Amiko Legends has 27 combat mechanics in 5 categories: Priority, Damage Mod, Stat Scaling, Conditional and Defensive. Each entry below gives the mechanic's name, its category and how it changes a battle, from the same definitions the app's glossary uses, so you can read an ability's effect at a glance.
Combat mechanics are the underlying battle systems — priority, damage modification, stat scaling, conditional triggers and defensive effects. This reference covers every mechanic currently in Amiko Legends.
Priority
Term
Description
Priority+
The ability goes first in the turn, regardless of Speed. However, it can be Deflected by the opponent.
Priority--
The ability always goes last in the turn. Trades speed for raw power or utility.
Damage Mod
Term
Description
Lifesteal
Heals the user for a percentage of the damage dealt by the attack.
Chain Hit
On a successful condition (Lucky Hit, HP comparison, Speed comparison, opponent Dodges), fires an additional follow-up attack with separate power.
Counter-Attack
When a defensive ability (Dodge, Deflect, Reflect) successfully triggers, deals damage back to the attacker.
Conditional Multiplier
Damage is doubled or tripled when a specific condition is met (HP comparison, opponent status, self status).
HP-Scaling Damage
Attack power varies based on current HP percentage. Some abilities get stronger as HP drops, others get weaker.
HP-Scaling Heal
Heal amount varies based on current HP percentage. Heals more at lower HP.
Mana Generation
Generates Hype/Mana resource, which is spent to use higher-cost abilities.
Stat Scaling
Term
Description
Alt Stat (Physical)
Uses a different stat than ATK for physical damage calculation. Common substitutions: DEF, Speed.
Alt Stat (Ether)
Uses a different stat than EATK for ether damage calculation. Common substitution: Speed.
Copy Attributes
Copies the target's attributes onto the caster; a utility effect with no standalone damage or ailment.
Conditional
Term
Description
Conditional Trigger
A conditional wrapper that fires a follow-up effect when its condition is met; carries no standalone damage.
Lucky Hit Trigger
Effect activates on a critical hit (Lucky Hit). Typically grants bonus effects like Poison, Chain Hit, or Hype.
Unlucky Hit Trigger
Effect activates on a critical miss (Unlucky Hit). Typically compensates with Hype generation or healing.
On Hit Trigger
Effect activates when the attack successfully hits the opponent. Common triggers for debuffs, Curse, Hype, or stat changes.
On Damaged Trigger
Effect activates when the user is hit by the opponent. Grants reactive buffs or counter-effects.
Status Conditional
Ability effect changes based on whether a specific status is active (Poisoned, Cursed, Shielded, Undying, Shackled).
HP Conditional
Ability effect changes based on HP comparison with the opponent (higher, lower, or threshold).
Stat Conditional
Ability effect changes based on stat comparison with the opponent (Speed, DEF, Hype).
Elemental Effectiveness
Output effects trigger based on whether the attack was Effective or Ineffective.
Dodge Punish
If the opponent uses Dodge, the attack fires an additional Chain Hit. Punishes defensive play.
Defensive
Term
Description
Dodge
Evades the next incoming hit entirely. Some dodges are limited to Melee or Ranged attacks. Successful dodges can trigger counter-attacks or buffs.
Reflect
Returns a percentage of the next hit's damage back to the attacker. The reflected damage is taken by the opponent.
Deflect
Ignores a percentage of the next hit's damage. The deflected portion simply vanishes (unlike Reflect, which returns it).
Cleanse All
Removes all status effects from the target. Can target self or opponent. Does not remove Uncleansable effects.
Cleanse Special
Removes a specific status effect from the target (e.g., cleanse Shield only).