How Riftbound combat is structured
Combat in Riftbound happens in steps. The attacker declares attacks. The defender chooses blockers. Damage resolves simultaneously. Focus determines who acts first in each step — the player with Focus chooses attack declarations and block assignments before the opponent finalizes. The player with Focus has a structural advantage. They can wait to see what the opponent commits to before locking in their own play. Losing Focus during combat usually means your opponent already made the decision they needed to make.
When to attack and when to hold back
Attack when the opponent cannot block efficiently, when they are low on units, or when your unit is large enough to survive their blocks. Hold back when the opponent has energy open that could be a reaction, when you are ahead on board and protecting a lead is higher value than pressing it, and when the opponent is best blocks create a two-for-one that reverses the game. Ask before every attack: does this change the opponent is next turn or mine?
How to force bad blocks
The defender chooses blockers, but the attacker chooses how many units to send. If you attack with two units and the opponent can block with one, they must choose which one. Attack with the unit they cannot efficiently block. If they block the wrong one, you get through. If they block correctly, you have information about their hand. The best players use attack declarations to extract information about what the opponent has, then use that information in future combat steps.
Trading: when it is correct
Trading one of your units for one of theirs is correct when you have card advantage, when the opponent is unit is more important to remove than your unit is to keep, or when trading up gains a significant mana advantage. Trading is wrong when the opponent can replace the removed unit faster than you can, when you lose your win condition for a chump blocker, or when the trade leaves you with fewer blocks for the next combat step.
The reaction layer
Reactions in Riftbound can be played during combat at specific timing windows. A reaction that gives a unit plus power or drains can flip a combat outcome. This is why leaving energy open is often correct even with nothing to play — the threat of a reaction changes what the opponent attacks into. Use the AI Judge to understand specific reaction timing windows and priority rules.