- drive real MainDamageCalculator over a monster with 10 top-level specials,
real aura 25, real support 26, common/special query and final effects
- assert one exact {damage,turn} with full per-branch derivation in comments
- add a control asserting the result differs without the support pipeline
- append the 06-10 coverage-map section (create-or-append, no new codes)
- combine multiple top-level specials through the real damage calculator
- cover real support recursion, aura base/query combination and stage order
- cover final-effect priority order and damage cache markDirty/deleteEnemy/with
- add real-API single-special damage baselines via EnemyManager prefab
- add real EnemyContext single common aura and single guard aura baselines
- inline synthetic fixtures with no production changes