> For the complete documentation index, see [llms.txt](https://nway.gitbook.io/prlw/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://nway.gitbook.io/prlw/game-information/playing-the-game.md).

# Playing the Game

Core Mechanics FAQ

## 1. The Combat Triangle (Rock-Paper-Scissors)

<figure><img src="https://878721681-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJHb246IgTxqJarEIgr79%2Fuploads%2F2WbdHpEadsd3NaIDdVld%2FabilityLoop.png?alt=media&amp;token=ae30353f-db9b-4f2b-9212-be366980e4d1" alt="" width="256"><figcaption></figcaption></figure>

The most important mechanic in Legacy Wars is the relationship between the three move types. Every move in the game is color-coded, and they counter each other in a strict cycle:

* **Strike (Yellow) beats Breaker (Red)**
  * Strikes are generally fast attacks. If you see an opponent starting a slow red move, use a yellow move immediately to interrupt them.
* **Breaker (Red) beats Defense (Blue)**
  * Breakers are heavy attacks designed to break through shields. If your opponent is blocking (blue shield icon), a Breaker will smash through it and deal massive damage.
* **Defense (Blue) beats Strike (Yellow)**
  * Defensive moves (Blocks) will stop incoming Strikes and often stun the opponent, leaving them open for a counter-attack.

{% hint style="success" %}
**Note:** If two attacks of the *same* type collide, they will usually trade damage or cancel each other out depending on the specific timing and priority of the move.
{% endhint %}

{% hint style="info" %}
Read more about the [Combat Triangle / Abilikty Loop](/prlw/battle-tips/combat-triangle-ability-loop.md) [here](/prlw/battle-tips/combat-triangle-ability-loop.md).
{% endhint %}

## 2. Team Composition

Your team always consists of three characters:

* **1 Leader:** This is your main character on the screen. You control their movement and have access to their full kit of 3 abilities (typically 2 primaries and 1 special).
* **2 Assists:** These are support characters. They do not stay on screen; instead, they jump in to perform a single specific move and then leave.

{% hint style="success" %}
*Strategy Tip:* Use Assists to cover your Leader's weaknesses. If your Leader has mostly Strikes (Yellow), bring a Breaker (Red) or Defense (Blue) Assist to ensure you have answers for every situation.
{% endhint %}

{% hint style="info" %}
Read more about [Leaders and Assists](/prlw/rangers-and-villains/leaders-and-assists.md) [here](/prlw/rangers-and-villains/leaders-and-assists.md).
{% endhint %}

## 3. Warrior Classes

Every warrior falls into one of three classes, which dictates their stat distribution and "passive" tendencies:

* **Attacker:**&#x20;
  * **Stats:** High Damage, High Critical Chance, Low Health.
  * **Gameplay:** Attackers rarely draw "Block" cards naturally in their primary slots. They rely on aggression and dodging to survive.
* **Defender:**
  * **Stats:** High Health, High Armor.
  * **Gameplay:** Defenders have a much higher chance of drawing "Block" cards. They excel at turtling and punishing opponents who play too aggressively.
* **Balanced:**
  * **Stats:** A middle ground between health and damage.
  * **Gameplay:** They have a moderate chance to draw Blocks and a versatile playstyle.

{% hint style="info" %}
Read more about [Warrior Classes](/prlw/rangers-and-villains/warrior-classes.md) [here](/prlw/rangers-and-villains/warrior-classes.md).
{% endhint %}

## 4. Combat Energy Management

* **The Cap:** Your combat energy / battle meter caps at **10 points**.
* **Cost:** Every move costs between 2 and 6 energy.
* **Regeneration:** Energy recharges over time.
* **The "Gassed Out" Danger:** If you spend all your energy attacking and fail to kill your opponent, you will be left with 0 energy. This leaves you helpless, as you need energy to activate blocks or counters. A common pro strategy is to keep 2-3 energy in reserve so you can defend if your combo fails.

{% hint style="info" %}
Read more about [Combat Meters](/prlw/battle-tips/combat-meters.md) [here](/prlw/battle-tips/combat-meters.md).
{% endhint %}

## 5. Movement & Advanced Mechanics

* **Dashing:** Swiping left or right makes your character dash. This costs no energy but has a cooldown (stamina).
* **Projectile Dodging:** Most dashes have "i-frames" (invincibility frames) against projectiles. If you time a dash forward *through* a laser or missile, you can pass through it unharmed.
* **Dash Canceling:** This is an advanced technique where you dash immediately after a move lands or during its startup frames.
  * *Offensive:* Cancel the recovery animation of a hit to act faster.
  * *Defensive:* "Feint" a move to bait an opponent's block, then dash backward to reset.

{% hint style="info" %}
Read more about [Dodging Projectiles](/prlw/battle-tips/dodging-projectiles.md) [here](/prlw/battle-tips/dodging-projectiles.md).
{% endhint %}

## 6. Status Effects

Moves often inflict specific status effects that dictate how you can follow up:

* **Stun:** The opponent is frozen in place. You can hit them with anything (even slow Breakers).
* **Launch:** The opponent is knocked into the air. They cannot block while airborne, making them vulnerable to "juggling" combos.
* **Knockback:** Pushes the opponent away, creating space.
* **Sweep:** Trips the opponent.
* **Silence/Disrupt:** Prevents the opponent from using specific move types for a short duration.

## 7. Super Mode

Some Leaders (e.g., *Street Fighter* characters, Power Rangers with "Super" forms) have a **Super Meter** that fills as they deal/take damage. Once full, they can activate a "Super Mode" that grants buffs or a unique Ultimate attack.

## 8. Megazord Battles

**Megazord Battles** are a completely separate game mode with its own energy and mechanics, where players pilot giant mechs. Stats from your standard warriors do not directly transfer to Megazord battles 1:1.
