Difference between revisions of "Battle System"

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942 bytes added ,  11:08, 17 February 2017
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Added additional tips and information.
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== Advanced Battle Information ==
== 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 to a diagonally-adjacent space (For example, moving to the north-east without "touching" the north or east space).
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 to a diagonally-adjacent space (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 shrinks and grows to however far there are enemies. If you take out all the enemies in the front row, that area can be yours to control if no enemies occupy it at the start of your next turn.  Use this to your advantage if you plan on using a lot of Strike or Slash users.  Note that enemies can take advantage of this too, so if you need to run and heal, enemies will start to occupy your area.
As a follow up to the above, if you're fighting on a wide battle field with a lot of Strike and Slash enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while ranged 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 attack instead of their regular attack.  Note that you cannot stop a unit from using its charge attack if its CP is at 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|Cusith's]] charge attack having magic range, even though his normal attack has strike range.  CP can also be charged from certain status buffs to allow you to use them more frequently.   
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 attack instead of their regular attack.  Note that you cannot stop a unit from using its charge attack if its CP is at 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|Cusith's]] charge attack having magic range, even though his normal attack has strike range.  CP can also be charged from certain status buffs to allow you to use them more frequently.   
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