> For the complete documentation index, see [llms.txt](https://ostr.gitbook.io/ostr-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ostr.gitbook.io/ostr-docs/getting-started/combat-rules.md).

# Combat Rules

Obol Arena combat is built around tactical choices. The rules below describe the current design supplied for the game.

## Stance duel

The three stances form a rock-paper-scissors cycle:

| Stance     | Beats      |
| ---------- | ---------- |
| Defensive  | Aggressive |
| Aggressive | Balanced   |
| Balanced   | Defensive  |

Winning the stance matchup grants **+12% damage**.

## Round clash

Each round also uses a clash between three actions:

| Action | Beats  |
| ------ | ------ |
| Feint  | Crush  |
| Crush  | Strike |
| Strike | Feint  |

The winner receives **+25% damage** and the loser receives **−25% damage** for the clash.

## Fight plan

On each turn, the fighter uses the first ready skill whose condition applies. If no skill condition applies, the fighter uses a basic attack.

## Class passives

Each class has its own signature passive. See [Gladiator Classes](/ostr-docs/getting-started/gladiator-classes.md) for the current values.

> Exact timing, tie resolution, damage calculation order, and server-side arbitration details should be documented once the implementation is finalized. This page does not imply that any specific online or server feature is currently live.
