Amiko Arena Combat Mechanics

Amiko Arena has 27 combat mechanics in 5 categories: Priority, Damage Mod, Stat Scaling, Conditional and Defensive. Each entry below gives the mechanic's name, its category and how it changes a battle, from the same definitions the app's glossary uses, so you can read an ability's effect at a glance.

Combat mechanics are the underlying battle systems — priority, damage modification, stat scaling, conditional triggers and defensive effects. This reference covers every mechanic currently in Amiko Arena.

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.

Damage Mod

Term Description
Lifesteal Heals the user for a percentage of the damage dealt by the attack.
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.
Mana Generation Generates Hype/Mana resource, which is spent to use higher-cost abilities.

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.
Copy Attributes Copies the target's attributes onto the caster; a utility effect with no standalone damage or ailment.

Conditional

Term Description
Conditional Trigger A conditional wrapper that fires a follow-up effect when its condition is met; carries no standalone damage.
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 Effective or Ineffective.
Dodge Punish If the opponent uses Dodge, the attack fires an additional Chain Hit. Punishes defensive play.

Defensive

Term Description
Dodge Evades the next incoming hit entirely. Some dodges are limited to Melee or Ranged attacks. Successful dodges can trigger counter-attacks or buffs.
Reflect Returns a percentage of the next hit's damage back to the attacker. The reflected damage is taken by the opponent.
Deflect Ignores a percentage of the next hit's damage. The deflected portion simply vanishes (unlike Reflect, which returns it).
Cleanse All Removes all status effects from the target. Can target self or opponent. Does not remove Uncleansable effects.
Cleanse Special Removes a specific status effect from the target (e.g., cleanse Shield only).

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