Difference between revisions of "Battle System"

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Some editing and clean-up. Will continue at a later date (possibly best to wait for the creation of a general strategy page)
m (Forgot about ARs)
(Some editing and clean-up. Will continue at a later date (possibly best to wait for the creation of a general strategy page))
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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.
Tokyo Afterschool Summoners uses a turn-based strategy battle system.  All information concerning its general mechanics can be found on this page.
[[File:Battle Screen.jpg|thumb|right|640px|A screenshot of the game's battle system.]]
[[File:Battle_screen_summary.jpg|thumb|right|640px|A screenshot of the game's battle system.]]
== Battle Screen Summary ==
== Battle Screen Summary ==


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== Basics of Battle ==
== Basics of Battle ==
Most battles in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units. The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated.
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 the player's units are all defeated, you can either fail the battle and quit out or refresh your units at the cost of a {{item|transient stone}}.
* 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 {{item|transient stone}} and continue.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the battle and collect your rewards.
* 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.
Each turn consists of two parts:  movement and attack.
* During Movement, you can move one of your units to another area adjacent to it, including diagonals, so long as it is within the Safe Area.
* 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 [[Skill]]s that allow them to surpass these limits.
* During Attack, each of your units will attack any enemy within their attack range in order starting from the topmost unit in your unit list, ordering your units correctly can be important to make the most of skills that activate when attacking.  See the [[Battle System#Weapons and Elements|Weapons and Elements]] for more details.
* 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 opposing player begins their turn.
Once both parts have been completed, the turn ends, and the enemy begins their turn.


== 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 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).
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 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 {{Weapon|Strike}} or {{Weapon|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.
<!-- The following paragraphs should be under a General Strategy page or something. -->


As a follow up to the above, if you're fighting on a wide battle field with a lot of {{Weapon|Strike}} and {{Weapon|Slash}} enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while {{Weapon|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.
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 {{Weapon|Strike}} or {{Weapon|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.


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 {{Weapon|Magic}} range, even though his normal attack has {{Weapon|Strike}} rangeCP can also be charged from certain status buffs to allow you to use them more frequently.
As a follow-up to the above, if you're fighting on a wide battle field with a lot of {{Weapon|Strike}} and {{Weapon|Slash}} enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while {{Weapon|Ranged}} units pick off all the other units on the other side of the field safely from rows further backThe enemy will have to go across the entire field to damage anything, which is valuable time you can spend killing them for free instead.


[[Skills|Buffs and debuffs]] applied to your units can be viewed in depths by tapping their icon in the team list, you can also check ennemy units by tapping and holding them.
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|Cusith's]] Charge Skill having {{Weapon|Magic}} range, even though his weapon type is {{Weapon|Strike}}.  CP can also be gained from certain status buffs. 
 
[[Skills|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 ==
== Stats ==
181

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