Claude Confusions
Known mistakes and misunderstandings Claude has made about Evokers mechanics. Documented here so they are not repeated.
47 confusions logged.
Fusion setup takes 3+ turns
| Impact | Medium |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Said the Seir + Beelzebub fusion required '3+ turns of tempo' to set up. In reality it's 2 turns (1 contract per turn), which is the minimum for any fusion. The setup cost is not a weakness specific to this combo.
Correct rule: Each contract phase plays 1 demon. A fusion requires 2 demons = 2 contract phases = 2 turns. This is the baseline minimum for all fusions, not an extra cost.
Familiars are not demons
| Impact | High |
| Category | Terminology |
| Corrected | Yes |
What went wrong: Assumed familiars and demons are separate types. Concluded that Seir's passive (triggers on demon death) would NOT activate when Locusts (familiars) are fatally wounded via Gluttony. Rated the Seir + Beelzebub fusion at 6/10 instead of 8/10.
Correct rule: Familiars ARE demons. The game uses terms like 'fusable demons' or CP to distinguish between units and familiars — not by categorizing them as different types. Any ability referencing 'demons' includes familiars.
Hand size changes across rest periods
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Assumed hand size and selection narrowed as the game progressed, with fewer speed options available in later rest periods. Built an entire strategic framework around 'saving fast demons across rest periods' and deck depletion affecting choice. In reality, you always draw 1 + hold 2 = choose from exactly 3 cards every cycle, constant throughout the game.
Correct rule: Each cycle: draw 1 card (hand becomes 3), contract 1 (hand returns to 2). You always choose among 3 demons regardless of game state. You cannot strategically 'bank' specific speed demons across rest periods.
Misidentified fusion bonus stats as 'ultimate form' stats
| Impact | Medium |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Labeled UHP, UPWR, and UVP as 'ultimate form' stats and initially claimed they were not gameplay-relevant. These are actually fusion bonus stats printed on the bottom of each card — when a card is used as the bottom card in a fusion, these values are added to the top card's HP, PWR, and VP.
Correct rule: UHP, UPWR, and UVP are fusion bonus modifiers. When two demons fuse, the top card provides base stats and the bottom card's UHP/UPWR/UVP are added as bonuses. These stats are integral to fusion gameplay, not cosmetic or unused.
Over-valued stats, undervalued abilities when ranking demons
| Impact | High |
| Category | Stats |
| Corrected | Yes |
What went wrong: Ranked Zagan, Dantalion, and Purson as the weakest demons based on their shared 6/2/1 stat line. Repeatedly anchored on raw stats (HP, PWR, VP) as the primary measure of power, treating abilities as tiebreakers rather than the defining factor.
Correct rule: In Evokers, abilities define what a demon does. Stats set boundaries, abilities define roles. A 6/2/1 demon with a powerful passive can be far more impactful than a high-stat demon with a weak ability. Always lead analysis with abilities and fusion synergies.
Time Dilation is not a free action
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Described Gaap's Time Dilation as granting a 'free preemptive strike' to an allied demon. Ignored the '(with cost)' clause, which means the allied demon still pays full AP and exhaust for whatever action it performs.
Correct rule: Time Dilation (Start of Turn, 0 AP, 1x) lets a target allied demon perform 1 action WITH COST — the ally pays full AP and exhaust. The only advantage is timing: acting before the opponent during their main phase. It is a one-shot timing trick, not a resource advantage.
Shax chain-kills are practical with PWR:4
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Picked Shax as #3 because self-ready on kill 'breaks the exhaust bottleneck' and enables chain-killing. Failed to check whether PWR:4 can actually secure kills. Most demons have 9-15 HP — Shax needs 3-4 attacks to kill one, but only gets 1 per rest cycle. The snowball requires multiple enemies pre-chipped to ≤4 HP in the same lane, which is unrealistic setup.
Correct rule: Always stress-test setup conditions for conditional abilities. If a trigger requires specific board states (multiple low-HP enemies in one lane), evaluate how realistic that state is before calling the ability strong. Shax's chain-kill is win-more, not a reliable strength.
game_config.json says 'first to 15 CP wins'
| Impact | Medium |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Trusted game_config.json's victory description literally without cross-referencing ability text that implies CP is negative (e.g., Virgo's 'your opponent gains 1 CP' is clearly offensive, not a gift).
Correct rule: The game_config description may be outdated or misleading. CP is a loss condition confirmed by the designer. Always treat CP gain as harmful to the gaining player.
Fear of the Dark is a permanent readiness lock
| Impact | Medium |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Picked Nyx as #3 strongest demon because Fear of the Dark's 'cannot be readied' Status seemed to permanently remove demons from the action economy, accumulating locks each rest cycle. In reality, statuses expire at end of current main phase — Fear of the Dark is a 1-phase stall, same problem as Gaap's Unmoving Time.
Correct rule: All Status effects expire at end of the current main phase. Fear of the Dark's 'cannot be readied' only lasts the phase it was applied. The target readies normally at the next rest phase.
Local lockdown only covers 1 of 3 lanes
| Impact | Medium |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Described Gaap's Unmoving Time as 'the best lockdown in the game' and 'full lane shutdown' without considering that the game has 3 lanes. A Local-range lockdown only affects 1/3 of the board. The opponent can spread demons across lanes to minimize impact.
Correct rule: Local-range abilities only affect demons in the same lane. With 3 lanes, opponents can position around local lockdowns. Unmoving Time (2 AP + exhaust) locks one lane per rest cycle. Evaluate local abilities against the 3-lane board, not in isolation.
CP is a win condition (reach 15 to win)
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Treated CP as a victory score — ranked Baal and Beleth as the two strongest demons because their abilities generate CP and they have VP:6. In reality CP is corruption: you LOSE at 15. This made Baal/Beleth's self-corrupting abilities and high VP massive liabilities, not strengths.
Correct rule: CP (Corruption Points) is a loss condition. You lose when you reach 15 CP. When your demon dies, you gain its VP as CP. Abilities that say 'Gain X CP' self-corrupt the user. High VP demons are risky to field because dying costs you more CP.
AP vs Exhaust bottleneck
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Overvalued AP cost reduction (e.g. Murmur's -2 AP) as game-warping, treating it as enabling unlimited attacks. Failed to recognize that exhaust/ready is the primary constraint on combat output, not AP. A demon can only attack once per rest cycle (4 cycles) regardless of AP cost, because attacks require exhaust.
Correct rule: Attacks require exhausting the demon. Demons are only readied at the Rest Phase (every 4 cycles) unless an ability readies them. AP cost reduction saves resources but does not increase attack frequency. Murmur's -2 AP saves ~2 AP per rest cycle on one attack — meaningful but not game-warping standalone.
Unmoving Time is powerful recurring lane lockdown
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Called Gaap's Unmoving Time 'recurring lane lockdown' and ranked Gaap #3 strongest demon. In reality, Unmoving Time is a 1-cycle stall: you spend 2 AP + Gaap's exhaust, opponent's demons can't act that cycle, but they just activate normally next cycle. No permanent damage, no kills, no CP forced. Costs more than it gains.
Correct rule: Unmoving Time delays opponents by 1 cycle at the cost of 2 AP + exhaust. The opponent's demons were going to exhaust from acting anyway. Temporary action denial without follow-up kill potential is not meaningful value.
Speed determines when demons act or deploy
| Impact | Low |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Repeatedly cited Fast speed as 'early deployment,' 'acts before most demons,' and 'deploys early.' Cited Slow speed as making demons 'vulnerable.' Speed only affects Contract Phase priority (who chooses Main Phase order), not combat timing or deployment order.
Correct rule: Speed (Fast/Normal/Slow) only determines Contract Phase priority. Fast demons help you win the Contract Phase, letting you choose who takes their Main Phase first. It has no effect on combat timing, deployment order, or vulnerability.
Furfur Lie payoff is easily denied
| Impact | High |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Treated Furfur's Lie payoff (2 actions with -2 AP, ignoring exhaust/ready) as a near-guaranteed burst. Failed to reason through the Question familiar's Challenge mechanic and the fact that the opponent always has a freshly contracted demon each cycle to Challenge with.
Correct rule: Question's Challenge action is Universal, 0 AP, requires ready. The opponent contracts a new (readied) demon every cycle and can place it in Question's lane to Challenge. If Lie, payoff denied at near-zero cost. If Truth, only 3 Fixed Damage to local allies. The Lie payoff is conditional on the opponent not being able to or choosing not to Challenge — not a reliable burst tool.
CP framed as opponent's gain instead of your loss
| Impact | Low |
| Category | Terminology |
| Corrected | Yes |
What went wrong: Described VP/CP from demon death as points 'given to the opponent' or that the opponent 'earns'. In Evokers, when your demons die you accumulate CP toward your own loss — CP is a loss condition you suffer, not a reward your opponent collects.
Correct rule: When a demon dies, its controller gains CP equal to the demon's VP. Reaching 15 CP means you lose. CP should be framed as a cost you pay when your demons fall, not as something your opponent receives.
Judas Iscariot rated F tier — missed Exile exhaustion lock and solo lane play
| Impact | High |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Rated Judas F tier because the aura hurts your own board and the opponent can 'just move him away' or 'Exile him back'. Missed three critical interactions: (1) Exile leaves Judas exhausted, so the opponent cannot march him or re-Exile until a Rest Phase — that's multiple cycles of lane lockdown. (2) If Judas is your only demon, his aura does nothing negative since it affects 'Other' local allied demons. (3) Damaging Judas before Exile makes him a CP time bomb — if he dies on the opponent's side, they eat 3 CP.
Correct rule: Exhausted demons cannot perform any actions, including March. Exile exhausts Judas on transfer. The opponent has no cheap way to remove Judas from their lane until the next Rest Phase. Judas's aura targeting 'Other' local allied demons means a solo Judas has zero downside for the controller.
Thanatos + Focalor rated as a combo — two independent AoE nukes don't synergize
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Thanatos + Focalor as a combo because Thanatos adds +3 fPWR to Focalor. But +3 PWR on a demon already using Focus (+5 PWR) is marginal, and both abilities are expensive exhaust-gated AoEs competing for the same AP and action slot. Two versions of the same effect on one fused demon is worse than two independent threats.
Correct rule: A real combo requires abilities that ENABLE each other (debuff + damage, positioning + AoE, AP discount + expensive ability), not two versions of the same effect stapled together. Fusion is only a combo if the bottom card's abilities meaningfully change what the top card can do, not just add a small stat bonus.
Judas + Gamigin listed as a combo despite no amplification
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Created a combo entry for Judas + Gamigin 'Double Sabotage' that was just two independent disruption effects with no interaction. Judas locks a lane via Exile exhaustion, Gamigin forces fusion on death — but neither ability makes the other stronger. This is two good demons played in the same game, not a combo. A real combo requires amplification: demon A makes demon B's ability do something it couldn't do alone, producing an effect greater than the sum of parts.
Correct rule: A combo requires synergy where abilities amplify each other — the combined effect must be greater than the sum of individual effects. Two demons doing unrelated things in parallel is a draft strategy, not a combo. Before logging a combo, ask: does demon A make demon B stronger (or vice versa)? If they just coexist, it's not a combo.
Ipos + Sekhmet listed as combo despite redundant effects
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Created a combo entry for Ipos + Sekhmet 'Mass Ready + Blitz' claiming Sekhmet's exhaust-free attacks + Ipos's mass ready was a synergy. But Sekhmet's Relentless Attack already removes the exhaust cost from attacks — if allies don't exhaust, Ipos's readying ability has nothing to ready. The two abilities overlap rather than amplify. At best Ipos covers demons that used non-Relentless actions, but that's marginal utility, not a combo.
Correct rule: Two abilities that solve the same problem (exhaust) in different ways are redundant, not synergistic. A combo requires abilities that address different bottlenecks or create effects neither could achieve alone. Exhaust bypass + readying = solving the same constraint twice.
Mammon analysis assumed opponent gets fresh Mammon on lost initiative
| Impact | Medium |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Claimed losing initiative gives the opponent a readied Mammon. Contracted demons come into play during YOUR main phase, so you always get first use of Mammon regardless of who acts first. The opponent only gets a readied Mammon post-rest if they have initiative — not on the initial play.
Correct rule: Contracted demons enter play during your main phase, not during the contract phase or the opponent's main phase. On the turn Mammon is played, the controller always gets first use. Initiative only matters for post-rest Mammon control.
Claimed Slow demons 'die before doing anything'
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Stated that Gamigin's Slow speed and 6 HP means it 'dies before doing anything useful'. Speed does not affect when a demon enters play — all contracted demons come into play during the main phase. Speed only determines who chooses main phase order during the Contract Phase.
Correct rule: Contracted demons are played during your main phase regardless of speed. Slow speed means the opponent's Evoker likely chooses main phase order (acts first), but the Slow demon still enters play and can act during your main phase.
1x interpreted as once per game instead of once per turn
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Treated 1x actions as single-use abilities that can only be performed once ever. This led to undervaluing many demons whose 1x abilities were assessed as 'one-shot' effects. Multiple tier ratings were affected.
Correct rule: 1x means once per turn, not once per game. A demon with a 1x action can perform it every turn/cycle, just not multiple times within the same turn.
Judas + Gamigin combo write-up ambiguous about independent vs fused demons
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: The combo description said 'Stacks two independent disruption effects' without clarifying whether Judas and Gamigin are two separate (unfused) demons operating independently or a fused pair. A reader could interpret the combo as requiring a Judas-Gamigin fusion, which would be a completely different setup with different AP costs and positioning.
Correct rule: Judas + Gamigin Double Sabotage uses two independent, unfused demons in separate lanes. Each creates its own disruption: Judas via Exile exhaustion lock, Gamigin via mandatory death-trigger fusion onto an opponent's demon. The combo's strength is parallel disruption across two fronts — fusing them together would defeat the purpose.
Naberius + Buer listed as combo despite no amplification
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Created a combo entry for Naberius + Buer 'Resilient Frontline' claiming healing + death trigger was a synergy. Buer heals local allies, Naberius has a death trigger for a free action. Buer just delays Naberius dying — that's sustain next to a body, not amplification. Buer doesn't make the death trigger stronger, Naberius doesn't make healing better. Two decent demons in the same lane is not a combo.
Correct rule: A combo requires amplification: demon A must make demon B's ability do something it couldn't do alone, producing an effect greater than the sum of parts. Sustain + death trigger is not amplification — the death trigger fires the same way regardless of whether Buer is present. Healing just delays the timeline.
Vine + Libra listed as combo despite no amplification
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Created a combo entry for Vine + Libra 'CP-Free Trades' claiming Libra's mutual kill + Vine's death spawns was a synergy. Libra kills one demon from each side with CP ignored. Vine spawns Crystal Parasites from 3+ CP deaths. But Libra doesn't make Vine's spawns stronger, and Vine doesn't make Libra's kills more effective. They just coexist — Libra creates deaths, Vine reacts to deaths, but neither amplifies the other.
Correct rule: Two demons that independently react to the same game event (deaths) without making each other's abilities stronger are not a combo. A combo requires demon A to amplify demon B's effect beyond what B could achieve alone.
Great Blue Spot described as enemy-only AoE
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Repeatedly described Focalor's Great Blue Spot as dealing damage 'across a lane' or 'to a lane' without noting it hits ALL demons including your own allies. The ability text says 'All Demons in Target Lane' not 'All Enemy Demons'. This means friendly fire is a real cost — allies in the target lane take equal damage and their deaths give you CP.
Correct rule: Great Blue Spot divides damage between ALL Demons in the target lane, including allied demons. To avoid friendly fire, target a lane with zero allies. The opponent can counter by positioning a demon in a lane with your allies, forcing you to choose between friendly fire or not using the ability on that lane.
Quick actions resolve AFTER the triggering action — wrong, they resolve BEFORE
| Impact | High |
| Category | Timing |
| Corrected | Yes |
What went wrong: Assumed Quick actions are reactive responses that fire AFTER the opponent's action resolves. Concluded that Sabnock's Pink Haze (-3 PWR) could not prevent damage from an incoming 2 PWR attack because 'the damage already happened'. In reality, Quick actions resolve BEFORE the triggering action — the opponent declares an action, the Quick response resolves first, then the declared action resolves with any modifications from the Quick response.
Correct rule: Quick actions resolve BEFORE the action they are responding to. The opponent declares an action, the defending player may respond with 1 Quick action, the Quick resolves first, then the original declared action resolves. This means a Quick debuff (like Pink Haze -3 PWR) applied to a 2 PWR attacker reduces their effective PWR to 0 before the attack deals damage. Sabnock can prevent all damage from a 2 PWR attack by responding with Pink Haze.
Sitri + Malphas listed as combo — Sitri's pull requires demons already exhausted, Malphas exhaust is redundant
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Sitri + Malphas as a 'Lane Control' combo: Sitri pulls all exhausted demons to Sitri's lane at end of phase, Malphas exhausts enemies entering his lane. But Sitri's pull only moves ALREADY EXHAUSTED demons. If a demon is already exhausted, it can't act anyway (confusion #4). Malphas exhausting them after they arrive is redundant — they were already exhausted before being pulled. Malphas doesn't amplify Sitri's pull because the pulled demons are already locked out of actions. The two abilities solve the same problem (denying enemy actions) without amplifying each other.
Correct rule: When evaluating combos involving exhaust mechanics, check: are the targets already exhausted before the second ability fires? If yes, the second exhaust is redundant. Sitri pulls exhausted demons (already can't act), Malphas exhausts demons that enter (already exhausted from Sitri's requirement). Two exhaustion sources on already-exhausted targets is not amplification.
Nahash Forbidden Fruit AP reduction applied to wrong target
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Implemented Forbidden Fruit as applying -2 AP Cost to the MARKED DEMON's own actions (status 'ap_cost' on target). The card text says 'Actions that target the targeted Demon have -2 AP Cost' — the reduction is on ANY action TARGETING the marked demon, not the marked demon's own actions. The wrong implementation made Nahash look like it was helping the enemy (reducing their AP costs). The correct version is a team force multiplier: all allies can attack the marked target for 0 AP (2 base - 2 target modifier).
Correct rule: Forbidden Fruit's -2 AP Cost applies to ACTIONS TARGETING the marked demon, not to the marked demon's own actions. Any demon attacking the marked target pays 2 less AP. This is stored as 'ap_cost_when_targeted' status on the target, checked by execute_ability and game_loop attack cost calculations. This mechanic enabled the Nahash + Kimaris combo and warranted a tier increase from C to B.
Malthus + Capricorn Musket Fire Volley listed as combo — misunderstood Collective Unconscious limitations
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Malthus + Capricorn as a burst combo where multiple allies chain Collective Unconscious to copy Musket Fire repeatedly. Two errors: (1) Musket Fire is already an Allied action — any allied demon can perform it directly without needing Capricorn to copy it. CC adds nothing that Allied doesn't already provide. (2) Collective Unconscious applies a Status on the performer that prevents CC from being performed again. The status is global — once any demon uses CC, that demon is locked out. The 'chain' of N allies each using CC doesn't work because CC's status prevents repeated use. The combo is just 'everyone uses Musket Fire' which is already how Allied actions work.
Correct rule: Allied actions are already performable by any allied demon (game-mechanics.md). Capricorn's Collective Unconscious copies the LAST action, but its status locks the performer from using CC again. When evaluating copy-action combos, check: (1) is the source action already Allied? If so, copying adds nothing. (2) Does the copy mechanism have a use-limiting status? If so, chains don't work.
Shax + Thanatos Kill Chain listed as combo — friendly fire kills own board on repeated use
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Shax + Thanatos as an AP-positive kill chain engine: Styx's Shores hits ALL Other Demons for 7 PWR, kills generate AP + ready Shax, enabling repeated Styx uses. Missed that 'All Other Demons' includes your OWN demons (confusion #21). The second Styx use hits your own weakened allies too. After two Styx uses, every demon on the board (yours and theirs) has taken 14 PWR damage. Your own board is wiped alongside the enemy's. This is not an engine — it's a murder-suicide that scales equally against both sides.
Correct rule: AoE abilities that say 'All Other Demons' hit your own allies (confusion #21, game-mechanics.md). When evaluating AoE engine combos, always calculate the FRIENDLY FIRE cost across multiple uses. Shax+Thanatos dealing 7 to all demons twice = 14 total to your own allies. Any combo that requires repeated AoE self-harm is not viable unless your own demons can survive (e.g., high DEF or healing to offset).
Mammon + Purson combo analysis invented a CP bomb mechanic that doesn't exist — Purson only has 1 familiar out at a time
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: When asked about Mammon + Purson, invented an elaborate 'CP bomb delivery' combo where Mammon transfers control of 4 Purson familiars to the opponent, then kills them for 8 CP. Multiple errors: (1) Purson's Bestow Familiar explicitly says 'If none of Purson's Familiars are in play, play 1' — only ONE familiar can be out at a time. Not 4. (2) Built an entire combo theory around a mechanic that doesn't exist (mass familiar transfer as CP payload). (3) Got excited by the 'fused demons have both names' insight and ran with it without checking the actual constraints on Purson's familiar deployment. This is the pattern of confusing 'sounds cool' with 'actually works' that has plagued the combo-finder.
Correct rule: Always read the FULL ability text including constraints. Purson says 'If none of Purson's Familiars are in play' — this limits deployment to 1 familiar at a time. When building combo theories, check every constraint on every ability involved before elaborating. Don't build multi-step theories on top of an unchecked assumption.
Vine + Libra listed as combo — opponent controls Libra's targeting and can kill Vine first
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Vine + Libra as a 'CP-Free Trades' combo: Libra's Zero Sum kills one demon from each side (CP ignored), Vine spawns Crystal Parasites from 3+ CP deaths. Missed that Zero Sum says 'you and your opponent EACH Target Any Demon' — the opponent chooses what dies on YOUR side. The opponent simply targets Vine with their pick, killing Vine before any Parasites can spawn. Even if Vine survives the first Zero Sum, the opponent can choose to kill Vine on any subsequent use. The combo is self-defeating: the mechanic that's supposed to enable it (Zero Sum) gives the opponent the tool to disable it.
Correct rule: When evaluating combos involving opponent-choice mechanics (like Zero Sum where both players pick targets), check if the opponent can use their choice to disable the combo. If the opponent can simply target the enabler card, the combo doesn't work against a competent opponent.
Castor/Pollux 'Other Demon' exclusion applies to BOTH, not just the projector
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Implemented Azazel's aura 'All Other Local Allied Demons' projected via Castor/Pollux sharing with standard self-exclusion (only the projecting demon is excluded). Concluded Castor gets +2 DEF from Pollux's shared copy and vice versa. The card text explicitly states: 'When Castor or Pollux resolves or applies an ability, if the text uses the keyword Other Demon(s), it excludes BOTH Castor and Pollux.' So neither Castor nor Pollux benefits from any 'Other' ability projected by either of them.
Correct rule: When any ability with 'Other Demon(s)' in its text is resolved or applied by Castor OR Pollux (including shared abilities from fused cards), BOTH Castor and Pollux are excluded from 'Other'. This means: Castor-Azazel aura buffs Sabnock but NOT Pollux. Pollux's shared Azazel aura buffs Sabnock but NOT Castor. Neither twin ever benefits from the other's 'Other' abilities.
Zagan Omnipresent Striker listed as combo — it's just how Zagan works solo
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed 'Zagan Omnipresent Striker' (Zagan fused under a high-PWR demon for reactive repositioning) as a combo. But Zagan's entire passive IS reactive repositioning when fused — 'After an action is declared, move Zagan to Any Lane.' Fusing Zagan under any strong demon is literally the only way to use Zagan. It works with ANY demon, not a specific pairing. This belongs in a Zagan character guide, not the combo section.
Correct rule: If the interaction works with ANY partner demon and is the card's core designed use case, it's a character guide topic, not a specific combo. Zagan under 'a high-PWR demon' is generic advice, not a two-card synergy.
Andras + Lix Tetrax listed as combo — no amplification, AP efficiency is generic
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Andras + Lix Tetrax as an 'AP Efficiency' combo: Lix Tetrax's passive applies -1 AP Cost to targets, making Andras's Momento Mori cheaper. But -1 AP Cost is a generic benefit that helps ANY demon's abilities, not specifically Andras. Lix Tetrax doesn't make Andras's lock+attack DO something it couldn't do alone — it just makes it slightly cheaper. 'Slightly cheaper' is not amplification, it's incremental improvement. This is the same as saying 'Murmur + anyone is a combo because -2 AP Cost.' Generic AP reduction paired with any ability is not a specific combo.
Correct rule: AP cost reduction paired with any ability is generic synergy, not a specific combo. If the AP reducer works equally well with any other demon, it's not a two-card combo — it's a character guide topic for the AP reducer. The combo must produce a qualitatively different effect, not just a quantitatively cheaper one.
Lucifer + Zepar listed as combo — no amplification, just two redirect passives coexisting
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Lucifer + Zepar as a 'Forced AoE Splash' combo where Lucifer reflects damage to one enemy and Zepar redistributes it across all enemies. But there's no amplification: Lucifer takes X damage and reflects X-2 to one target. Zepar just splits that X-2 across multiple targets instead of one. The total damage output is still X-2 regardless of Zepar. Zepar doesn't make Lucifer's splash STRONGER — it just changes the distribution. Two redirect passives coexisting in the same lane is not a combo, it's two demons doing independent things.
Correct rule: A combo requires amplification: demon A must make demon B's ability do something it couldn't do alone, producing an effect greater than the sum of parts. Redistributing the same total damage across more targets is not amplification — it's the same total damage with a different spread. Check: does the combination produce MORE total output than either demon alone? If not, it's coexistence, not a combo.
Ipos + Sekhmet listed as combo — redundant exhaust bypass, heavily AP-gated
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Ipos + Sekhmet as a 'Mass Ready + Blitz' combo: Sekhmet's Relentless Attack lets allies attack without exhausting, Ipos readies exhausted demons for a second wave. Two problems: (1) Sekhmet's Relentless Attack already ignores exhaust — allies attack WITHOUT exhausting. If allies don't exhaust, Ipos has nothing to ready. The two abilities solve the same bottleneck (exhaust) redundantly. (2) Both abilities are heavily AP-gated: Relentless Attack costs 2 AP per use, Ipos Command Army costs 1 AP. A 'blitz' of 3 Relentless Attacks + Command Army = 7 AP, far exceeding the 3 AP per contract phase. The combo requires banking AP across multiple phases for a single burst turn that doesn't justify the investment.
Correct rule: Two abilities that bypass the same bottleneck (exhaust) are redundant, not synergistic. Also verify the total AP cost of the 'combo turn' — if it exceeds available AP by a large margin, the combo is impractical. Sekhmet's value is that allies DON'T exhaust, making readying pointless. AP is the real constraint (confusion #12).
Morpheus + Nergal listed as combo — Nergal's cannot-be-readied only affects allied demons, not enemies
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Morpheus + Nergal as a 'Sleep Lock' combo: Morpheus exhausts all local demons at end of phase, Nergal prevents enemies from readying. But Nergal's abilities only affect YOUR demons: Adaptability targets 'Target Demon' (Allied action — performed by allies on allies), Nine Variations applies 'All Allied Demons have -1 AP Cost and cannot be Readied.' Neither ability can target or affect enemy demons. The combo's premise (Nergal locking enemies from readying after Morpheus exhausts them) is impossible — Nergal has no way to apply cannot-be-readied to enemies.
Correct rule: When evaluating combos, verify the TARGETING of each ability. Allied actions target allied demons only. 'All Allied Demons' means YOUR demons, not the opponent's. Nergal's 'cannot be Readied' status is a self-imposed downside for the AP cost reduction, not an offensive tool. Always read the targeting text: Allied = your side only.
Dantalion Defensive Fortress listed as combo — it's just how Dantalion works solo
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed 'Dantalion Defensive Fortress' (Dantalion + Duban + Taurus + Azazel + Zepar) as a combo. But stacking defensive demons onto Dantalion is literally Dantalion's core mechanic — 'Any number of Demons can be Fused onto Dantalion.' Fusing defensive passives onto an unlimited-fusion demon is not a combo between two cards, it's one card functioning as designed. The 'combo' is just a list of good fusion targets for Dantalion, which belongs in Dantalion's character guide (where it already is), not the combo section.
Correct rule: A combo requires two specific cards whose abilities amplify each other in a non-obvious way. A demon using its core mechanic (unlimited fusion) with generically good fusion targets is not a combo — it's a character guide topic. If the interaction works with ANY defensive demon (not specifically these four), it's not a specific combo.
Ronove + Auns combo rated C+ tier — missed Willpower exhaust bypass making it an 8x damage engine
| Impact | High |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Rated the Ronove + Auns fusion as C+ tier because 'exhaust is the real bottleneck, not AP' and 'Murmur does the AP job better.' Completely missed that Auns has Willpower (0 AP, 1x): Ready self + 3 Fixed Damage to self. This breaks the exhaust bottleneck that was cited as the limiter. The actual cycle is: Attack (exhaust, 0 AP) → Willpower (ready) → Attack again = 2 attacks per turn for 0 AP. Over 4 cycles that's 32 damage from a single demon vs 4 from a normal demon. 8x output.
Correct rule: When analyzing fusion combos, check ALL abilities on BOTH cards, not just the passives. Auns has two abilities: the AP-to-damage passive AND Willpower (ready + self-damage). The passive alone is mediocre (confusion #12: exhaust bottleneck). But Willpower bypasses exhaust, which combined with Ronove's heal creates a self-sustaining damage engine. Always check if the bottom card has an active ability that synergizes with the top card's passive.
Nahash + Kimaris listed as combo — chaining a normal action with a Start of Turn action across different phases
| Impact | High |
| Category | Timing |
| Corrected | Yes |
What went wrong: Listed Nahash + Kimaris as a 'Lethal Setup' combo: Nahash uses Forbidden Fruit (normal action during your main phase) to debuff a target with -2 DEF, then Kimaris uses The Evening Bell Tolls (Start of Turn — fires at start of OPPONENT'S main phase) to execute targets at exact HP thresholds. Critical timing error: Nahash's Forbidden Fruit is a normal action performed during YOUR main phase. Kimaris's Evening Bell Tolls is Start of Turn, which fires at the start of the OPPONENT'S main phase. These are different phases. Nahash's -2 DEF status expires at end of YOUR main phase (status effects are temporary). By the time Kimaris's Start of Turn fires next phase, the -2 DEF is already gone. The combo's premise — Nahash softening targets for Kimaris's execute — requires effects to persist across phases, which they don't.
Correct rule: Status effects expire at end of current main phase (game-mechanics.md). Start of Turn abilities fire at the start of the OPPONENT'S main phase, which is a DIFFERENT phase from when normal actions resolve. Any combo chaining a normal action's status with a Start of Turn ability fails because the status expires before the SoT fires. Always check: are both abilities in the SAME phase? If not, status effects from the first won't be active for the second.
Naberius + Buer listed as combo — healing doesn't amplify Naberius's death trigger
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Naberius + Buer as a 'Resilient Frontline' combo claiming Buer's healing keeps Naberius alive and guarantees the death strike. But Naberius's key ability is a death trigger (free action when fatally wounded). Healing DELAYS the death trigger — it doesn't amplify it. Buer keeping Naberius alive means the death trigger fires LATER, not BETTER. The combo fails the amplification test: Buer doesn't make Naberius's death strike stronger, and Naberius doesn't make Buer's healing stronger. They just coexist — healer next to a demon with a death trigger.
Correct rule: Sustain + death trigger is not a combo (already listed in the NOT combos section). Healing delays death but doesn't amplify the death trigger's effect. For a real combo with Naberius, find something that makes the free action on death MORE powerful (e.g., a PWR buff that makes the parting strike lethal), not something that delays when it fires.
Judas + Gamigin Double Sabotage listed as combo — no amplification, two independent disruptions
| Impact | Low |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Listed Judas + Gamigin as a combo despite this being flagged as invalid earlier in the session (confusion logged at the start). Judas locks a lane via Exile exhaustion, Gamigin forces fusion on death. Neither ability makes the other stronger. This was already identified as 'two good demons played in the same game, not a combo' but the combo entry was never removed from Notion. A real combo requires amplification: demon A makes demon B's ability do something it couldn't do alone.
Correct rule: Two independent disruption effects operating in parallel are a draft strategy, not a combo. This was already logged as a confusion earlier. The combo should have been removed when the original confusion was logged.
Auns AP-to-damage passive implemented as no-op marker instead of actual mechanic
| Impact | High |
| Category | Mechanics |
| Corrected | Yes |
What went wrong: Implemented Auns (#042) passive 'When this would spend X AP, deal X Fixed Damage to Auns instead' as a no-op marker passive with an unused helper function. The marker was never wired into execute_ability, so the AP-to-damage conversion never actually happened. Auns just spent AP normally like any other demon. This also meant interactions with other abilities (like Ronove's lifesteal triggering on the self-damage) never worked.
Correct rule: Auns passive must intercept AP deduction in execute_ability. Before spending AP: check if Auns ability is active (unit_id '042' or fused_bottom '042'), check remaining HP >= cost, then deal_fixed_damage to self instead of deducting AP. The self-damage must fire a DAMAGE_DEALT event so triggered passives like Ronove's lifesteal can respond. When Ronove is fused with Auns, the self-damage triggers Ronove's heal, creating a sustain engine.
Sekhmet Quick suppression blocked all ACTION_DECLARED triggers
| Impact | Medium |
| Category | Interactions |
| Corrected | Yes |
What went wrong: Implemented Sekhmet's passive ('Quick actions cannot be performed in response to Relentless Attack or Relentless March') by suppressing the entire ACTION_DECLARED event. This incorrectly blocked passive triggers like Zagan's reposition, which is a passive ability that fires on ACTION_DECLARED — not a Quick action. The suppression should only prevent Quick-timed actions from being performed in the response window, not prevent passive triggers from firing.
Correct rule: Sekhmet's passive only suppresses Quick actions (the timing type) in response to Relentless abilities. Passive triggers that fire on ACTION_DECLARED (like Zagan's reposition, Orias's extra target) are NOT Quick actions and must still fire normally. ACTION_DECLARED serves two purposes: (1) fire passive triggers, (2) open the Quick response window. Sekhmet blocks #2 only.