Difference between revisions of "Battle System"

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Attempt at improvment.
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| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
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| 5. Phase Number || Shows which phase you are currently on.  Each mission consists of 4 battles, or phases.
| 5. Phase Number || Shows which phase you are currently on.  Most missions consists of 4 battles, or phases.
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| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
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| 7. Unit Info || Shows unit's HP, Charge level, Weapon type and element, as well as their name.
| 7. Unit Info || Shows unit's HP, Charge level, Weapon type and element, as well as their name.
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| 8. Unit Status || Shows any buffs or debuffs on unit.  Debuffs are displayed first, in blue, with buffs displayed second, in red.
| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on unit.  Debuffs are displayed in blue and buffs in red.
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| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the mission.
| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the mission, friend's unit can gain cp whereas random's unit cp is locked.
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| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
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== Basics of Battle ==
== Basics of Battle ==
Each mission 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.
Most missions 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.
* If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem.
* If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards.
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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, 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 Attack, each of your units will attack any enemy within their attack range.  See the [[Battle System#Weapons and Elements|Weapons and Elements]] for more details.
* 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.




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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 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.
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.
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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}} 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 {{Weapon|Magic}} range, even though his normal attack has {{Weapon|Strike}} range.  CP can also be charged from certain status buffs to allow you to use them more frequently.   
[[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.


== Weapons and Elements ==
== Weapons and Elements ==
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