Attack-Based Energy System - a combat-driven energy mechanic where units build energy through attacking to power special abilities, encouraging aggressive gameplay.
Overview
ABES (Attack-Based Energy System) is a combat-driven energy mechanic where units build energy through attacking to power special abilities, encouraging aggressive gameplay.
Energy Generation
Standard Generation
Rate: +1 ABES energy per attack made
Maximum Pool: Usually equals the highest ABES cost of any unit ability
Combat Requirement: Energy only generates through actual attacks
Special Cases
Behemoth Exception: Some abilities require kills instead of just attacks
Pool Variations: Certain units may have custom energy pool sizes
Auto-Fire Attacks
Trigger: Automatically fire when energy requirement is met
Seamless Integration: Don't interrupt regular attack cooldown cycles
Immediate Use: Energy is consumed instantly upon reaching threshold
Spells (Activated Abilities)
Manual Cast: Require player input to use
Energy Banking: Can save energy for strategic timing
Tactical Choice: Player decides when to spend accumulated energy
Aggressive Playstyle
Combat Rewards: More attacks = more ability usage
Engagement Incentive: Passive units don't generate ABES energy
Sustained Combat: Extended fights favor ABES units
Tactical Considerations
Target Selection: Attack frequency affects energy generation
Ability Timing: Balance auto-fire vs activated ability usage
Unit Positioning: Keep ABES units in combat for maximum energy generation