Combat
A combat plays itself. Everything a player decides is decided before it starts — who stands on the battlefield, where, and what they carry — and the fight then runs on the constants below, all of them read from the game's own files.
The board
- Heroes on the battlefield
- 3
- Heroes owned at once
- 6
- Item slots per hero
- 3 to 6
- Attacks per second
- 0.2 to 5
The starting limit. Relics and the shop raise it; everyone else waits in the reserve.
The base limit, and the ceiling no hero passes.
The rate itself is bounded, however much Attack Speed a hero stacks.
Mana
- Mana per auto attack
- 5
- Mana regeneration tick
- every 2s
The interval regeneration is paid out on; how much is the hero's own stat.
The Rift Storm
No combat is allowed to last. After 50s the storm arrives and damages every character on the field, ours and theirs, until one side is gone — which is why a team that cannot win quickly does not win late either.
- Starts after
- 50s
- Damage
- 5 every 1s
- Turns exponential
- 15s into the storm
Rising by 5 each tick, to every character on the field.
Damage is then multiplied by 1.5 per tick instead of added to.
Statuses
Three, and only three: the game defines a debuff as poison, frost or burn, and each of the three is defined in its glossary as well as tuned in its settings — so every figure here is stated twice by the game and the two agree. What one stack is worth and how often it pays out is below; how many stacks an ability applies is the ability's own text. Stun is a keyword too, but each ability carries its own duration rather than sharing one.
- Burn
- 1 per stack every 1s
- Poison
- 1 per stack every 2s
- Frost
- −1 defense and −1 attack speed per 2 stacks
One stack is lost on each tick, which the glossary states and the settings do not.
Unlike burn, no stack is lost when it ticks.
One stack falls off every 2s, which the glossary states too.
In the game's words
- Combat in Guildrun is automatic.
- You can place your Heroes anywhere on your side of the battlefield.
- Heroes attack automatically.
- Heroes cast their Active Ability when their Mana is full.
- Mana is gained from Auto Attacks and Mana Regeneration.
- A balanced team is usually stronger. Durable Heroes can protect more fragile damage dealers.
- By default your team has 3 slots on the Battlefield. Extra Heroes wait in Reserve.
- Drag Heroes between the Battlefield and Reserves to choose who participates in combat.
- All abilities scale with specific stats, shown by their stat icons (///…).
- The Rift Storm begins after 50 seconds of combat and deals increasing amounts of damage each second.
Quoted from the game's own tutorial and glossary text, unedited. Every keyword has a page listing what uses it.