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Tokyo Afterschool Summoners' uses a battle system similar to a very basic turn-based strategy game.  All information about it 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.png|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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! style="width: 125px;" |Item !! Description
! style="width: 125px;" |Item !! Description
|-
|-
| 1. Menu Button || Pulls up a basic menu that lets you quit the current mission.
| 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.
| 2. Battle Speed || Change the battle speed, from 1x to 3x.
|-
|-
| 3. Area Name(?) || Self-explanatory.
| 3. AR CS || Toggle whether or not AR voice lines are to play during units' Charge Skill activation.
|-
|-
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
| 4. Attribute Chart || Summarizes elemental advantages and weaknesses.
|-
|-
| 5. Phase Number || Shows which phase you are currently on.  Most missions consists of 4 battles, or phases.
| 5. Area Name || Location of the battle.
|-
|-
| 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. Quest || Name of the quest the player has embarked on.
|-
|-
| 7. Unit Info || Shows unit's HP, Charge level, Weapon type and element, as well as their name.
| 7. Phase Number || Shows the current and total number of phases.
|-
|-
| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on the unit.  Debuffs are displayed in blue and buffs in red.
| 8. Unit List || Shows all units under the player's command in a given turn.
|-
|-
| 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.
| 9. Unit Info || Displays each unit's HP, CP, weapon type, element, currently equipped AR, and name.
|-
|-
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
| 10. Unit Status || Shows a list of buffs and debuffs on each unit.  Buffs are displayed in red and debuffs in purple.
|-
|-
| 11. Danger Area || Any square marked in red belongs to the enemy. Your units cannot move here.
| 11. Support Unit || Unit borrowed before starting the battle. Only supports borrowed from a friend can gain CP.
|-
|-
| 12. Safe Area || Any square marked in blue belongs to the player. Your units can move anywhere within here.
| 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 ==
== Basics of Battle ==
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.
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 mission and quit out or refresh your units at the cost of a rainbow gem.
* 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 mission 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.
 
<!-- The following paragraphs should be under a General Strategy page or something. -->


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'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.


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.
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.


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 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 depths by tapping their icon in the team list, you can also check ennemy units by tapping and holding them.
[[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 ==
Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat.
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.  
=== Seeds ===
=== Seed ===
{| class="wikitable floatright"
{| class="wikitable floatright" style="text-align:center;"
|[[File:Kernel HP 3.png]]
|[[File:Kernel HP 3.png]]
HP Seed
|[[File:Kernel ATK 3.png]]
|[[File:Kernel ATK 3.png]]
ATK Seed
|colspan="2"|[[File:8a2f09aef4182a19594a78467823b1ca.jpg]]
Level and Skill Seed
|}
|}
While it was impossible to modify this stat directly (that is, without needing to level a unit), LifeWonders introduced a manner of doing so. {{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit. For example, using a {{Item:HPの種}} will increase, by an unknown value, the HP stat for <u>all</u> copies of [[Kengo]], even unreleased variants. So far, only {{Item:ATKの種}} and {{Item:HPの種}} are confirmed (to iterate, {{Item:ATKの種}} will increase the ATK stat for <u>all</u> copies of the unit).
{{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit.
 
So far, there's {{Item|HPの種}}, {{Item|ATKの種}}, {{Item|レベルの種}}, and {{Item|スキルの種}}.


Unfortunately, {{Item:種}}s raise a stat by a very very negligible amount. Whether this is intentional, or it's intended to function as a percentage value (like Skill Levels) is unknown.
Each {{Item:種}} increases their correlated stat (that is, HP stat increase, ATK stat increase, card max [[LV|Level]] increase, and [[Skills|Skill Activation Percentage]] increase).


A single {{Item:種}} will increase its correlated stat by one, while the double {{Item:種}} raises a stat by three, yet the triple {{Item:種}} increases by ten.
A single {{Item:種}} will increase its correlated stat by one, while the double {{Item:種}} raises a stat by three, yet the triple {{Item:種}} increases by ten.


Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each.
{{Item:HPの種}} and {{Item:ATKの種}} seeds do not require any special conditions for the unit, while {{Item:レベルの種}} requires the unit to be at absolute max level (implies max [[Limit Break]]), and {{Item:スキルの種}} requires [[Skills|Skill Level]] 100.
 
Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each, while {{Item:レベルの種}} and {{Item:スキルの種}} can only increase their correlated stat by 15 and 10, respectively.


== Sacred Artifact Level ==
== Sacred Artifact Level ==
Units have an additional level parameter: Sacred Artifact level, which determines the [[Skills#Charge_Skill_Effect_Increase|strength]] of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate {{Star|5}}s increase this level by 20, {{Star|4}}s increase by 5, and the remaining lower rarities merely increases by 1.
Units have an additional level parameter: Sacred Artifact level, which determines the [[Skills#Charge_Skill_Effect_Increase|strength]] of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate {{Star|5}}s increase this level by 20, {{Star|4}}s increase by 5, and the remaining lower rarities merely increases by 1.


== Relationships ==
== 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.
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.


Line 81: Line 95:
! Relation
! Relation
! Effect
! Effect
! Icon
|-
|-
| Love  
|style="text-align:center"|[[File:Love.png]]
Love  
| +300 HP at the end of turn
| +300 HP at the end of turn
| [[File:Love.png]]
|-
|-
| Like  
|style="text-align:center"|[[File:Friendship.png]]
Like
| +10% skill activation rate
| +10% skill activation rate
| [[File:Friendship.png]]
|-
|-
| Dislike  
|style="text-align:center"|[[File:Anger.png]]
Dislike
| Small attack up (x1.1 multiplier)
| Small attack up (x1.1 multiplier)
| [[File:Anger.png]]
|-
|-
| Rival  
|style="text-align:center"|[[File:Envy.png]]
Rival  
| +5-7 CP generation at the end of the turn
| +5-7 CP generation at the end of the turn
| [[File:Envy.png]]
|}
|}


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== Boost Function ==
== Boost Function ==
Starting with the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], it's now possible to apply party-wide buffs temporarily. Below is a list of consumables, and their effects:
Starting from the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], during special [[Event Quest]]s, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.
{| class="wikitable"
 
|+ Consumables
With both the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]] and [[Event Quest:Honorless Great Summer Festival Struggle|2018 Summer Festival Event]], you can obtain special consumable items from item drops or the event item exchange shop.
! Item
 
! Effect
With the [[Event_Quest:Valentine_Jail!_You,_Prison,_and_Chocolate|2018 Valentine's Event]], the Boost Function was used via [[#Relationships (Affinity Burst)|relationships]] between two units. Similar to this, the [[Event_Quest:Distant Gendarme|Distant Gendarme Event]], non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.
! Icon
 
== 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:
{{#masterdata:Weapon|}}
 
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: {{Attribute|Fire}}, {{Attribute|Wood}}, {{Attribute|Water}}, {{Attribute|Aether}} and {{Attribute|Nether}}.
* There is group of special elements: {{Attribute|Valiant}}, {{Attribute|World}} and {{Attribute|Infernal}}.
* There are also 2 energies that form a cyclic relation with the previously inert {{Attribute|All}} which are {{Attribute|Zero}} and {{Attribute|Infinity}}.
* The newly added {{Attribute|God}} attribute is a separate energy on its own.
 
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:
# {{Attribute|Infernal}} deals and sustains extra damage against all 5
# {{Attribute|Valiant}} deals less damage to {{Attribute|Fire}}, {{Attribute|Water}} and {{Attribute|Wood}} but takes less damage from {{Attribute|Aether}} and {{Attribute|Nether}} 
# {{Attribute|World}} deals less damage to {{Attribute|Aether}} and {{Attribute|Nether}} but takes less damage from {{Attribute|Fire}}, {{Attribute|Water}} and {{Attribute|Wood}}
* The third group also forms the standard cyclic relation.
* {{Attribute|God}} deals increased damage to and takes reduced damage from all attributes other than {{Attribute|All}}, {{Attribute|Zero}},  {{Attribute|Infinity}} - from which it takes increased damage from and deals reduced damage to.
 
 
[[File:1a6d82c4a9edbb28a8be4a7f89053778.png|400px|right]]
{| class="wikitable" style="text-align:center"
|-
! rowspan="2"|Attacking Energy !! colspan="12"|Defending Energy
|-
| {{Attribute|Fire}} || {{Attribute|Water}} || {{Attribute|Wood}} || {{Attribute|Aether}} || {{Attribute|Nether}} || {{Attribute|Infernal}} || {{Attribute|Valiant}} || {{Attribute|World}} || {{Attribute|All}} || {{Attribute|Zero}} || {{Attribute|Infinity}}|| {{Attribute|God}}
|-
| {{Attribute|Fire}} || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1 || style="color:blue"|x0.5
|-
| {{Attribute|Water}} || style="color:red"|x2 || x1 || style="color:blue"|x0.5 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1 || style="color:blue"|x0.5
|-
|-
| Mince Pie
| {{Attribute|Wood}} || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1 || style="color:blue"|x0.5
| +50% ATK
| [[File:クリスマス-フード-ミンスパイ.png|100px]]
|-
|-
| Pizza
| {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5
| Nullifies status effect
| [[File:クリスマス-フード-ピザ.png|100px]]
|-
|-
| Grilled Turkey
| {{Attribute|Nether}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5
| +10 CP every turn
| [[File:クリスマス-フード-鶏の丸焼き.png|100px]]
|-
|-
| Yule Log / bûche de Noël
| {{Attribute|Infernal}} || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 || style="color:blue"|x0.5
| +400HP every turn
| [[File:クリスマス-フード-ブッシュドノエル.png|100px]]
|}
 
== 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:
 
{| class="wikitable"
|-
|-
! Weapon Type !! Range !! Multiplier
| {{Attribute|Valiant}} || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || style="color:blue"|x0.5
|-
|-
| {{Weapon|Strike}} (Fist) || 1 space in front of unit || 1.0x base attack
| {{Attribute|World}} || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:red"|x2 || style="color:darkorange"|x1.5 || x1 || x1 || x1 || style="color:blue"|x0.5
|-
|-
| {{Weapon|Slash}} (Sword) || 3 spaces in front of unit horizontally || 0.45x base attack
| {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || style="color:red"|x2
|-
|-
| {{Weapon|Pierce}} (Spear) || 2 spaces in front of unit vertically || 0.55x base attack
| {{Attribute|Zero}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:blue"|x0.5 || style="color:red"|x2
|-
|-
| {{Weapon|Ranged}} (Bow) || 3 spaces in front of unit vertically || 0.45x base attack
| {{Attribute|Infinity}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || style="color:red"|x2
|-
|-
| {{Weapon|Magic}} ({{Weapon|Magic}} Rod) || 5 tiles in a plus (+) shape in front of unit || 0.28x base attack
| {{Attribute|God}} || style="color:red"|x2 || style="color:red"|x2 || style="color:red"|x2 || style="color:red"|x2 || style="color:red"|x2 || style="color:red"|x2 || style="color:red"|x2 || style="color:red"|x2 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1
|-
|-
| {{Weapon|Snipe}} (Gun) || 5 spaces in front of unit vertically || 0.28x base attack(?)
|}
|}
 
<!-- old table, revert back to this if needed
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, {{Attribute|Fire}}, {{Attribute|Water}}, {{Attribute|Wood}}, {{Attribute|Holy}}, and {{Attribute|Dark}}, with 3 special energies: {{Attribute|Demon}}, {{Attribute|Hero}}, and {{Attribute|All}}.  Strengths and weaknesses of these energies are listed in the table below:
[[File:zokuseiaishohyo.jpg|400px|right]]
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 187: Line 216:
{{Attribute|ALL}} has no relationships, so no energy-based damage multipliers apply.
{{Attribute|ALL}} has no relationships, so no energy-based damage multipliers apply.


{{Attribute|Hero}} has special properties for the five main energies: {{Attribute|Fire}}, {{Attribute|Water}}, and {{Attribute|Wood}} are dealt halved damage, while damage from {{Attribute|Aether}} and {{Attribute|Nether}} is halved. {{Attribute|Hero}} is advantageous against {{Attribute|Shadow}} <!--if it wasn't clear from several other places stating this-->.
{{Attribute|Hero}} has special properties for the five main energies: {{Attribute|Fire}}, {{Attribute|Water}}, and {{Attribute|Wood}} are dealt halved damage, while damage from {{Attribute|Aether}} and {{Attribute|Nether}} is halved. {{Attribute|Hero}} is advantageous against {{Attribute|Shadow}}.
 
The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier.
 
=Pre-Quest Information=
[[File:gui_quest_information.png|200px|right]]
 
You can view quest information by long-pressing on a quest in the main screen.


With this, you can view:
The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier. -->
* quest name
* field size (rows and columns)
* possible item drops
* first completion reward
* possible enemies encountered
beforehand, to determine what team is best for the quest.


----
{{Guide}}
{{Guide}}
[[Category:General Game Guides]]

Latest revision as of 16:05, 28 November 2024

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. For more information regarding these stats, including how damage is calculated, please see the corresponding pages.

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 15 and 10, respectively.

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.

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. The current energies in the game are as follows:

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:
  1. Element evil.pngINFERNAL deals and sustains extra damage against all 5
  2. Element hero.pngVALIANT deals less damage to Element fire.pngFIRE, Element water.pngWATER and Element earth.pngWOOD but takes less damage from Element light.pngAETHER and Element dark.pngNETHER
  3. Element world.pngWORLD deals less damage to Element light.pngAETHER and Element dark.pngNETHER but takes less damage from Element fire.pngFIRE, Element water.pngWATER and Element earth.pngWOOD
  • The third group also forms the standard cyclic relation.
  • Element god.pngDIVINE deals increased damage to and takes reduced damage from all attributes other than Element none.pngALL-ROUND, Element zero.pngNULL, Element infinity.pngINFINITY - from which it takes increased damage from and deals reduced damage to.


1a6d82c4a9edbb28a8be4a7f89053778.png
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 zero.pngNULL Element infinity.pngINFINITY Element god.pngDIVINE
Element fire.pngFIRE x1 x0.5 x2 x1 x1 x1.5 x1 x0.5 x1 x1 x1 x0.5
Element water.pngWATER x2 x1 x0.5 x1 x1 x1.5 x1 x0.5 x1 x1 x1 x0.5
Element earth.pngWOOD x0.5 x2 x1 x1 x1 x1.5 x1 x0.5 x1 x1 x1 x0.5
Element light.pngAETHER x1 x1 x1 x1 x2 x1.5 x0.5 x1 x1 x1 x1 x0.5
Element dark.pngNETHER x1 x1 x1 x2 x1 x1.5 x0.5 x1 x1 x1 x1 x0.5
Element evil.pngINFERNAL x1.5 x1.5 x1.5 x1.5 x1.5 x1.5 x0.5 x2 x1 x1 x1 x0.5
Element hero.pngVALIANT x0.5 x0.5 x0.5 x1 x1 x2 x1.5 x0.5 x1 x1 x1 x0.5
Element world.pngWORLD x1 x1 x1 x0.5 x0.5 x0.5 x2 x1.5 x1 x1 x1 x0.5
Element none.pngALL-ROUND x1 x1 x1 x1 x1 x1 x1 x1 x1 x0.5 x2 x2
Element zero.pngNULL x1 x1 x1 x1 x1 x1 x1 x1 x2 x1 x0.5 x2
Element infinity.pngINFINITY x1 x1 x1 x1 x1 x1 x1 x1 x0.5 x2 x1 x2
Element god.pngDIVINE x2 x2 x2 x2 x2 x2 x2 x2 x0.5 x0.5 x0.5 x1

13 comments
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The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.


Anonymous user: 9d942102
No. 15937
20 months ago
Score 0 You
One question: Why do some enemies randomly deal 10K damage to my units even if they are at level 5 enemy difficulty?
Theocron
No. 14892
25 months ago
Score 0++
We need to update this to include the new elements such as Infinite.
Anonymous user: 28741da0
No. 11491
38 months ago
Score 0 You
Infernal is a glass cannon. It does 1.5 damage to nearly everything, but takes 1.5 from those same things.
Anonymous user: 6c80737e
No. 10504
42 months ago
Score 0 You

>>10503

They are available in the event shop for NEW seasonal events, rerun events like the one happening right now or just permanent unit campaigns don't have them.
Anonymous user: 30484722
No. 10503
42 months ago
Score 0 You
How do you even get Level/Skill Seeds?
Anonymous user: 2f71eb40
No. 4771
57 months ago
Score 0 You
She possess a cute voice and it's adorable
Anonymous user: 1b134c91
No. 3734
60 months ago
Score 0 You

>>3733

Housamo pvp is telling someone their husbando is shit
Anonymous user: 22529f25
No. 3733
60 months ago
Score 0 You
housamo pvp when
Anonymous user: 2f71498c
No. 3709
60 months ago
Score 0 You
It's like pokemon the infernals are the legendary type, too rare and too OP
Anonymous user: 26f86165
No. 2631
66 months ago
Score 0 You

>>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 user: 225297bf
No. 2630
66 months ago
Score 0 You

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 user: 9b430c55
No. 2461
67 months ago
Score 0 You
Why can’t I get any drops from events? Do I have to fully conplete them in order achieve them?
Anonymous user: 8ba2e0ac
No. 2240
69 months ago
Score 0 You
INFERNAL'S TOO OP
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