the risk of sounding rude but, if my opponent has 5 HP and I have 8HP, if they're hacking back and forth at each other, (back/forth/back/forth) whomever hits zero first should be the loser of that combat. Regardless of how many Attack Die they roll.
Alvorn  [author] 3 Jan, 2016 @ 1:14am 
Hey Slave2Machine
In Armello damage is done at the same time. While its aimaited as one animal goign after teh other, its actually a matter of them both of them stabbing and hacking at the same time. I think it works well.
How would you suggest the game figures out who goes first if it were to change ?

Alvorn
psycr0w 22 Dec, 2015 @ 12:52pm 
I think it's a bit of a crock that you can kill your opponent AND overkill them, yet they can rally and kill you, as well. You don't have that kind of thing in MTG where you go into the neg; whomever strikes first and drops their opponent to zero should be the clear victor.