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Auto-Resolution

Boss fights don't use the CTB turn system that drives soldier-phase combat. They run on a simpler model: strict alternation, basic attacks only, no decisions. The fight plays out automatically while you watch.

Boss- Iron Golem

Why Boss Fights Auto-Resolve

The soldier phase tests tactical play - positioning, skill timing, charge management, reading the timeline. The boss phase tests something else: the quality of your avatar's build. Auto-resolution strips tactics out of the boss fight so the outcome is a pure function of how you've built your avatar.

A well-built avatar wins. An under-invested one doesn't. A skilled player can't salvage a poor build through clever play, and an unskilled player isn't penalized for having a good one.

What Rules Apply

The boss fight uses a stripped-down turn model:

  • Two units only - your avatar and the boss. No allies, no supporting monsters.
  • Basic attacks only - each side uses its class's basic attack, turn after turn, until one falls.
  • Strict alternation after the first turn - whoever goes first, the pattern is A, B, A, B until the fight ends. Speed does not give the faster unit more turns - it only decides who goes first.
  • Speed decides who goes first - higher effective Speed acts first. On an exact tie, the avatar goes first.
  • Damage pipeline runs normally - the damage pipeline from the soldier phase applies on every attack. Defense reduction, crit rolls, dodge rolls, parry (for Knight avatars), minimum damage floor - all of it.

What Rules Are Suspended

Everything tactical is off:

  • No skills. Neither side can cast any skill, regardless of their class's normal kit.
  • No status effects. No buffs, no debuffs, no DoT, no crowd control. Nothing can be applied, nothing ticks down.
  • No charges. Not a resource in the boss phase.
  • No cooldowns. Not a concept.
  • No AI decisions. The boss swings its basic attack every turn, full stop. No target picking, no reactive choices.
  • No player input. You don't pick actions, targets, or defensive options. You watch.
  • No multi-phase bosses. No transformations, enrage states, or HP-threshold triggers. A boss is a single-phase enemy that fights from full HP to zero the same way throughout.

What You See

The boss fight surface is minimalist:

  • Your avatar on one side with portrait, HP bar, and stats panel.
  • The boss on the other side, mirrored.
  • Attack animations playing on each turn.
  • Damage numbers floating up, HP bars animating down.
  • Visual cues for normal hits, crits, dodges, and (for Knight defenders) parries.

No action bar. No skill cards. No inspection panel - the stats are already visible. No forfeit button.

Watching the Rolls

Because there's no input, the boss fight becomes about reading what the RNG produced:

  • Normal hits pop a standard damage number and drop the HP bar.
  • Critical hits shake the screen, play a heavier haptic, and show the damage in an emphasized style - especially visible on Archer or Rogue avatars, which crit often and hard.
  • Dodges produce no impact - just a "MISS" or "0" floater on the defender.
  • Parries (Knight defender only) produce no impact - a "PARRY" floater instead.

You can't skip or accelerate the animations. The fight plays at the pace the animation system sets - usually a minute or less total.

Deterministic Given a Seed

The boss fight is deterministic - same avatar, same boss, same random seed produces the same sequence of rolls and the same outcome. In practice the seed isn't user-controlled, so repeat fights feel like independent rolls.