Combat mechanics – pit people wiki v gas station

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Blood droplet particles appear on the unit, indicating that it has low health. This does not appear on cupcakes or zombies. Electrobots still "bleed," though their animation shows oil, not blood. Bleeding units take more damage from Vampiresses, and cause them to leech more health. Even though Wraiths have a bleeding animation, they are lifeless and Vampiresses do not gain any bonus against them in this state. Vampiresses do not leech extra health from bleeding electrobots, nor do they deal extra damage to them

Kobolds and units wielding a shield or axe-type weapons have a chance to block an attack for slightly reduced damage. This initiates a counter attack, striking the enemy that caused the counter attack to start. Counter attacks can be interrupted and prevented if the counter-attacker takes damage before their attack animation finishes. An experiment concludes that the chances for a block is 3% with small shields, 4% with medium shields, and 5% with large shields. Kobolds have 8% counter chance and axes have 25%.

Allows the character to safely move over hazards such as spikes, holes, water, flames, and more. Electrobots, Gnomes, Octoclopes, Pixies and Wraiths are all flying units. Vampiresses are typically ground units, but may take flight for the duration of their moving phase at the cost of health. Gas clouds still affect flying fighters. Flying units still can’t move onto empty spaces such as abysses, but can move through them. All flying units (with the exception of Vampiresses) cannot be snared.

A team may only have one hero (or none). The hero generally receives stats bonuses such as reduced weight, increased damage, increased defense, increased movement, and/or increased health. Any unit may be set as the hero. Some benefit more from the status than others, however.

Each type of unit has its own inherent move priority, or speed. This value dictates at what time they will begin their order during the action or attack phase. Units with the same speed will all start their move in a random order every round. For example, 6 humans wearing the same items circling a single unit will not all attack at once, they will instead attack in a random order.

Knowing the move order of one’s party makes it easier to manage the random elements of the fight. While Vampiresses and mascots quickly get in position at the start of the attack phase, other units like hair trolls and mushrooms often start moving last.

Players may fill up to 6 unit slots. (AI does not follow this rule strictly). At least one party slot must be occupied and a prompt will let the player know their team is missing a hero if they do not assign one. However, it is possible to not have any hero within the party.

Explosive Barrels are obstacles in arenas that explode once they have taken enough collateral damage from units such as rainbow horses, fairies, and other creatures that deal damage across multiple tiles. Explosive Barrels cannot be targeted.

Fire may appear on hexes hit by a Pixie’s explosion. It hurts non-flying units that stay on it or walk through it. It eventually dies out, but may spread to adjacent tiles. Hexes that have already caught on fire cannot do so again. Some hexes are more vulnerable to flame than others.

Appear on all hexes selected by a Mushroom when it attacks, after the initial damage. Will spawn on empty hexes or on units even if they dodge the attack. Will poison units 90% of the time, or remain on the field for one turn, not disappearing even if units walk through it. Afflicted units will take poison damage every round for multiple rounds.

Deals very random damage to ground units that walk on the hex. If a unit remains on the spikes, it will take damage at the end of the turn, except for newly spawned troll babies and gorgon snakes, which will have their attacks cancelled by the damage.