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
Follow the arrows: the countering side deals ×1.25 damage.
Skills (judged from your drawing, one of ten)
Armor Break|Every hit ignores 24% of defense
Chain Stab|25% chance of an extra half-damage strike
Crushing Blow|20% chance to stun for a round
First Strike|Always moves first; opening hit ×0.9
Forbidden Chant|Charges every 3 rounds; next hit ×3
Phantom Dodge|Greatly increased dodge
Iron Wall|Damage taken −15%
Taunt|Enemy misses 12% of the time
Unkillable|Heals 1.5% max HP each round
Last Stand|Below 30% HP, attack +40%
Extreme stat builds hide their own perks. The Director won't tell you what they are.