Goal. A Wild Frog sits in the tank on the central column. In round 2 it breaks free; from then on it acts first every round, pouncing on the nearest frog with the combo its two eyes show, and stays where it lands. The column becomes a low platform you can jump onto. Whoever slays it wins. Lose both your frogs and you lose. Hit it with a frog whose element matches its reservoir for x1.5 damage.
Camera. Drag the empty floor to scroll, pinch or use the wheel / +- to zoom.
Jump. Drag back from your frog, aim, release. The arc, bounces, landing ring, knockback and damage show before you let go. Walls bounce you back with a bit of extra range; the glowing Wall Launch Zones add more. The column and crystals block jumps.
Elixir. Each frog carries one element: FIRE damage · ICE shorter next jump · POISON damage over time · LIGHTNING chains to a second enemy.
Reactions. Land in a puddle of another element or on your ally to get a Reaction Charge (your element + theirs) — your next jump fires it anywhere. Steam Veil, Toxic Detonation, Plasma Orb, Toxic Crystal, Static Shell, Neuroshock.
Surge. Land in a puddle of your own element: an area hit on every enemy nearby — stronger than a normal landing, weaker than a reaction.
Pipes and Drain Nodes. At the start of every round each red pipe pours a puddle next to its grate. Land on a grate to choose the element of its next puddle — the last frog to land decides; otherwise the element is random.
Turn order. The column on the left shows who acts this round; ? means that side picks which frog.
Team trait. Each pair of frogs has its own trait — see the TEAM screen.