Tokyo Afterschool Summoners uses a turn-based strategy battle system. All information concerning its general mechanics can be found on this page.
Battle Screen Summary
|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 Blow or Slash 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 Blow and Slash enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while Shot 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 Magic range, even though his weapon type is Blow. 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.
Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat. For more information regarding these stats, including how damage is calculated, please see the corresponding pages.
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.
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.
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 s increase this level by 20, s 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.
|+300 HP at the end of turn|
|+10% skill activation rate|
|Small attack up (x1.1 multiplier)|
|+5-7 CP generation at the end of the turn|
- 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.
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:
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. The current energies in the game are as follows:
- There are 5 main energies in the game: FIRE, WOOD, WATER, AETHER and NETHER.
- There is group of special elements: VALIANT, WORLD and INFERNAL.
- Newly introduced are also 2 energies that form a cyclic relation with the previously inert ALL-ROUND which are NULL and INFINITY.
To prevent confusion with how the energies work, it's best to work off of the above groups:
- The first group features the classic rock, paper, scissor relation of fire, water and wood and the aether and nether elements being strong against each other.
- The second group also forms the standard cyclic relation except each energy reacts differently to the energies found in the first group:
- INFERNAL does extra damage against all 5
- VALIANT deals less damage to FIRE, WATER and WOOD but takes less damage from AETHER and NETHER
- WORLD deals less damage to AETHER and NETHER but takes less damage from FIRE, WATER and WOOD
- The third group also forms the standard cyclic relation however they do not react to the other groups.
|Attacking Energy||Defending Energy|