Hide and Seek! 2v2v2v2
Day 36 - Turn: 00d 00h 00m - Total: 00d 00h 00m
Game Started: 08/29/2023 - Last Updated: 12/28/2023 - Hide and Seek v1.9 (8p)
(00,00)
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Game Menu
Messages
Damage Calculator (Hotkey: C)
Move Planner
Meteor
Angry nell I told you this would happen!
The connection was interrupted
Connecting...
tidus220 tidus220
Indirect units have +1 range and gain +20% attack. Direct units (except footsoldiers) lose -20% attack.
36:16:11
18300
Snipe Attack [ 27300 / 43200 ] Super Snipe [ 27300 / 86400 ]
COP Button Indirect units gain +1 range and their attack is increased to +40%.
SCOP Button Indirect units gain +2 range and their attack is increased to +40%.
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Player team
Joey.Buttafuoco Joey.Buttafuoco
Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement.
17:05:45
8800
Double Time [ 27000 / 27000 ] Victory March [ 31300 / 72000 ]
COP Button Footsoldiers gain +1 movement and their attack is increased to +50%.
SCOP Button Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
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Player team
Mex64 Mex64
Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement.
00:00:00
11600
Double Time [ 27000 / 27000 ] Victory March [ 72000 / 72000 ]
COP Button Footsoldiers gain +1 movement and their attack is increased to +50%.
SCOP Button Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
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Player team
Vagabond Vagabond
Movement cost over all terrain is reduced to 1, except in Snow. Units lose -20% attack and gain +20% defense.
29:05:24
2700
Meteor Strike [ 75600 / 75600 ] Meteor Strike II [ 81290 / 126000 ]
COP Button A 2-range missile deals 4 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
SCOP Button A 2-range missile deals 8 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
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Player team
Z3K Z3K
Indirect units have +1 range and gain +20% attack. Direct units (except footsoldiers) lose -20% attack.
35:12:19
6000
Snipe Attack [ 32400 / 32400 ] Super Snipe [ 63730 / 64800 ]
COP Button Indirect units gain +1 range and their attack is increased to +40%.
SCOP Button Indirect units gain +2 range and their attack is increased to +40%.
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Player team
JTirador JTirador
Indirect units have +1 range and gain +20% attack. Direct units (except footsoldiers) lose -20% attack.
14:02:53
8600
Snipe Attack [ 0 / 37800 ] Super Snipe [ 0 / 75600 ]
COP Button Indirect units gain +1 range and their attack is increased to +40%.
SCOP Button Indirect units gain +2 range and their attack is increased to +40%.
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Player team
Joe Toon Joe Toon
Indirect units have +1 range and gain +20% attack. Direct units (except footsoldiers) lose -20% attack.
17:22:45
9000
Snipe Attack [ 27000 / 27000 ] Super Snipe [ 51600 / 54000 ]
COP Button Indirect units gain +1 range and their attack is increased to +40%.
SCOP Button Indirect units gain +2 range and their attack is increased to +40%.
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Player team
Clock150 Clock150
Unit cost is reduced to 80% (20% cheaper), but lose -10% attack.
20:13:13
23670
Gold Rush [ 28800 / 28800 ] Power of Money [ 86400 / 86400 ]
COP Button Funds are multiplied by 1.5x.
SCOP Button Unit attack percentage increases by (3 * Funds / 1000)%.
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Player team
Damage calculator
? Hold down "A" or "D" while clicking a unit to add it to the calculator
Attacker [Select] Hotkey: A [Swap]
Defender [Select] Hotkey: D

{{attacker.co.co_name === "Lash" && attacker.power === "S" ? attacker.terrain.terrain_defense * 2 : attacker.terrain.terrain_defense}}

Toggle out of ammo

{{defender.co.co_name === "Lash" && defender.power === "S" ? defender.terrain.terrain_defense * 2 : defender.terrain.terrain_defense}}

Toggle out of ammo
{{damage.minInfo.percent}}% - {{damage.maxInfo.percent}}% {{damage.minInfo.fundsDamage}} - {{damage.maxInfo.fundsDamage}}
@{{defRemainingHP.minHP}}HP {{damage.minCounterInfo.minLuck.counterPercent}}% - {{damage.minCounterInfo.maxLuck.counterPercent}}% @{{defRemainingHP.maxHP}}HP {{damage.maxCounterInfo.minLuck.counterPercent}}% - {{damage.maxCounterInfo.maxLuck.counterPercent}}% {{damage.minCounterInfo.minLuck.counterFundsDamage}} - {{damage.maxCounterInfo.maxLuck.counterFundsDamage}}



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