Battle System

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Tokyo Afterschool Summoners uses a turn-based strategy battle system. All information concerning its general mechanics can be found on this page.

A screenshot of the game's battle system.

Battle Screen Summary

Item Description
1. Menu Displays what items have been obtained, and allows the player to give up and exit the battle.
2. Battle Speed Change the battle speed, from 1x to 3x.
3. AR CS Toggle whether or not AR voice lines are to play during units' Charge Skill activation.
4. Attribute Chart Summarizes elemental advantages and weaknesses.
5. Area Name Location of the battle.
6. Quest Name of the quest the player has embarked on.
7. Phase Number Shows the current and total number of phases.
8. Unit List Shows all units under the player's command in a given turn.
9. Unit Info Displays each unit's HP, CP, weapon type, element, currently equipped AR, and name.
10. Unit Status Shows a list of buffs and debuffs on each unit. Buffs are displayed in red and debuffs in purple.
11. Support Unit Unit borrowed before starting the battle. Only supports borrowed from a friend can gain CP.
12. Time Shows amount of time left to move a unit before the player's turn ends.
13. Danger Area Any square marked in red belongs to the enemy. Your units cannot move here.
14. Safe Area Any square marked in blue belongs to the player. Your units can move here, limited only by their movement constraints.

Basics of Battle

Battles in Tokyo Afterschool Summoners pit the player against a host of CPU-controlled enemy units. The player and enemy alternate turns, starting with the player. Each turn they can move one unit, after which all their units will automatically attack any opposing units within range. This continues until all units on one side are defeated.

  • If all friendly units are defeated, the player can either fail the battle and quit, or refresh all friendly units at the cost of one Transient Stone and continue.
  • If all enemy units are defeated, the player moves onto the next phase. At the end of the last phase, the battle is won, and the player may collect any accumulated rewards.

Each turn consists of two parts: movement and attack.

  • During movement, the player can move any friendly units to another area adjacent to it, including diagonals, so long as it is within the Safe Area. Certain units have movement increase Skills that allow them to surpass these limits.
  • During attack, each friendly units will attack any enemy within their attack range in order, starting from the topmost unit in your unit list.

Once both parts have been completed, the turn ends, and the enemy begins their turn.

Advanced Battle Information

During movement, it is possible to move multiple units at once. Simply move a unit into a space that another unit occupies, and the two will trade places. By keeping a unit in a central position, it is possible to move many units at once into strategic positions. It is also possible, although difficult, to move a unit two cells away without swapping with another unit, and to a diagonally-adjacent cell; for example, moving to the north-east without "touching" the north or east space.

Units with smaller ranges can have trouble hitting enemies in back rows. However, the Danger Area's size varies with the placement of enemies. Therefore, if the player takes out all the enemies in the front row, it will fall under the player's control and be incorporated under the Safe Area. This area can however can be lost if enemies occupy it at the start of player's next turn. Use this to your advantage if you plan on using a lot of 1.00x ATK penaltyBlow or 0.45x ATK penaltySlash users. Note that enemies can take advantage of this too, so if the player opts to run and heal, enemies will start to occupy the Safe Area.

As a follow-up to the above, if you're fighting on a wide battle field with a lot of 1.00x ATK penaltyBlow and 0.45x ATK penaltySlash enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while 0.45x ATK penaltyShot units pick off all the other units on the other side of the field safely from rows further back. The enemy will have to go across the entire field to damage anything, which is valuable time you can spend killing them for free instead.

Each time one of your units attacks or gets attacked, its CP raises a little bit. Once it reaches 100%, the following turn that unit will use their Charge Skill instead of their regular attack. Note that there is no way to stop units from using their Charge Skill if their CP reaches 100%, so if you want to save it for a later turn, you need to move it to a position where it attacks no enemies. Charge attacks can also have a different range than normal attacks, such as 3* Cusith's Charge Skill having 0.28x ATK penaltyMagic range, even though his weapon type is 1.00x ATK penaltyBlow. CP can also be gained from certain status buffs.

Buffs and debuffs applied to your units can be viewed in-depth by tapping their icon in the team list. Likewise, the status of ennemy units can be checked by tapping and holding their icons.

Stats

Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat.

Seed

Kernel HP 3.png

HP Seed

Kernel ATK 3.png

ATK Seed

8a2f09aef4182a19594a78467823b1ca.jpg

Level and Skill Seed

Seeds are geared towards increasing stats of all variants of a unit.

So far, there's HP Seed, ATK Seed, Level Seed, and Skill Seed.

Each Seed increases their correlated stat (that is, HP stat increase, ATK stat increase, card max Level increase, and Skill Activation Percentage increase).

A single Seed will increase its correlated stat by one, while the double Seed raises a stat by three, yet the triple Seed increases by ten.

HP Seed and ATK Seed seeds do not require any special conditions for the unit, while Level Seed requires the unit to be at absolute max level (implies max Limit Break), and Skill Seed requires Skill Level 100.

Currently, the limit to how much HP and ATK can be raised by Seeds is 1000 points each, while Level Seed and Skill Seed can only increase their correlated stat by 10.

Sacred Artifact Level

Units have an additional level parameter: Sacred Artifact level, which determines the strength of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate ☆5s increase this level by 20, ☆4s increase by 5, and the remaining lower rarities merely increases by 1.

Relationships (Affinity Burst)

Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.

Relation Boosts
Relation Effect
Love.png

Love

+300 HP at the end of turn
Friendship.png

Like

+10% skill activation rate
Anger.png

Dislike

Small attack up (x1.1 multiplier)
Envy.png

Rival

+5-7 CP generation at the end of the turn

For examples:

  • moving Nomad adjacent to Macan will give Macan the Friendship buff (since Macan likes Nomad) and Nomad the Anger buff (since Nomad dislikes Macan).
  • moving Gunzo adjacent to Ashigara will grant Gunzou the Friendship buff, but Ashigara won't get any buff.

Boost Function

Starting from the 2017 Christmas Event, during special Event Quests, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.

With both the 2017 Christmas Event and 2018 Summer Festival Event, you can obtain special consumable items from item drops or the event item exchange shop.

With the 2018 Valentine's Event, the Boost Function was used via relationships between two units. Similar to this, the Distant Gendarme Event, non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.

Weapons and Energies

Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. The weapon types, damage multipliers, and ranges are listed below:

CP Gain
Name Attack Overkill Damaged
Icon weapon none.pngTypeless 0 0 0
0.45x ATK penaltySlash 5 9 5
0.55x ATK penaltyThrust 6 11 5
1.00x ATK penaltyBlow 12 17 5
0.45x ATK penaltyShot 5 9 5
0.28x ATK penaltyMagic 4 7 5
0.32x ATK penaltyLong Slash 4 8 5
0.26x ATK penaltySnipe 4 6 5
0.10x ATK penaltyAll 1 1 5
Icon weapon nothing.pngNone 0 0 0
Name Icon Range Multiplier
Icon weapon none.pngTypeless 0%
0.45x ATK penaltySlash 45%
0.55x ATK penaltyThrust 55%
1.00x ATK penaltyBlow 100%
0.45x ATK penaltyShot 45%
0.28x ATK penaltyMagic 28%
0.32x ATK penaltyLong Slash 32%
0.26x ATK penaltySnipe 26%
0.10x ATK penaltyAll 10%
Icon weapon nothing.pngNone 0%

Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. There are 5 main energies in the game, Element fire.pngFIRE, Element water.pngWATER, Element earth.pngWOOD, Element light.pngAETHER, and Element dark.pngNETHER, with 4 special energies: Element evil.pngINFERNAL, Element hero.pngVALIANT, Element world.pngWORLD, and Element none.pngALL-ROUND. Damage multipliers of these energies are listed in the table below:

B48a31029a5e55652638d9f99436cf6c.jpg
Attacking Energy Defending Energy
Element fire.pngFIRE Element water.pngWATER Element earth.pngWOOD Element light.pngAETHER Element dark.pngNETHER Element evil.pngINFERNAL Element hero.pngVALIANT Element world.pngWORLD Element none.pngALL-ROUND
Element fire.pngFIRE x1 x0.5 x2 x1 x1 x1.5 x1 x0.5 x1
Element water.pngWATER x2 x1 x0.5 x1 x1 x1.5 x1 x0.5 x1
Element earth.pngWOOD x0.5 x2 x1 x1 x1 x1.5 x1 x0.5 x1
Element light.pngAETHER x1 x1 x1 x1 x2 x1.5 x0.5 x1 x1
Element dark.pngNETHER x1 x1 x1 x2 x1 x1.5 x0.5 x1 x1
Element evil.pngINFERNAL x1.5 x1.5 x1.5 x1.5 x1.5 x1.5 x0.5 x2 x1
Element hero.pngVALIANT x0.5 x0.5 x0.5 x1 x1 x2 x1.5 x0.5 x1
Element world.pngWORLD x1 x1 x1 x0.5 x0.5 x0.5 x2 x1.5 x1
Element none.pngALL-ROUND x1 x1 x1 x1 x1 x1 x1 x1 x1

8 comments
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Anonymous
No. 4771
13 days ago
Score 0++
She possess a cute voice and it's adorable
Anonymous
No. 3734
3 months ago
Score 0++

>>3733

Housamo pvp is telling someone their husbando is shit
Anonymous
No. 3733
3 months ago
Score 0++
housamo pvp when
Anonymous
No. 3709
3 months ago
Score 0++
It's like pokemon the infernals are the legendary type, too rare and too OP
Anonymous
No. 2631
9 months ago
Score 0++

>>2630 Nope. As far as I know, all Units have an element and you can't change it. A character can have a different element in one of their variants, such as Shino (infernal) whose valentine variant is All, but you can't change the unit's element (using Shino again, you can't change his valentine variant from All element).

The protagonist, meanwhile, is always All-element. On both the 3* and 4*.
Anonymous
No. 2630
9 months ago
Score 0++

One question, can I change an element on a specific unit?

For example, my main character's element is water and I want to change it to fire... Can I do that?
Anonymous
No. 2461
10 months ago
Score 0++
Why can’t I get any drops from events? Do I have to fully conplete them in order achieve them?
Anonymous
No. 2240
12 months ago
Score 0++
INFERNAL'S TOO OP
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