The rules are simple: whoever's still standing wins. Read it twice if you must.

Deciding the winner

Drop your opponent's HP to zero = win.

After 20 rounds, the higher remaining HP percentage wins.

From round 12, fatigue sets in: damage climbs and healing fades each round — stalemates always collapse.

A big enough speed gap grants a chance at an extra half-damage strike (Swift).

Counter cycle

SlashMagicBluntPierceRangedMechBeastSonicBoomWhipSlash

Follow the arrows: the countering side deals ×1.25 damage.

Skills (judged from your drawing, one of ten)

Armor BreakEvery hit ignores 24% of defense

Chain Stab25% chance of an extra half-damage strike

Crushing Blow20% chance to stun for a round

First StrikeAlways moves first; opening hit ×0.9

Forbidden ChantCharges every 3 rounds; next hit ×3

Phantom DodgeGreatly increased dodge

Iron WallDamage taken −15%

TauntEnemy misses 12% of the time

UnkillableHeals 1.5% max HP each round

Last StandBelow 30% HP, attack +40%

Extreme stat builds hide their own perks. The Director won't tell you what they are.