💠Combat System
Overview
Battles are 1v1, lasting up to 3 minutes.
Each player fields a team of 3 units.
Every unit possesses HP (Health) and DEF (Defense) attributes.
Both players simultaneously select elemental types, and outcomes are determined using a Rock–Paper–Scissors elemental interaction system.
🎯 Ether Arena combines real-time decision-making with strategic elemental prediction, rewarding both tactical skill and efficient factory management.
Elemental Counter System

Special Elements:
Light (Super): Wins against all four natural elements but loses to Dark.
Dark (Unique): Wins against all elements and only draws when facing another Dark unit.
Earth (Base)
Draw
Lose
Win
Lose
Lose
Lose
Leaf (Base)
Win
Draw
Lose
Win
Lose
Lose
Water (Base)
Lose
Win
Draw
Lose
Lose
Lose
Fire (Base)
Win
Lose
Win
Draw
Lose
Lose
Light (Super)
Win
Win
Win
Win
Draw
Lose
Dark (Unique)
Win
Win
Win
Win
Win
Draw
⚡ Elemental mastery is key to predicting enemy choices and achieving chain victories.
Turn-Based RPG Mechanics
Ether Arena uses a lightweight turn-based combat system emphasizing team synergy and elemental counterplay.
Players must assemble balanced teams of Heroes and Monsters to maximize PvP performance.
Win Element Duel: Character enters Attack State, dealing damage.
Lose Element Duel: Character enters Hurt State, receiving damage.
Draw Outcome: Both characters attack simultaneously, exchanging damage.
This system fuses resource management, elemental prediction, and stat optimization, creating an arena where strategy and production efficiency determine victory.
Combo & Skill System
Combat in EtherForge features two layered damage mechanics, each rewarding skillful timing and consistent play.
Standard Damage + Combo Mechanism
ComboMultiplier Rules:
1
×1
Standard attack
2
×2
Minor combo bonus
3
×3
Full combo streak bonus
This system rewards consistent performance, simulating combat momentum and rewarding skilled tactical play.
Skill Power Mechanism
Each round win grants +1 Power Point.
Losing a round does not reset Power Points.
Upon reaching 4 total wins, the next attack becomes a Skill Attack, dealing 3× damage, then resets the Power bar to 0.
This creates a “burst cycle,” enabling comeback mechanics and high-risk tactical plays.
Victory Conditions
A unit immediately loses when its HP ≤ 0.
If the 3-minute timer expires and both players still have surviving units:
The system compares Total HP + DEF of both teams.
The side with a higher combined total wins.
If totals are equal → Draw.
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