# Battle rules audit · 13 September 2026

This is an original browser implementation inspired by Lucky Defense. It does not yet reproduce all mobile rules, balance tables, modes or content. Sources below are separated from implementation decisions so unverified numbers do not become accidental specifications.

## Findings applied

| Area | Reference finding | Implementation correction |
| --- | --- | --- |
| Opening | Player feedback requires an empty board; paid summons are deliberate actions. | Removed all three automatic demo summons and its extra starting currency. |
| Merging | Three identical guardians through Epic merge using an explicit button into the next tier. | Legendary stacks cannot merge into random Mythics. |
| Mythics | Mythics require particular field ingredients. | Modern matches require a selected, unlocked recipe; removed random Mythics from coin summons. |
| Upgrades | In-battle damage upgrades are distinct from summon-rate upgrades. Common/Rare, Epic and Legendary/Mythic damage are separate groups. | Removed individual Train actions and their damage multiplier. Added separate group purchases; highest group spends luck stones. |
| Selling | Selling unneeded Rare guardians supplies luck stones. | Common sales return coins; higher rarities return stones, with the result shown before selling. |
| Routes | The existing painted arena and movement disagreed at corners and lap transitions. | Traced both road centerlines, rounded turns, and removed teleporting to the other field. |

The tutorial guide explicitly distinguishes damage upgrades from summon-level upgrades and describes the three-identical, Epic-or-lower merge boundary. It also connects early missions, golem hunts, W10 bosses, roulette, recommended positions, stun and defense reduction. This makes it a more useful mechanical reference than a general review. [Lucky Defense Guides: tutorial quests](https://www.luckydefenseguides.com/newbie-quests/).

The broader strategy guide corroborates Mythic recipes, on-field ingredient tracking, selling Rares for stones, and building damage dealers around support guardians. [Pocket Gamer guide, 2 October 2025](https://www.pocketgamer.com/lucky-defense-omfg/guide/).

Player accounts describe saving coins for Safe Box/Money Gun, using Epic roulette, retaining low summon level when seeking Common ingredients, and upgrading summon rate later when farming stones. These are player strategies, not an authoritative probability table. [Summon-rate discussion, 4 December 2025](https://www.reddit.com/r/luckydefense/comments/1pdt6m5/can_someone_explain_something/).

Placement discussion describes concentrating control near the central damage area; bad stun placement can deny a partner useful damage time. Separate Common/Rare, Epic and Mythic attack upgrades also appear in player explanations. [Placement discussion, 2 December 2024](https://www.reddit.com/r/luckydefense/comments/1h51df2/we_lose_in_normal_with_this_how_is_it_possibile/).

## Battle rebuild additions

The arena now uses a continuous figure-eight circuit with two spawn entrances and a central straight covered by both fields. The engine creates road geometry from the same points used for movement. A new woodland backdrop, textured control surfaces, larger portraits, native inspectors and touch controls replace the previous battle presentation.

Eighteen guardians now have named mana-driven skills. Nearby Oracles and Aurora Spirits increase mana regeneration; Bloom Witches increase attack. Golems, Sun Sentinels and Void Reapers reduce enemy armor. Physical attacks use armor mitigation; magic bypasses it. Moon Bank earns wave interest and Golden Lens scales damage with held gold. Nine in-round missions show progress and rewards. These are original implementations, with original numbers.

## Still unverified or different

- Exact current mobile summon probabilities at every level, upgrade prices and multipliers, roulette odds, resale values and artifact adjustments. Existing project numbers remain original balance values; they are not claimed as mobile values.
- Exact connected enemy circuit, direction, spawn cadence, normal-mode enemy cap, boss deadlines and differences among modes. The connected circuit is an original implementation of shared-lane play, not a frame-by-frame verified reconstruction of the mobile circuit.
- Exact mobile mana, skill triggers, defense reduction, physical versus magic formulas, stun resistance and economy values. The new corresponding systems use original guardian skills and balance.
- The complete mobile mission catalogue, mode-specific progression, Immortal evolution, pets, treasures and current events remain incomplete relative to the reference.
- The approved lobby is preserved. No claim of mobile visual parity is made from numerical or headless checks.

## Verification

- Demo entry uses the same empty starting state as a normal game.
- Engine tests cover upgrade group isolation, stone spending, selling, recipe validation, rejected Train actions and both lane boundaries.
- Road geometry and enemy motion share a canonical circuit. Tests verify continuous wraparound and traversal of both fields and the central straight.
- Native HUD tests exercise summon, merge, all rarity upgrades, summon odds, lucky rolls, both inspectors, sale confirmation, targeting, recipe tracking, paginated missions, settings, pause/results and short-screen modal bounds. These checks do not substitute for live phone visual testing.
