> For the complete documentation index, see [llms.txt](https://docs.etherforge.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.etherforge.io/etherforge-core-gameplay/pvp-battle-system/ether-arena/game-design.md).

# Game Design

## 1/ Elemental Counter System

<div data-with-frame="true"><figure><img src="/files/bP15ls3v7ZXyuDtDzQlK" alt=""><figcaption></figcaption></figure></div>

$$
Base  Cycle: Earth → Water → Fire → Leaf → Earth
$$

### 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.

<table><thead><tr><th width="221.8572998046875" align="center">Attacker ↓ / Defender →</th><th width="126.88134765625" align="center">Earth</th><th width="128" align="center">Leaf</th><th align="center">Water</th><th align="center">Fire</th><th align="center">Light</th><th align="center">Dark</th></tr></thead><tbody><tr><td align="center"><strong>Earth (Base)</strong></td><td align="center">Draw</td><td align="center">Lose</td><td align="center">Win</td><td align="center">Lose</td><td align="center">Lose</td><td align="center">Lose</td></tr><tr><td align="center"><strong>Leaf (Base)</strong></td><td align="center">Win</td><td align="center">Draw</td><td align="center">Lose</td><td align="center">Win</td><td align="center">Lose</td><td align="center">Lose</td></tr><tr><td align="center"><strong>Water (Base)</strong></td><td align="center">Lose</td><td align="center">Win</td><td align="center">Draw</td><td align="center">Lose</td><td align="center">Lose</td><td align="center">Lose</td></tr><tr><td align="center"><strong>Fire (Base)</strong></td><td align="center">Win</td><td align="center">Lose</td><td align="center">Win</td><td align="center">Draw</td><td align="center">Lose</td><td align="center">Lose</td></tr><tr><td align="center"><strong>Light (Super)</strong></td><td align="center">Win</td><td align="center">Win</td><td align="center">Win</td><td align="center">Win</td><td align="center">Draw</td><td align="center">Lose</td></tr><tr><td align="center"><strong>Dark (Unique)</strong></td><td align="center">Win</td><td align="center">Win</td><td align="center">Win</td><td align="center">Win</td><td align="center">Win</td><td align="center">Draw</td></tr></tbody></table>

> *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.

## 2/ Combo & Skill System

Combat in EtherForge features two layered damage mechanics, each rewarding skillful timing and consistent play.

### Standard Damage + Combo Mechanism

$$
\text{Actual Damage} = \Big( \text{ATK}{total} \times \frac{100}{100 + \text{DEF}{total}} \Big) \times \text{ComboMultiplier}
$$

### **Combo Multiplier Rules:**

| Consecutive Wins | Combo Multiplier |       Description       |
| :--------------: | :--------------: | :---------------------: |
|       **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.

## 3/ 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.
