# Combat | Big Mech Energy Idle Wiki

Waves stream in from the right; clear them to advance. Every **10th wave is a boss** that gates the segment. Each segment has its own themed battlefield.

- **Attack kinds:** melee hits the front unit, ranged snipes, AoE hits the whole horde.
- **Damage types:** kinetic, energy, corrosive, shown in the combat log so you can see what's landing.
- **Full Send** fires every attack at triple damage on a 1 second cooldown; **Maximum Effort** triples all output for 5 seconds on a 30 second cooldown. Both buttons show their charge as a fill bar: Full Send refills as it cools, Maximum Effort burns down across its active window then builds back. Both optional.
- **Sustain is a choice:** natural hull regen is slim (about 1 percent per second). Most waves are HP races; equip healing parts if you want to out-last instead of out-damage. Healing shows as green floaters and "+N Repair systems" log lines.
- **Enrage:** the longer a single fight drags, the harder everything hits. Enemy damage climbs 1 percent per attack on normal waves, 2 percent for guardians and 3 percent for overlords, and resets when a fresh wave or duel starts. Sustain buys you time to win, never a permanent stalemate; the red ENRAGED chip shows the current bonus.
- If your frame's integrity hits zero, a 5 second reboot countdown runs and waves resume **one wave back**. A soft tax, not a loss.
- **Wave navigation:** the « ‹ › » buttons jump to wave 1, back one, forward one (through waves you have beaten) or to your frontier. Farm easier waves for Scrap and drops whenever you like. The **Auto / Hold** toggle controls what happens when you clear a wave: Auto advances to the next, Hold replays the current wave so you can farm a single tier in place.
