Golden Spirit's combat looks turn-based on the surface but runs on an action-gauge engine with three quirks worth knowing before you build teams. First, boss damage is engine-side: incoming damage is computed from your party's HP, defence, and a per-skill coefficient rather than from the boss's ATK number. The real threat lives in the skill row, not in the stat sheet.
Second, RUSH is a 10-second team buff. Once your party fires
three Ultimates from three different fighting types (out of the six
official styles — Defense, Assault, Agility, Ranged, Special, Support) in a single
battle, every member gets +25% Final DMG and a slight Energy restoration for
10 seconds. Some Arena Season Effects can extend that by 5 more seconds or grant a Crit
Rate boost while Rush is active.
Third, Crit Boost is piecewise and capped. The curve is shallow until
about 3,000 Boost−Resistance, then accelerates to roughly +2% per 100 points,
and hard caps at +90% around a 6,500 differential. Hell-tier bosses ship with
~40,968 Crit Resistance, so without a dedicated crit-suppression debuffer your DPS will
plateau hard. With max Crit Boost + typical 60% Crit Damage, a crit lands at
×2.50 the normal hit.