Anti Damage

Use Anti Damage when the cleanest move is to convert incoming pressure into a reactive counter instead of tanking it.

Hmbown d46cd64 1.3 KB Updated

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Anti Damage

Turn the next hostile hit into a counterstroke.

Overview

Use Anti Damage when the cleanest move is to convert incoming pressure into a reactive counter instead of tanking it.

This is the secondary Codex compatibility rendering of a hybrid battle-chip pattern with a shipping-now execution model.

Canonical chip family: Anti Damage Codex shelf: Traps and Obstacles Provider target: Codex compatibility surface.

When To Use

  • A predictable attack or failure mode is coming.
  • You want the next hit to trigger a response automatically.
  • Absorption alone is too passive.

Workflow

  1. Name the incoming event worth countering.
  2. Prepare a single automatic response to that hit.
  3. Verify the counter only fires on the intended trigger.

Deliverables

  • A counter-trigger or reactive safeguard.
  • A note describing the exact trigger and response.

Guardrails

  • Reactive systems must be narrower than proactive ones.
  • Do not use Anti Damage for ambiguous or high-noise inputs.

Default Invocation

Use Anti Damage to define one reactive counter for the next predictable hit, keeping the trigger narrow and the response proportionate.

hmbown/mmbnchips/tree/main/generated/codex/anti-damage commit d46cd64bee

Frequently asked questions

npx skillmds@latest add hmbown/anti-damage