âī¸Squad vs Squad
Contest activities between squads.
Overview
A squad captain can register his team if his squad is level 8 or above. Only squad members who are part of the squad for 7 days or more are counted for Squad vs Squad activities.
SvS registration, challenge and bets
(to be completed)
SvS attributes
Power
Represents the damage range a squad can cause to another squad.
Depends on the sum of energy spent by all squad members for the past week.
Accuracy
Represents the chance a squad has to inflict damage to another squad.
Depends on the O2 and SQUAD gained by squad members for the past week.
Defense
Represents the chance a squad has to deflect damage done by another squad.
Depends on the number of adjacent lands a squad owns. If the squad has registered for SvS battle, it has a +1 bonus for defense.
Health
Represents the amount of damage a squad can endure before it has to surrender.
Depends on the cumulative number of land levels every squad members own.
Initiative
Represents the chance a squad has to attack before getting attacked.
10 + average percentage of energy spent per member over the last week. The squad who has challenged the other one gets a +1 bonus for initiative.
SvS fight resolution
Initiative is rolled for both squads, 1D20 + initiative. The squad with the higher initiative begins.
The first squad attacks. 1D20 + accuracy to overcome opponent squad defense.
Damage is rolled and subtracted from the opponent squad's health.
If the opponent squad has 0 health or less, the fight is over and the first squad wins.
The second squad repeats steps 2, 3 and 4.
The fight goes on from 2 again with the first squad, until one squad reaches 0 of energy or 20 rounds have passed.
If both squads are still alive, it is a draw, and both get their initial bet back.
The win/loss percentage is computed from both squads results. Both squads get some of the common bet based on this win/loss percentage.
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