Artillery Battle
At the core of Sky Smash is the turn-base artillery game: each play takes turn to shoot at each other using a specific part of the axie. At the beginning of each match, all axies are randomly spawned across a 2D map, visible to everyone else. Each player's axies will be assigned a turn order. Subsequence turn will be determined by Delay
Movement
At the beginning of each turn, player is able to move axie around the map for a short distant before taking a shot. Movement allows axie to re-position itself to a better location, gaining strategic advantage to other axies or to create an angle for the shot
Some axies classes will be able to move further per turn than other. Some axie parts can also influence how an axie can move. There will be some items allowing axie to teleport to other locations in the map. Taking those items will end the axie turn immediately.
Taking shot
Player has to adjust their axie position, shot angle and shot power while taking into consideration external weather such as wind direction and wind strength to maximise their chance to hit.
The permitted range of angle of each shot is specific to the axie part given. Generally, a wide angle shot will incur less damage than a narrow angle due to its being easier to pull off.
Each shot may have one or more projectile depends on the axie part used to shoot.
Delay
Delay is the number the players see next to their name in the Turnlist box. This number determines the turn order of each player. By the end of any turn, the axie with the lowest amount of delay will take the next turn. The following actions affect the delay:
Each shot taken incur a delay onto the axie. Generally, the more powerful the shot, the more delay is incurred i.e. the less frequent it can be used.
Each second the player takes to complete his or her turn will add a small amount of delay onto the axie. So the faster the player take the turn, the less delay he or she will incur.
Using an item incur a delay
Some axie classes and axie parts can influent the delay as well.
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