← Official Wiki Combat guide

Build a line.
Break theirs.

Defeat the enemy commander before yours falls. Every character you deploy helps shape the fight that follows.

Learn the turn ↓
The battlefield and character cards in Void Sirens
Position your crew. Protect your commander.
Before the first card

Build a squad that works together.

Choose your active squad and commander before starting a battle. Character development and equipped implants help determine what your crew brings to the field.

Give the squad a purpose: protect fragile attackers, combine support with damage, or build around abilities that help one another. The strongest-looking individual card is not always the best fit for the team.

Characters committed to an expedition are unavailable for your combat squad until you collect the expedition result or abort the trip.

The battle rhythm

Prepare. Deploy. Attack.

  1. Read the field

    Check your hand, exposed lanes, and available commander abilities before placing a character.

  2. Make your move

    Play a character into an available position or skip placement. Deploying a character ends preparation and starts your side’s attack phase.

  3. Watch the response

    Your characters attack and their abilities take effect, then the opposing side takes its turn. Surviving characters stay on the field for the next exchange.

Think past the current turn.

A character stays part of your formation while she survives. Consider both what the placement achieves now and what it leaves exposed on the enemy’s turn.

Make room for the right role

Front line. Back line. Open lane.

Melee

Melee characters fight from forward positions. A fighter behind an allied melee character may be blocked from making an ordinary attack.

Ranged

Ranged characters can attack from deeper positions behind allies. Use that space to keep an attacker contributing while the front line holds.

Ordinary attacks follow a character’s lane. When no enemy character remains in that lane, attacks can reach the enemy commander. Some abilities affect different targets, so read each character’s skill descriptions.

Breaking a lane can win the battle. Leaving one open on your own side can lose it.

The target that matters

Keep your commander alive.

The commander stands apart from the characters you place on the field. Defeating the enemy commander wins the battle; losing your own ends it in defeat.

Check the commander’s active abilities during preparation. Some become available as the battle progresses. Use an available ability before deploying your next character if you want its effect for that turn.

More than raw strength

Give your crew an advantage.

Character abilities can protect, heal, strengthen allies, or put pressure on enemy formations. Their conditions matter as much as their effects: read the skills of the characters you actually use.

Agility
Helps a character evade certain melee attacks.
Shield
Can absorb a hit that it protects against.
Defence
Reduces incoming damage.
Healing
Restores health and helps surviving characters stay in the fight.

Once Auto Battle is unlocked, you can switch it on or off during a fight. Battle speed changes the pace of the action; positioning and ability rules still apply.

Read character skills → Combat glossary →
Learn from the result

Make the next formation better.

League battles are a route to progression and rewards. After a fight, consider where your formation held and where it broke. A different position, a support character, or an implant can change how the next encounter plays out.

Return to the base when you need materials or a new implant for your plan.

Explore your base →