> For the complete documentation index, see [llms.txt](https://whitepaper.somo.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.somo.xyz/the-game/combat-system.md).

# Combat System

In the heat of battle, every decision counts. Watch as your SOMOs unleash a torrent of attacks, their movements guided by your strategic choices.  When a battle starts, based on the positions of all the units of both parties, they will start combat actions automatically.

* The battlefield is not lane-based, but like an Real-time Strategy map, where the units can move around on a pixel-basis.
* If the unit doesn’t have any enemy unit in their attack range, they will first move towards the closest enemy unit to engage.
* Units that get their HP depleted by taking damage are eliminated from the battlefield, while the rest of the units of both parties continue to fight until battle conclusion.
* A battle normally lasts for 1 minute at regular speed, but there can be edge cases where battles last much longer than normal.
* There’s a time limit for each battle.
* The battle result is concluded by either one party getting completely eliminated, or at the hard stop at the time limit, where the party with more units left wins.
* If both parties have the same number of units left, the one with higher HP portions wins.


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