Turn Order and Flow
Turns occur one-by-one based on the operators’ speed stats. The higher an operator’s speed stat, the sooner their turn. In the case of ties, attackers will go first, then defenders. The turn order established remains throughout the match. Operators each take one action on their turn. Possible actions (ordered by priority) are to use equipment, use special, basic attack, or move to Main Room. After they take their action, the next operator in line takes their action, and so on. If no opponents are in the external lane with an operator(s), those remaining in the lane will move to Main Room, taking 1 turn. On the operator's next turn, they will attack enemy operators in the side rooms until an opponent enters Main Room.
Operators attacking from Main Room into side rooms have a Lane Advantage Bonus, giving a 25% increase to basic attack damage.
Operators in side rooms must take a turn to enter Main Room before they can attack, giving operators already in Main Room a 1-turn advantage against opponents entering.
After 20 rounds, all damage is doubled and heals are reduced by half.
In the case that a game goes to turn 40, the game will end and the defenders win for keeping the cache secure through the night.
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