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	<title>Gameplay/Stacking Mechanics - Revision history</title>
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		<title>Hino Amagiri: Write page</title>
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		<updated>2026-10-03T14:38:12Z</updated>

		<summary type="html">&lt;p&gt;Write page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This page covers the core battle rules of &amp;#039;&amp;#039;God of Stackers&amp;#039;&amp;#039;: how attacks, defense, garbage, combos and phases work.&lt;br /&gt;
&lt;br /&gt;
== The board ==&lt;br /&gt;
&lt;br /&gt;
The board is 10 columns wide. Pieces spawn above the visible field. If a piece can no longer spawn in a legal position, you &amp;#039;&amp;#039;&amp;#039;top out&amp;#039;&amp;#039;&amp;#039; and lose the match.&lt;br /&gt;
&lt;br /&gt;
* Pieces use &amp;#039;&amp;#039;&amp;#039;SRS&amp;#039;&amp;#039;&amp;#039; rotation with standard wall kicks.&lt;br /&gt;
* Versus modes use a &amp;#039;&amp;#039;&amp;#039;7-bag&amp;#039;&amp;#039;&amp;#039; randomizer: every set of seven pieces contains one of each tetromino.&lt;br /&gt;
* You can see the next 5 pieces and hold one piece.&lt;br /&gt;
&lt;br /&gt;
== Attack and defense ==&lt;br /&gt;
&lt;br /&gt;
Every line clear does two things, in order:&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Cancel&amp;#039;&amp;#039;&amp;#039; garbage waiting in your incoming meter.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Attack&amp;#039;&amp;#039;&amp;#039; with whatever lines were not spent cancelling. That attack is sent to your opponent as garbage.&lt;br /&gt;
&lt;br /&gt;
Each character has a &amp;#039;&amp;#039;&amp;#039;damage table&amp;#039;&amp;#039;&amp;#039; that sets how efficient each kind of clear is for attack and for defense. For example, a quad (4-line clear) with an attack value of 1.0 sends 4 lines at Phase 1. With a defense value of 1.0, the same quad cancels 4 incoming lines.&lt;br /&gt;
&lt;br /&gt;
Characters are very different here. Some are built around T-Spins, others around quads or combos. You can view each character&amp;#039;s full table in the character menu. See [[Gameplay/Character System|Character System]] for a summary.&lt;br /&gt;
&lt;br /&gt;
=== T-Spins ===&lt;br /&gt;
&lt;br /&gt;
Only T-pieces get spin bonuses. A T-Spin counts when the T-piece cannot move left, right, up or down after its last rotation. T-Spin Singles, Doubles and Triples each have their own attack and defense values in the damage table.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Clears ===&lt;br /&gt;
&lt;br /&gt;
Clearing the whole board is a Perfect Clear. Some characters get bonus attack and defense on a Perfect Clear.&lt;br /&gt;
&lt;br /&gt;
=== Passthrough ===&lt;br /&gt;
&lt;br /&gt;
Some clears are marked as &amp;#039;&amp;#039;&amp;#039;passthrough&amp;#039;&amp;#039;&amp;#039;. A passthrough clear does not cancel anything. Its full attack goes straight to the opponent and your incoming garbage stays where it is. Examples are Taki&amp;#039;s quads and Evangeline&amp;#039;s T-Spin Triples.&lt;br /&gt;
&lt;br /&gt;
== Garbage ==&lt;br /&gt;
&lt;br /&gt;
Incoming attacks first wait in the &amp;#039;&amp;#039;&amp;#039;garbage meter&amp;#039;&amp;#039;&amp;#039; beside your board. Each character has a &amp;#039;&amp;#039;&amp;#039;garbage delay&amp;#039;&amp;#039;&amp;#039;: how long garbage waits in the meter before it can land. Once the delay has passed, garbage is added to your board when you place a piece without clearing a line. At most 10 lines can be added in one placement.&lt;br /&gt;
&lt;br /&gt;
You can&amp;#039;t hold garbage back forever. If garbage has been sitting in your meter for too long, all of it is forced onto your board at once. Your board flashes a warning shortly before this happens.&lt;br /&gt;
&lt;br /&gt;
=== Garbage types ===&lt;br /&gt;
&lt;br /&gt;
; Normal&lt;br /&gt;
: Full rows with a single hole in the same column.&lt;br /&gt;
; Messy&lt;br /&gt;
: Full rows with the hole in a different column on each row.&lt;br /&gt;
; Corruption&lt;br /&gt;
: Single blocks dropped onto the top of your columns instead of full rows. Some abilities and clears send this kind of garbage.&lt;br /&gt;
&lt;br /&gt;
Clearing rows that contain garbage is called &amp;#039;&amp;#039;&amp;#039;downstacking&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Combo and Burst ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combo&amp;#039;&amp;#039;&amp;#039; builds when you clear lines that contain garbage. Each consecutive garbage clear adds &amp;#039;&amp;#039;&amp;#039;Burst&amp;#039;&amp;#039;&amp;#039; according to the character&amp;#039;s combo table, shown in the Burst meter.&lt;br /&gt;
&lt;br /&gt;
When you place a piece without clearing a line, the combo ends and your stored Burst is released. Burst first cancels garbage in your meter, and any left over is sent to your opponent as attack.&lt;br /&gt;
&lt;br /&gt;
Characters with &amp;#039;&amp;#039;&amp;#039;Color Combo&amp;#039;&amp;#039;&amp;#039; (Yuuko) can also build combo from clears that have no garbage in them.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Every match starts at &amp;#039;&amp;#039;&amp;#039;Phase 1&amp;#039;&amp;#039;&amp;#039;. Your phase rises as the match goes on, up to a maximum of Phase 5 (Phase 6 for [[Ayano Hasegawa|Ayano]]). Higher phases:&lt;br /&gt;
&lt;br /&gt;
* raise your attack and defense multipliers,&lt;br /&gt;
* shorten the garbage delay on your board,&lt;br /&gt;
* unlock abilities that need a minimum phase (most Ultimates unlock at Phase 3).&lt;br /&gt;
&lt;br /&gt;
Base multipliers by phase (shown in each character&amp;#039;s stats panel):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Phase !! Attack multiplier !! Defense multiplier !! Garbage delay&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.0× || 1.0× || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1.25× || 1.1× || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25× || 1.25× || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1.75× || 1.4× || 65%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2.5× || 1.55× || 50%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.0× || 1.7× || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because damage grows so much in later phases, the end of a match tends to be much more explosive than the start.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Gameplay/Character System]]&lt;br /&gt;
* [[Gameplay/Loadout System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Hino Amagiri</name></author>
	</entry>
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